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authorBrad Linden <brad@lindenlab.com>2024-02-23 14:21:52 -0800
committerBrad Linden <brad@lindenlab.com>2024-02-23 14:21:52 -0800
commit5557254c93582166b2ab2ac4ec27b6f60e4b232e (patch)
tree34df9629024d2018035323c18fbec59fed50c13a
parent2ca26ad19a00c055abcb7696ef93f091909678fa (diff)
Fix for deferred avatar eyes shader failing to link on Intel GPU.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl3
1 files changed, 3 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index 83b0ba096c..43863dd37a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -26,6 +26,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
in vec3 position;
in vec3 normal;
@@ -35,10 +36,12 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;