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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
 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
25uniform mat4 texture_matrix0;
26uniform mat4 modelview_matrix;
27uniform mat4 projection_matrix;
28
29ATTRIBUTE vec3 position;
30ATTRIBUTE vec3 normal;
31ATTRIBUTE vec4 diffuse_color;
32ATTRIBUTE vec2 texcoord0;
33
34VARYING vec4 vertex_color;
35VARYING vec2 vary_texcoord0;
36
37
38vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
39void calcAtmospherics(vec3 inPositionEye);
40mat4 getObjectSkinnedTransform();
41
42void main()
43{
44	//transform vertex
45	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
46	
47	mat4 mat = getObjectSkinnedTransform();
48	
49	mat = modelview_matrix * mat;
50	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
51	
52	vec4 norm = vec4(position.xyz, 1.0);
53	norm.xyz += normal.xyz;
54	norm.xyz = (mat*norm).xyz;
55	norm.xyz = normalize(norm.xyz-pos.xyz);
56		
57	calcAtmospherics(pos.xyz);
58
59	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
60	vertex_color = color;
61	
62	gl_Position = projection_matrix*vec4(pos, 1.0);
63	
64	
65}