summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
blob: 5a0913a970b0da5709d2146fd202625a2d9b1320 (plain)
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
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
/** 
 * @file emissiveV.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 modelview_projection_matrix;

in vec3 position;
void passTextureIndex();
in vec4 emissive;
in vec2 texcoord0;

void calcAtmospherics(vec3 inPositionEye);

vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);

out vec4 vertex_color;
out vec2 vary_texcoord0;

#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
#endif

void main()
{
	//transform vertex
	passTextureIndex();

#ifdef HAS_SKIN
    mat4 mat = getObjectSkinnedTransform();
    mat = modelview_matrix * mat;

    vec4 pos = mat * vec4(position.xyz, 1.0);
    gl_Position = projection_matrix * pos;
#else
	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
    vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
#endif
	
	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
	
	calcAtmospherics(pos.xyz);
	
	vertex_color = emissive;

	
}