/** * @file bumpV.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 modelview_matrix; uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; in vec3 position; in vec4 diffuse_color; in vec3 normal; in vec2 texcoord0; in vec4 tangent; out vec3 vary_mat0; out vec3 vary_mat1; out vec3 vary_mat2; out vec4 vertex_color; out vec2 vary_texcoord0; out vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); uniform mat4 projection_matrix; #endif void main() { //transform vertex #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vary_position = pos; gl_Position = projection_matrix*vec4(pos, 1.0); vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); #else vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vec3 n = normalize(normal_matrix * normal); vec3 t = normalize(normal_matrix * tangent.xyz); #endif vec3 b = cross(n, t) * tangent.w; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); vertex_color = diffuse_color; }