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authorDebi King (Dessie) <dessie@lindenlab.com>2011-12-13 17:36:29 -0500
committerDebi King (Dessie) <dessie@lindenlab.com>2011-12-13 17:36:29 -0500
commite4f1f611a4736e4b0b78c0d61c3c5f576fec93d0 (patch)
tree87aeed34bc9378648e1b8729bacf8462b4d9ec2d /indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
parent20bc02d2544320a5ad99c61b8d012608319e3161 (diff)
parentd8aa31d10a89aa826cc549594c083a054a2ad967 (diff)
merged .hgtags
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl30
1 files changed, 20 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index a4ff0b80e2..2e6982d101 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -22,8 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -32,23 +40,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying float vary_texture_index;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
- gl_Position = gl_ModelViewProjectionMatrix*vert;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}