/** * @file avatarShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ uniform mat4 projection_matrix; mat4 getSkinnedTransform(); in vec3 position; in vec3 normal; in vec2 texcoord0; void main() { 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 = projection_matrix * pos; gl_Position = pos; }