diff options
author | Dave Parks <davep@lindenlab.com> | 2011-10-19 16:21:18 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-10-19 16:21:18 -0500 |
commit | f19f43c74606e1f158cdabe9e783f9c82386b7b7 (patch) | |
tree | 64c1a6d7d1d8a1ae0b30baf6bd519d8140136971 /indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl | |
parent | dd61baa3401a09bd8ff1e894514c15390946cdb3 (diff) | |
parent | 4ec72ed0a61157dd5fcc1bc4cc91054664ee75b5 (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl | 30 |
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; + } |