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authorDave Parks <davep@lindenlab.com>2011-08-11 14:20:57 -0500
committerDave Parks <davep@lindenlab.com>2011-08-11 14:20:57 -0500
commit80398b3ccb0c4a6ff3ac20b3565619fe5cecc2f9 (patch)
tree623156a93d159ece460a31590701d7cbdc701cdc /indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
parent610764fbfce75f54c95d4b10c2a8f9482a7a7b80 (diff)
parent2dd8ce53e4e0d14f2bc20796eb6bdf1ef12a65df (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl16
1 files changed, 10 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index dc69519a85..93e00fe523 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -5,7 +5,11 @@
* $License$
*/
-
+attribute vec3 position;
+attribute vec4 diffuse_color;
+attribute vec3 normal;
+attribute vec2 texcoord0;
+attribute vec2 texcoord2;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
@@ -15,17 +19,17 @@ mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
mat4 mat = getObjectSkinnedTransform();
mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
@@ -33,5 +37,5 @@ void main()
vary_mat2 = vec3(t.z, b.z, n.z);
gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FrontColor = gl_Color;
+ gl_FrontColor = diffuse_color;
}