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authorruslantproductengine <ruslantproductengine@lindenlab.com>2016-05-13 18:47:23 +0300
committerruslantproductengine <ruslantproductengine@lindenlab.com>2016-05-13 18:47:23 +0300
commit1b5af4be298198cedc407b6b294b2d71129d7731 (patch)
tree0fdc088875470a70c684da2ef7fea1055775b203 /indra/newview/app_settings/shaders/class1/deferred
parentbceafa5062db394048312aa7fe0a7706fb9524b7 (diff)
Add invert texture coordinates for media textures.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl11
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl11
2 files changed, 22 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 3c026796c8..7e83389f6e 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -26,6 +26,13 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform bool invert_tex_y = false;
+const mat4 invTexM = mat4(
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+);
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
@@ -44,6 +51,10 @@ void main()
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ if(invert_tex_y)
+ {
+ vary_texcoord0 = vec2(invTexM * vec4(vary_texcoord0,0,1)).xy;
+ }
passTextureIndex();
vary_normal = normalize(normal_matrix * normal);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 8e899e3e0f..2595712882 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -26,6 +26,13 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
+uniform bool invert_tex_y = false;
+const mat4 invTexM = mat4(
+ 1, 0, 0, 0,
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+);
ATTRIBUTE vec3 position;
@@ -62,6 +69,10 @@ void main()
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ if(invert_tex_y)
+ {
+ vary_texcoord0 = vec2(invTexM * vec4(vary_texcoord0,0,1)).xy;
+ }
calcAtmospherics(pos.xyz);