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/** 
 * @file pbropaqueV.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
 * $/LicenseInfo$
 */


#ifndef IS_HUD

//deferred opaque implementation

#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;

uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;

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

out vec2 base_color_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;

vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);

void main()
{
#ifdef HAS_SKIN
	mat4 mat = getObjectSkinnedTransform();

	mat = modelview_matrix * mat;

	vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;

	gl_Position = projection_matrix*vec4(pos,1.0);

#else
	//transform vertex
	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); 
#endif

    base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
    normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
    metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
    emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);

#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

    n = normalize(n);

    vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
    vary_sign = tangent.w;
    vary_normal = n;
	
	vertex_color = diffuse_color;
}

#else 

// fullbright HUD implementation

uniform mat4 modelview_projection_matrix;

uniform mat4 texture_matrix0;

uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_emissive_transform;

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

out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
 
out vec4 vertex_color;

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

void main()
{
    //transform vertex
    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); 

    base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
    emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);

    vertex_color = diffuse_color;
}

#endif