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/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 64 lines | 52 code | 12 blank | 0 comment | 0 complexity | e63986667598eafbde0424aa641d52b4 MD5 | raw file
 1/** 
 2 * @file bumpV.glsl
 3 * $LicenseInfo:firstyear=2007&license=viewerlgpl$
 4 * Second Life Viewer Source Code
 5 * Copyright (C) 2007, Linden Research, Inc.
 6 * 
 7 * This library is free software; you can redistribute it and/or
 8 * modify it under the terms of the GNU Lesser General Public
 9 * License as published by the Free Software Foundation;
10 * version 2.1 of the License only.
11 * 
12 * This library is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15 * Lesser General Public License for more details.
16 * 
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with this library; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
20 * 
21 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
22 * $/LicenseInfo$
23 */
24
25uniform mat4 projection_matrix;
26uniform mat4 texture_matrix0;
27uniform mat4 modelview_matrix;
28
29ATTRIBUTE vec3 position;
30ATTRIBUTE vec4 diffuse_color;
31ATTRIBUTE vec3 normal;
32ATTRIBUTE vec2 texcoord0;
33ATTRIBUTE vec2 texcoord2;
34
35VARYING vec3 vary_mat0;
36VARYING vec3 vary_mat1;
37VARYING vec3 vary_mat2;
38VARYING vec4 vertex_color;
39VARYING vec2 vary_texcoord0;
40
41mat4 getObjectSkinnedTransform();
42
43void main()
44{
45	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
46	
47	mat4 mat = getObjectSkinnedTransform();
48	
49	mat = modelview_matrix * mat;
50	
51	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
52	
53	
54	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
55	vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
56	vec3 t = cross(b, n);
57	
58	vary_mat0 = vec3(t.x, b.x, n.x);
59	vary_mat1 = vec3(t.y, b.y, n.y);
60	vary_mat2 = vec3(t.z, b.z, n.z);
61	
62	gl_Position = projection_matrix*vec4(pos, 1.0);
63	vertex_color = diffuse_color;
64}