158 lines
4.3 KiB
GLSL
158 lines
4.3 KiB
GLSL
/**
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* @file class1\deferred\pbralphaV.glsl
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, 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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#ifndef IS_HUD
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// default alpha implementation
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#ifdef 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 mat3 normal_matrix;
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uniform mat4 modelview_projection_matrix;
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#endif
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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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#endif
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out vec3 vary_position;
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uniform vec4[2] texture_base_color_transform;
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uniform vec4[2] texture_normal_transform;
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uniform vec4[2] texture_metallic_roughness_transform;
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uniform vec4[2] texture_emissive_transform;
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out vec3 vary_fragcoord;
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in vec3 position;
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in vec4 diffuse_color;
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in vec3 normal;
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in vec4 tangent;
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in vec2 texcoord0;
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out vec2 base_color_texcoord;
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out vec2 normal_texcoord;
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out vec2 metallic_roughness_texcoord;
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out vec2 emissive_texcoord;
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out vec4 vertex_color;
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out vec3 vary_tangent;
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flat out float vary_sign;
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out vec3 vary_normal;
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vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
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vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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#ifdef HAS_SKIN
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mat4 mat = getObjectSkinnedTransform();
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mat = modelview_matrix * mat;
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vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
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vary_position = pos;
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vec4 vert = projection_matrix * vec4(pos,1.0);
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#else
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//transform vertex
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vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
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#endif
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gl_Position = vert;
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vary_fragcoord.xyz = vert.xyz;
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base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
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normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
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metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
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#else //HAS_SKIN
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vec3 n = normal_matrix * normal;
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vec3 t = normal_matrix * tangent.xyz;
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#endif //HAS_SKIN
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n = normalize(n);
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vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
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vary_sign = tangent.w;
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vary_normal = n;
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vertex_color = diffuse_color;
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#if !defined(HAS_SKIN)
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vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
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#endif
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}
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#else
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// fullbright HUD alpha implementation
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uniform mat4 modelview_projection_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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out vec3 vary_position;
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uniform vec4[2] texture_base_color_transform;
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uniform vec4[2] texture_emissive_transform;
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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 vec2 base_color_texcoord;
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out vec2 emissive_texcoord;
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out vec4 vertex_color;
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vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
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void main()
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{
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//transform vertex
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vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
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gl_Position = vert;
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vary_position = vert.xyz;
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base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
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emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
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vertex_color = diffuse_color;
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}
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#endif
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