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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 mat3 texture_basecolor_matrix;
uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
uniform mat3 texture_emissive_matrix;
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;
vec2 texture_transform(vec2 vertex_texcoord, mat3 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
basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, 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
vary_tangent = normalize(t);
vary_sign = tangent.w;
vary_normal = normalize(n);
vertex_color = diffuse_color;
}
#else
// fullbright HUD implementation
uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
uniform mat3 texture_basecolor_matrix;
uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
uniform mat3 texture_emissive_matrix;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
out vec2 basecolor_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
vertex_color = diffuse_color;
}
#endif
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