/** * @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 vec4[2] texture_base_color_transform; uniform vec4[2] texture_normal_transform; uniform vec4[2] texture_metallic_roughness_transform; uniform vec4[2] texture_emissive_transform; out vec3 vary_fragcoord; in vec3 position; in vec4 diffuse_color; in vec3 normal; in vec4 tangent; in vec2 texcoord0; out vec2 base_color_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; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); 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; vary_fragcoord.xyz = vert.xyz; base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #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 n = normalize(n); vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; vary_normal = 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 vec4[2] texture_base_color_transform; uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; in vec2 texcoord0; out vec2 base_color_texcoord; out vec2 emissive_texcoord; out vec4 vertex_color; vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { //transform vertex vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = vert; vary_position = vert.xyz; base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_color = diffuse_color; } #endif