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path: root/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
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/** 
 * @file bumpV.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
 * $/LicenseInfo$
 */



varying vec3 vary_mat0;
varying vec3 vary_mat1;
varying vec3 vary_mat2;

mat4 getObjectSkinnedTransform();

void main()
{
	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
	
	mat4 mat = getObjectSkinnedTransform();
	
	mat = gl_ModelViewMatrix * mat;
	
	vec3 pos = (mat*gl_Vertex).xyz;
	
	
	vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
	vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
	vec3 t = cross(b, n);
	
	vary_mat0 = vec3(t.x, b.x, n.x);
	vary_mat1 = vec3(t.y, b.y, n.y);
	vary_mat2 = vec3(t.z, b.z, n.z);
	
	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
	gl_FrontColor = gl_Color;
}