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Puma_Viewer/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
T
2025-05-24 18:09:39 -03:00

76 lines
2.1 KiB
GLSL

/**
* @file pbrShadowAlphaMaskV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
uniform mat4 texture_matrix0;
#if defined(HAS_SKIN)
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
uniform mat4 modelview_projection_matrix;
#endif
uniform vec4[2] texture_base_color_transform;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
uniform float shadow_target_width;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
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;
#endif
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
post_pos = pos;
gl_Position = pos;
passTextureIndex();
vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
vertex_color = diffuse_color;
}