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authorDave Parks <davep@lindenlab.com>2011-08-08 15:29:23 -0500
committerDave Parks <davep@lindenlab.com>2011-08-08 15:29:23 -0500
commit14f6bbadef2c39e58a3b54c0c6212949acf50e45 (patch)
tree295c3bd149b343cd334885133f101963219d7f39 /indra/newview/app_settings/shaders/class1/avatar
parent333608e889827342c79d3eee2006b1a704985740 (diff)
SH-2242 Work in progress migrating to glVertexAttrib everywhere
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl16
4 files changed, 34 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index d9f29ced4f..81b632e7fa 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -6,8 +6,7 @@
*/
-
-attribute vec4 weight; //1
+attribute vec4 weight;
uniform vec4 matrixPalette[45];
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 2796222c68..ec7359d565 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -5,7 +5,9 @@
* $/LicenseInfo$
*/
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -13,31 +15,33 @@ 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;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 2eb814bd91..0b075feef5 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -6,6 +6,10 @@
*/
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -13,16 +17,17 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+ gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ vec3 norm = normalize(gl_NormalMatrix * normal);
calcAtmospherics(pos.xyz);
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
gl_FrontColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index 86b189b282..dcc891b16f 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -5,21 +5,23 @@
* $/LicenseInfo$
*/
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
mat4 getSkinnedTransform();
void main()
{
vec4 pos;
-
+ vec4 pos_in = vec4(position, 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;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_FrontColor = diffuse_color;
+ gl_TexCoord[0] = vec4(texcoord0,0,1);
gl_Position = gl_ProjectionMatrix * pos;
}