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/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl

https://bitbucket.org/lindenlab/viewer-beta/
Unknown | 65 lines | 51 code | 14 blank | 0 comment | 0 complexity | 83d303cf1823b786a0e3e918edd6e7a1 MD5 | raw file
Possible License(s): LGPL-2.1
  1. /**
  2. * @file simpleSkinnedV.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. uniform mat4 texture_matrix0;
  25. uniform mat4 modelview_matrix;
  26. uniform mat4 projection_matrix;
  27. ATTRIBUTE vec3 position;
  28. ATTRIBUTE vec3 normal;
  29. ATTRIBUTE vec4 diffuse_color;
  30. ATTRIBUTE vec2 texcoord0;
  31. VARYING vec4 vertex_color;
  32. VARYING vec2 vary_texcoord0;
  33. vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
  34. void calcAtmospherics(vec3 inPositionEye);
  35. mat4 getObjectSkinnedTransform();
  36. void main()
  37. {
  38. //transform vertex
  39. vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
  40. mat4 mat = getObjectSkinnedTransform();
  41. mat = modelview_matrix * mat;
  42. vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
  43. vec4 norm = vec4(position.xyz, 1.0);
  44. norm.xyz += normal.xyz;
  45. norm.xyz = (mat*norm).xyz;
  46. norm.xyz = normalize(norm.xyz-pos.xyz);
  47. calcAtmospherics(pos.xyz);
  48. vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
  49. vertex_color = color;
  50. gl_Position = projection_matrix*vec4(pos, 1.0);
  51. }