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/** 
 * @file pbrShadowAlphaMaskV.glsl
 *
 * $LicenseInfo:firstyear=2023&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2023, 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;
#if defined(HAS_SKIN)
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
uniform mat4 modelview_projection_matrix;
#endif

uniform vec4[2] texture_base_color_transform;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);

uniform float shadow_target_width;

in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;

out vec4 post_pos;
out float target_pos_x;
out vec4 vertex_color;
out vec2 vary_texcoord0;

void passTextureIndex();

void main()
{
    //transform vertex
#if defined(HAS_SKIN)
    vec4 pre_pos = vec4(position.xyz, 1.0);
    mat4 mat = getObjectSkinnedTransform();
    mat = modelview_matrix * mat;
    vec4 pos = mat * pre_pos;
    pos = projection_matrix * pos;
#else
    vec4 pre_pos = vec4(position.xyz, 1.0);
    vec4 pos = modelview_projection_matrix * pre_pos;
#endif

    target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;

    post_pos = pos;

    gl_Position = pos;
    
    passTextureIndex();

    vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
    vertex_color = diffuse_color;
}