/** * @file class1\deferred\pbralphaV.glsl * * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2022, 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 * $/LicenseInfo$ */ #ifndef IS_HUD // default alpha implementation #ifdef HAS_SKIN uniform mat4 modelview_matrix; uniform mat4 projection_matrix; mat4 getObjectSkinnedTransform(); #else uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; #if !defined(HAS_SKIN) uniform mat4 modelview_matrix; #endif out vec3 vary_position; uniform mat3 texture_basecolor_matrix; uniform mat3 texture_normal_matrix; uniform mat3 texture_metallic_roughness_matrix; uniform mat3 texture_emissive_matrix; #ifdef HAS_SUN_SHADOW out vec3 vary_fragcoord; uniform float near_clip; #endif in vec3 position; in vec4 diffuse_color; in vec3 normal; in vec4 tangent; in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; out vec4 vertex_color; out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; void main() { #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; vary_position = pos; vec4 vert = projection_matrix * vec4(pos,1.0); #else //transform vertex vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif gl_Position = vert; #ifdef HAS_SUN_SHADOW vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; #else //HAS_SKIN vec3 n = normal_matrix * normal; vec3 t = normal_matrix * tangent.xyz; #endif //HAS_SKIN vary_tangent = normalize(t); vary_sign = tangent.w; vary_normal = normalize(n); vertex_color = diffuse_color; #if !defined(HAS_SKIN) vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; #endif } #else // fullbright HUD alpha implementation uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; out vec3 vary_position; uniform mat3 texture_basecolor_matrix; uniform mat3 texture_emissive_matrix; in vec3 position; in vec4 diffuse_color; in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; out vec4 vertex_color; void main() { //transform vertex vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = vert; vary_position = vert.xyz; basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; vertex_color = diffuse_color; } #endif