/** * @file attachmentShadowV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ #version 120 mat4 getObjectSkinnedTransform(); void main() { //transform vertex gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; vec3 pos = (mat*gl_Vertex).xyz; gl_FrontColor = gl_Color; vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); gl_Position = p; }