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/**
* @file avatarShadowV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
mat4 getSkinnedTransform();
attribute vec4 weight;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
pos.x = dot(trans[0], gl_Vertex);
pos.y = dot(trans[1], gl_Vertex);
pos.z = dot(trans[2], gl_Vertex);
pos.w = 1.0;
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);
pos = gl_ProjectionMatrix * pos;
//smash geometry against near clip plane
pos.z = max(pos.z, -1.0);
gl_Position = pos;
gl_FrontColor = gl_Color;
}
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