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