/** * @file avatarShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ mat4 getSkinnedTransform(); attribute vec3 position; attribute vec3 normal; attribute vec2 texcoord0; varying vec4 post_pos; void main() { gl_TexCoord[0] = vec4(texcoord0,0,1); vec4 pos; vec3 norm; vec4 pos_in = vec4(position.xyz, 1.0); mat4 trans = getSkinnedTransform(); pos.x = dot(trans[0], pos_in); pos.y = dot(trans[1], pos_in); pos.z = dot(trans[2], pos_in); pos.w = 1.0; norm.x = dot(trans[0].xyz, normal); norm.y = dot(trans[1].xyz, normal); norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); pos = gl_ProjectionMatrix * pos; post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); }