diff options
author | Nat Goodspeed <nat@lindenlab.com> | 2012-02-10 12:06:01 -0500 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2012-02-10 12:06:01 -0500 |
commit | 4849173fd87ff9199a0fee86dc6a43afe3936e71 (patch) | |
tree | 7d765b6d9aeba3ba0388ac229a8f63aa7a4af607 /indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl | |
parent | 028a05e79467e0c1fd7d63224fb447a964ab7a0b (diff) | |
parent | 58348bd862163261fb650d8afd50fd1dc5e2695a (diff) |
Merge daggy fix in rev a05866ebfea2 (Linux lib wildcards)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl | 37 |
1 files changed, 22 insertions, 15 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..19203ab670 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -22,8 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat4 projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +uniform vec4 color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); mat4 getSkinnedTransform(); @@ -31,32 +40,30 @@ void calcAtmospherics(vec3 inPositionEye); void main() { - gl_TexCoord[0] = gl_MultiTexCoord0; + vary_texcoord0 = texcoord0; 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 = projection_matrix * pos; - gl_FogFragCoord = length(pos.xyz); - calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0)); - gl_FrontColor = color; + vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0)); + vertex_color = col; } |