/** * @file shadowSkinnedV.glsl * * $LicenseInfo:firstyear=2021&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, 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 modelview_matrix; uniform mat4 projection_matrix; ATTRIBUTE vec3 position; VARYING vec4 post_pos; mat4 getObjectSkinnedTransform(); void main() { //transform vertex mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = (mat*vec4(position.xyz, 1.0)); pos = projection_matrix*pos; post_pos = pos; #if !defined(DEPTH_CLAMP) gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); #else gl_Position = pos; #endif }