1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
/**
* @file avatarShadowV.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 projection_matrix;
mat4 getSkinnedTransform();
in vec3 position;
in vec3 normal;
in vec2 texcoord0;
void main()
{
vec4 pos;
vec3 norm;
vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
pos.x = dot(trans[0], pos_in);
pos.y = dot(trans[1], pos_in);
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
norm.x = dot(trans[0].xyz, normal);
norm.y = dot(trans[1].xyz, normal);
norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
pos = projection_matrix * pos;
gl_Position = pos;
}
|