/** * @file avatarShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ mat4 getSkinnedTransform(); attribute vec4 weight; varying vec4 post_pos; void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 pos; vec3 norm; mat4 trans = getSkinnedTransform(); pos.x = dot(trans[0], gl_Vertex); pos.y = dot(trans[1], gl_Vertex); pos.z = dot(trans[2], gl_Vertex); pos.w = 1.0; norm.x = dot(trans[0].xyz, gl_Normal); norm.y = dot(trans[1].xyz, gl_Normal); norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); pos = gl_ProjectionMatrix * pos; post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); gl_FrontColor = gl_Color; }