140 lines
3.2 KiB
GLSL
140 lines
3.2 KiB
GLSL
/**
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* @file alphaV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#define INDEXED 1
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#define NON_INDEXED 2
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#define NON_INDEXED_NO_COLOR 3
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 projection_matrix;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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#ifdef USE_INDEXED_TEX
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void passTextureIndex();
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#endif
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ATTRIBUTE vec3 normal;
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#ifdef USE_VERTEX_COLOR
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ATTRIBUTE vec4 diffuse_color;
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#endif
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ATTRIBUTE vec2 texcoord0;
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#ifdef HAS_SKIN
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mat4 getObjectSkinnedTransform();
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#else
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#ifdef IS_AVATAR_SKIN
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mat4 getSkinnedTransform();
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#endif
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#endif
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VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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#ifdef USE_VERTEX_COLOR
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VARYING vec4 vertex_color;
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#endif
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VARYING vec2 vary_texcoord0;
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VARYING vec3 vary_norm;
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uniform float near_clip;
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void main()
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{
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vec4 pos;
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vec3 norm;
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//transform vertex
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#ifdef HAS_SKIN
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mat4 trans = modelview_matrix * getObjectSkinnedTransform();
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pos = trans * vec4(position.xyz, 1.0);
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norm = position.xyz + normal.xyz;
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norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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#else
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#ifdef IS_AVATAR_SKIN
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mat4 trans = getSkinnedTransform();
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vec4 pos_in = vec4(position.xyz, 1.0);
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pos.x = dot(trans[0], pos_in);
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pos.y = dot(trans[1], pos_in);
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pos.z = dot(trans[2], pos_in);
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pos.w = 1.0;
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norm.x = dot(trans[0].xyz, normal);
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norm.y = dot(trans[1].xyz, normal);
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norm.z = dot(trans[2].xyz, normal);
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norm = normalize(norm);
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vec4 frag_pos = projection_matrix * pos;
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gl_Position = frag_pos;
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#else
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norm = normalize(normal_matrix * normal);
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vec4 vert = vec4(position.xyz, 1.0);
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pos = (modelview_matrix * vert);
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gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
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#endif
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#endif
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#ifdef USE_INDEXED_TEX
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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#else
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vary_texcoord0 = texcoord0;
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#endif
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vary_norm = norm;
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vary_position = pos.xyz;
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#ifdef USE_VERTEX_COLOR
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vertex_color = diffuse_color;
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#endif
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#ifdef HAS_SKIN
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vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
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#else
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#ifdef IS_AVATAR_SKIN
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vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
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#else
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pos = modelview_projection_matrix * vert;
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vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
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#endif
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#endif
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}
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