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authorDave Parks <davep@lindenlab.com>2013-05-01 20:01:37 -0500
committerDave Parks <davep@lindenlab.com>2013-05-01 20:01:37 -0500
commit90c2be46bf677db00207a45478ade362b90d7a6c (patch)
tree1699cd77acd5153dddca5afe1a0b690c803131a3 /indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
parent73404da266ffd5560d6faef5243d45c3478c1d6e (diff)
NORSPEC-145 Fix for improper rendering of glow pass for rigged meshes.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index 3dab224258..9064904191 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -48,6 +48,8 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ vertex_color = emissive;
+
calcAtmospherics(pos.xyz);
gl_Position = projection_matrix*vec4(pos, 1.0);