/** * @file normaldebugV.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 * $/LicenseInfo$ */ in vec3 position; in vec3 normal; out vec4 normal_g; #if HAS_ATTRIBUTE_TANGENT == 1 in vec4 tangent; out vec4 tangent_g; #endif uniform float debug_normal_draw_length; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); #else uniform mat3 normal_matrix; #endif uniform mat4 projection_matrix; uniform mat4 modelview_matrix; // *NOTE: Should use the modelview_projection_matrix here in the non-skinned // case for efficiency, but opting for the simplier implementation for now as // this is debug code. Also, the skinned version hasn't beeen tested yet. // world_pos = mat * vec4(position.xyz, 1.0) vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat) { vec4 world_norm = mat * vec4((position + normal), 1.0); world_norm.xyz -= world_pos.xyz; world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz); world_norm.xyz += world_pos.xyz; return projection_matrix * world_norm; } void main() { #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; #else #define mat modelview_matrix #endif vec4 world_pos = mat * vec4(position.xyz,1.0); gl_Position = projection_matrix * world_pos; normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat); #if HAS_ATTRIBUTE_TANGENT == 1 tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat); #endif }