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authorDave Houlton <euclid@lindenlab.com>2020-04-07 11:29:47 -0600
committerPtolemy <ptolemy@lindenlab.com>2020-04-07 14:23:24 -0700
commit9e8e623197185e340d94694e55f2ab25827cfaf0 (patch)
tree786f843fc23e77221750ab79292c3928948efec4
parent0b717e2d1a0ca19eb8b4e9f20375e3a413ed2879 (diff)
SL-10449, add missing linkage variable, fix OSX & Intel deferred shaders comp
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index 79b552ee1a..1e244d9dfd 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -35,6 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
+VARYING vec4 vary_position;
void calcAtmospherics(vec3 inPositionEye);
@@ -46,6 +47,9 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ mat4 mvp = modelview_matrix * projection_matrix;
+ vary_position = mvp * vec4(position, 1.0);
vec4 norm = vec4(position.xyz, 1.0);
norm.xyz += normal.xyz;