/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
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Possible License(s): LGPL-2.1
- /**
- * @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 projection_matrix;
- uniform mat4 texture_matrix0;
- uniform mat4 modelview_matrix;
- ATTRIBUTE vec3 position;
- ATTRIBUTE vec4 diffuse_color;
- ATTRIBUTE vec3 normal;
- ATTRIBUTE vec2 texcoord0;
- ATTRIBUTE vec2 texcoord2;
- VARYING vec3 vary_mat0;
- VARYING vec3 vary_mat1;
- VARYING vec3 vary_mat2;
- VARYING vec4 vertex_color;
- VARYING vec2 vary_texcoord0;
- mat4 getObjectSkinnedTransform();
- void main()
- {
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
-
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
-
-
- vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 t = cross(b, n);
-
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
-
- gl_Position = projection_matrix*vec4(pos, 1.0);
- vertex_color = diffuse_color;
- }