/** * @file avatarV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ mat4 getSkinnedTransform(); attribute vec4 weight; varying vec3 vary_normal; varying vec4 vary_position; 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); vary_position = pos; vary_normal = norm; gl_Position = gl_ProjectionMatrix * pos; //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = gl_Color; }