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authorDave Parks <davep@lindenlab.com>2011-08-19 16:34:34 -0500
committerDave Parks <davep@lindenlab.com>2011-08-19 16:34:34 -0500
commit233e42b3314c17b2e24334587d960af6e3dc963c (patch)
tree480e571bf913bb0743c3c6c6ce846a69aa405504 /indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
parent0e496309d6cb7581c9f69b7da244699c382750ac (diff)
parent80398b3ccb0c4a6ff3ac20b3565619fe5cecc2f9 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl24
1 files changed, 14 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index c2fe60ddaf..ec1a813790 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -31,31 +33,33 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[0] = vec4(texcoord0,0,1);
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
gl_Position = gl_ProjectionMatrix * pos;
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ //gl_Position = gl_ModelViewProjectionMatrix * position;
gl_FogFragCoord = length(pos.xyz);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));
gl_FrontColor = color;
}