/** * @file pbropaqueV.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 * $/LicenseInfo$ */ #define DIFFUSE_ALPHA_MODE_IGNORE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 #define DIFFUSE_ALPHA_MODE_MASK 2 #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 #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; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 tangent; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord1; ATTRIBUTE vec2 texcoord2; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec4 vertex_color; VARYING vec3 vary_tangent; flat out float vary_sign; VARYING vec3 vary_normal; 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 vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).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 vary_tangent = normalize(t); vary_sign = tangent.w; vary_normal = normalize(n); vertex_color = diffuse_color; }