/** * @file shadowAlphaMaskV.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ uniform mat4 texture_matrix0; #if defined(HAS_SKIN) uniform mat4 modelview_matrix; uniform mat4 projection_matrix; mat4 getObjectSkinnedTransform(); #else uniform mat4 modelview_projection_matrix; #endif uniform float shadow_target_width; in vec3 position; in vec4 diffuse_color; in vec2 texcoord0; out vec4 post_pos; out float target_pos_x; out vec4 vertex_color; out vec2 vary_texcoord0; void passTextureIndex(); void main() { //transform vertex #if defined(HAS_SKIN) vec4 pre_pos = vec4(position.xyz, 1.0); mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * pre_pos; pos = projection_matrix * pos; #else vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; #endif target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; post_pos = pos; gl_Position = pos; passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vertex_color = diffuse_color; }