PageRenderTime 363ms CodeModel.GetById 181ms app.highlight 1ms RepoModel.GetById 180ms app.codeStats 0ms

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

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 59 lines | 48 code | 11 blank | 0 comment | 0 complexity | 1aedb21eae87fa76827b582ec6ebae03 MD5 | raw file
 1/** 
 2 * @file diffuseSkinnedV.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;
33
34VARYING vec3 vary_normal;
35VARYING vec4 vertex_color;
36VARYING vec2 vary_texcoord0;
37
38mat4 getObjectSkinnedTransform();
39
40void main()
41{
42	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
43	
44	mat4 mat = getObjectSkinnedTransform();
45	
46	mat = modelview_matrix * mat;
47	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
48	
49	vec4 norm = vec4(position.xyz, 1.0);
50	norm.xyz += normal.xyz;
51	norm.xyz = (mat*norm).xyz;
52	norm.xyz = normalize(norm.xyz-pos.xyz);
53
54	vary_normal = norm.xyz;
55			
56	vertex_color = diffuse_color;
57	
58	gl_Position = projection_matrix*vec4(pos, 1.0);
59}