/** * @file simpleSkinnedV.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 mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); void main() { //transform vertex vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); fog_depth = pos.z; }