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authorDave Parks <davep@lindenlab.com>2011-11-02 11:46:18 -0500
committerDave Parks <davep@lindenlab.com>2011-11-02 11:46:18 -0500
commit55f69de90c9b32c7fa25f16ec7d1f41064eff614 (patch)
tree054b0d99490cc6600b3be0e3cb2aaf7918f3fe50 /indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
parent8f47f2222c207938c8fc55158a6fff64ccf1e781 (diff)
parent1bea08335b6c2fa31f414db2fe7316a118b2ec18 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl29
1 files changed, 16 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 37fcef81f3..1bd8fee7c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -23,38 +23,41 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
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);
vary_normal = norm;
- gl_Position = gl_ProjectionMatrix * pos;
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix * pos;
}