/** * @file pbgglowV.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, 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 * $/LicenseInfo$ */ #ifdef HAS_SKIN uniform mat4 modelview_matrix; uniform mat4 projection_matrix; mat4 getObjectSkinnedTransform(); #else uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; uniform vec4[2] texture_base_color_transform; uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 emissive; in vec2 texcoord0; out vec2 base_color_texcoord; out vec2 emissive_texcoord; out vec4 vertex_emissive; vec2 texture_transform(vec2 vertex_texcoord, 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; gl_Position = projection_matrix*vec4(pos,1.0); #else //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_emissive = emissive; }