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/**
* @file previewV.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 mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec2 texcoord0;
uniform vec4 color;
out vec4 vertex_color;
out vec2 vary_texcoord0;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
//===================================================================================================
//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around
//drivers that are picky about functions being declared but not defined even if they aren't called
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
return a;
}
//====================================================================================================
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
#endif
void main()
{
vec3 norm;
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
gl_Position = projection_matrix * pos;
norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
norm = normalize(normal_matrix * normal);
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec4 col = vec4(0,0,0,1);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz);
col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
vertex_color = col*color;
}
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