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/** 
 * @file bumpV.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 modelview_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;

in vec3 position;
in vec2 texcoord0;
in vec2 texcoord1;

out vec2 vary_texcoord0;
out vec2 vary_texcoord1;
out vec3 vary_position;

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

void main()
{
	//transform vertex
#ifdef HAS_SKIN
    mat4 mat = getObjectSkinnedTransform();
    mat = modelview_matrix * mat;
    vec4 pos = mat * vec4(position.xyz, 1.0);
    vary_position = pos.xyz;
    gl_Position = projection_matrix * pos;
#else
    vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
}