Newer
Older
/**
* @file shadowAlphaMaskV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
David Parks
committed
uniform mat4 texture_matrix0;
#if defined(HAS_SKIN)
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
Cosmic Linden
committed
mat4 getObjectSkinnedTransform();
David Parks
committed
uniform mat4 modelview_projection_matrix;
Cosmic Linden
committed
David Parks
committed
Cosmic Linden
committed
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
Cosmic Linden
committed
out vec4 post_pos;
out float target_pos_x;
out vec4 vertex_color;
out vec2 vary_texcoord0;
void passTextureIndex();
void main()
{
//transform vertex
#if defined(HAS_SKIN)
vec4 pre_pos = vec4(position.xyz, 1.0);
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * pre_pos;
pos = projection_matrix * pos;
#else
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * pre_pos;
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
David Parks
committed
David Parks
committed
gl_Position = pos;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;