diff options
author | Dave Parks <davep@lindenlab.com> | 2012-05-25 10:51:38 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2012-05-25 10:51:38 -0500 |
commit | abaf0155b47c5e020efa7e4600524c0c6d49319f (patch) | |
tree | 36de62212ecd8903579a648e8f4793a169fa981a /indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl | |
parent | c0de0645ee59721907bfead962a3e3f4c1654ca6 (diff) |
MAINT-616 Faster issuance of occlusion queries.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl new file mode 100644 index 0000000000..5c479d27a9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl @@ -0,0 +1,38 @@ +/** + * @file occlusionCubeV.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 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +uniform vec3 box_center; +uniform vec3 box_size; + +void main() +{ + vec3 p = position*box_size+box_center; + gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0); +} + |