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authorPtolemy <ptolemy@lindenlab.com>2022-05-06 09:47:03 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-05-06 09:47:03 -0700
commit415380b140adf52611639def126112e7c2b7d35d (patch)
tree28df034408a95a7cce63c3af6a36f609eafe2536
parent849e85dfd28cf561d17d6737db1e8463acffd7fa (diff)
SL-17274: Add vary_position, cleanup whitespace
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl20
2 files changed, 12 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 4da64ed5ee..ac3c9dd054 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -31,6 +31,7 @@ out vec4 frag_data[3];
#define frag_data gl_FragData
#endif
+VARYING vec3 vary_position;
VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 7c52b77711..72bae808e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -25,6 +25,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -32,8 +33,8 @@ ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
+VARYING vec3 vary_position;
VARYING vec3 vary_normal;
-
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -41,12 +42,13 @@ void passTextureIndex();
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- passTextureIndex();
- vary_normal = normalize(normal_matrix * normal);
-
- vertex_color = diffuse_color;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix * vec4(position.xyz,1.0)).xyz;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ passTextureIndex();
+ vary_normal = normalize(normal_matrix * normal);
+
+ vertex_color = diffuse_color;
}