/** * @file avatarV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); attribute vec4 clothing; //4 attribute vec4 gWindDir; //7 attribute vec4 gSinWaveParams; //3 attribute vec4 gGravity; //5 const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2} void main() { gl_TexCoord[0] = gl_MultiTexCoord0; vec4 pos; mat4 trans = getSkinnedTransform(); vec3 norm; norm.x = dot(trans[0].xyz, gl_Normal); norm.y = dot(trans[1].xyz, gl_Normal); norm.z = dot(trans[2].xyz, gl_Normal); norm = normalize(norm); //wind vec4 windEffect; windEffect = vec4(dot(norm, gWindDir.xyz)); pos.x = dot(trans[2].xyz, gl_Vertex.xyz); windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) + windEffect.xyz; windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input //reduce to period of 2 PI vec4 temp1, temp0, temp2, offsetPos; temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1] temp0.y = mod(temp1.x,1.0); windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2 temp0.y = mod(temp1.z,1.0); windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI] //calculate sinusoid vec4 sinWave; temp1 = windEffect*windEffect; sinWave = -temp1 * gMinMaxConstants.w + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5! sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3! sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1 sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1) // sinWave.x holds sin(norm . wind_direction) with primary frequency // sinWave.y holds sin(norm . wind_direction) with secondary frequency // sinWave.z hold cos(norm . wind_direction) with primary frequency sinWave.xyz = sinWave.xyz * gWindDir.w + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind] // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1] temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity? temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2] temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3] sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency) sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+gl_Vertex; // add to offset vertex position, and zero out effect from w norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) //add "backlighting" effect float colorAcc; colorAcc = 1.0 - clothing.w; norm.z -= colorAcc * 0.2; //renormalize normal (again) norm = normalize(norm); pos.x = dot(trans[0], offsetPos); pos.y = dot(trans[1], offsetPos); pos.z = dot(trans[2], offsetPos); pos.w = 1.0; calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix * pos; gl_TexCoord[2] = vec4(pos.xyz, 1.0); }