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authorDave Parks <davep@lindenlab.com>2011-09-23 02:29:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-23 02:29:53 -0500
commitb9926e8f57787eb146b06260cc3d0260e34330ce (patch)
tree2f646a86a6e1b074a07ae97284c9f164d824d80f /indra/newview/app_settings/shaders/class1/deferred
parentd3f614e2e971fd442660ba6c1645830d3bf0b6cf (diff)
SH-2244 Better VAO support -- still slower than non-VAO implementation for some reason
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl5
4 files changed, 12 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 9920caf7f6..74ee082bed 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -28,7 +28,8 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float texture_index;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -97,7 +98,7 @@ void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
- vary_texture_index = position.w;
+ vary_texture_index = texture_index;
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 36000b86d6..908f3abcd0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -27,7 +27,8 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float texture_index;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
@@ -43,7 +44,7 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texture_index = position.w;
+ vary_texture_index = texture_index;
vary_normal = normalize(normal_matrix * normal);
vertex_color = diffuse_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index b3558be678..50e92c191b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -27,7 +27,8 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float texture_index;
ATTRIBUTE float emissive;
ATTRIBUTE vec2 texcoord0;
@@ -48,7 +49,7 @@ void main()
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
- vary_texture_index = position.w;
+ vary_texture_index = texture_index;
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index ef9f62da84..ab638991f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -28,7 +28,8 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float texture_index;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
@@ -49,7 +50,7 @@ void main()
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vert);
- vary_texture_index = position.w;
+ vary_texture_index = texture_index;
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);