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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 63 lines | 50 code | 13 blank | 0 comment | 0 complexity | 95df134fae7260277419f5a8ac1bb176 MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file avatarV.glsl
  3. *
  4. * $LicenseInfo:firstyear=2007&license=viewerlgpl$
  5. * Second Life Viewer Source Code
  6. * Copyright (C) 2007, Linden Research, Inc.
  7. *
  8. * This library is free software; you can redistribute it and/or
  9. * modify it under the terms of the GNU Lesser General Public
  10. * License as published by the Free Software Foundation;
  11. * version 2.1 of the License only.
  12. *
  13. * This library is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  16. * Lesser General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU Lesser General Public
  19. * License along with this library; if not, write to the Free Software
  20. * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  21. *
  22. * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
  23. * $/LicenseInfo$
  24. */
  25. uniform mat4 projection_matrix;
  26. ATTRIBUTE vec3 position;
  27. ATTRIBUTE vec3 normal;
  28. ATTRIBUTE vec2 texcoord0;
  29. mat4 getSkinnedTransform();
  30. ATTRIBUTE vec4 weight;
  31. VARYING vec3 vary_normal;
  32. VARYING vec2 vary_texcoord0;
  33. void main()
  34. {
  35. vary_texcoord0 = texcoord0;
  36. vec4 pos;
  37. vec3 norm;
  38. vec4 pos_in = vec4(position.xyz, 1.0);
  39. mat4 trans = getSkinnedTransform();
  40. pos.x = dot(trans[0], pos_in);
  41. pos.y = dot(trans[1], pos_in);
  42. pos.z = dot(trans[2], pos_in);
  43. pos.w = 1.0;
  44. norm.x = dot(trans[0].xyz, normal);
  45. norm.y = dot(trans[1].xyz, normal);
  46. norm.z = dot(trans[2].xyz, normal);
  47. norm = normalize(norm);
  48. vary_normal = norm;
  49. gl_Position = projection_matrix * pos;
  50. }