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/**
* @file class1\deferred\pbralphaV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
#define DIFFUSE_ALPHA_MODE_IGNORE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !defined(HAS_SKIN)
uniform mat4 modelview_matrix;
#endif
VARYING vec3 vary_position;
#endif
uniform mat3 texture_basecolor_matrix;
uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
uniform mat3 texture_emissive_matrix;
#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
uniform float near_clip;
#endif
in vec3 position;
in vec4 diffuse_color;
in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
out vec2 basecolor_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
void main()
{
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
#endif
vec4 vert = projection_matrix * vec4(pos,1.0);
#else
//transform vertex
vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
gl_Position = vert;
#ifdef HAS_SUN_SHADOW
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
vec3 n = normal_matrix * normal;
vec3 t = normal_matrix * tangent.xyz;
#endif //HAS_SKIN
vary_tangent = normalize(t);
vary_sign = tangent.w;
vary_normal = normalize(n);
vertex_color = diffuse_color;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !defined(HAS_SKIN)
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
#endif
}
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