/** * @file previewV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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 mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; in vec3 position; in vec3 normal; in vec2 texcoord0; uniform vec4 color; out vec4 vertex_color; out vec2 vary_texcoord0; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; //=================================================================================================== //declare these here explicitly to separate them from atmospheric lighting elsewhere to work around //drivers that are picky about functions being declared but not defined even if they aren't called float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } //==================================================================================================== #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); uniform mat4 modelview_matrix; uniform mat4 projection_matrix; #endif void main() { vec3 norm; #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vec4(position.xyz, 1.0); gl_Position = projection_matrix * pos; norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); norm = normalize(normal_matrix * normal); #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec4 col = vec4(0,0,0,1); // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz); col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz); vertex_color = col*color; }