Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
43 lines
714 B
GLSL
43 lines
714 B
GLSL
/**
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* @file avatarShadowV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* $/LicenseInfo$
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*/
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mat4 getSkinnedTransform();
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attribute vec4 weight;
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varying vec4 post_pos;
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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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pos = gl_ProjectionMatrix * pos;
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post_pos = pos;
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gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
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gl_FrontColor = gl_Color;
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}
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