43 lines
781 B
GLSL
43 lines
781 B
GLSL
/**
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* @file avatarV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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varying vec3 vary_normal;
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varying vec4 vary_position;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 pos;
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vec3 norm;
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mat4 trans = getSkinnedTransform();
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pos.x = dot(trans[0], gl_Vertex);
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pos.y = dot(trans[1], gl_Vertex);
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pos.z = dot(trans[2], gl_Vertex);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, gl_Normal);
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norm.y = dot(trans[1].xyz, gl_Normal);
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norm.z = dot(trans[2].xyz, gl_Normal);
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norm = normalize(norm);
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vary_position = pos;
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vary_normal = norm;
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gl_Position = gl_ProjectionMatrix * pos;
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//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_FrontColor = gl_Color;
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}
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