/** * @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 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #if !defined(HAS_SKIN) uniform mat4 modelview_matrix; #endif VARYING vec3 vary_position; #endif uniform mat4 texture_matrix0; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; #ifdef HAS_NORMAL_MAP ATTRIBUTE vec4 tangent; ATTRIBUTE vec2 texcoord1; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #else VARYING vec3 vary_normal; #endif #ifdef HAS_SPECULAR_MAP ATTRIBUTE vec2 texcoord2; VARYING vec2 vary_texcoord2; #endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void main() { vec4 pos4 = vec4(position,1.0); #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*pos4).xyz; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif gl_Position = projection_matrix*pos4; #else //transform vertex gl_Position = modelview_projection_matrix * pos4; #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #ifdef HAS_NORMAL_MAP vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; #endif #ifdef HAS_SPECULAR_MAP vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; #endif #ifdef HAS_SKIN vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #ifdef HAS_NORMAL_MAP vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); vec3 b = cross(n, t)*tangent.w; 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); #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP #else //HAS_SKIN vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP vec3 t = normalize(normal_matrix * tangent.xyz); vec3 b = cross(n,t)*tangent.w; //vec3 t = cross(b,n) * binormal.w; 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); #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP #endif //HAS_SKIN vertex_color = diffuse_color; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #if !defined(HAS_SKIN) vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; #endif #endif }