77 lines
2.2 KiB
GLSL
77 lines
2.2 KiB
GLSL
/**
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* @file bumpV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, 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 modelview_matrix;
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_projection_matrix;
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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 vec2 texcoord0;
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in vec4 tangent;
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out vec3 vary_mat0;
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out vec3 vary_mat1;
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out vec3 vary_mat2;
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out vec4 vertex_color;
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out vec2 vary_texcoord0;
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out vec3 vary_position;
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#ifdef HAS_SKIN
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mat4 getObjectSkinnedTransform();
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uniform mat4 projection_matrix;
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#endif
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void main()
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{
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//transform vertex
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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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gl_Position = projection_matrix*vec4(pos, 1.0);
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vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
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#else
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vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vec3 n = normalize(normal_matrix * normal);
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vec3 t = normalize(normal_matrix * tangent.xyz);
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#endif
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vec3 b = cross(n, t) * tangent.w;
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vary_mat0 = vec3(t.x, b.x, n.x);
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vary_mat1 = vec3(t.y, b.y, n.y);
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vary_mat2 = vec3(t.z, b.z, n.z);
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vertex_color = diffuse_color;
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}
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