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authorMerov Linden <merov@lindenlab.com>2013-10-14 16:30:08 -0700
committerMerov Linden <merov@lindenlab.com>2013-10-14 16:30:08 -0700
commitc2f5365f986aab49d5c7cfa2834a68f5b35c09c2 (patch)
tree4cbbf7bd730ad0ad3aa00569c4364dad51de6082 /indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
parent0cf0efb6e31d505bc079f757fe7d832110797199 (diff)
parentf7158bc5afcec1da8b9d2d5a4ed86921e62d4959 (diff)
Pull merge from lindenlab/viewer-release
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl42
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diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
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+++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
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+/**
+ * @file highlightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+}
+