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authorDave Parks <davep@lindenlab.com>2011-11-08 15:28:13 -0600
committerDave Parks <davep@lindenlab.com>2011-11-08 15:28:13 -0600
commit0d568ce9f0522eaa21a12fa5fae31f80c59bd947 (patch)
tree6b849a3b48a35feaeff0278ca8e562359df852e2 /indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
parent28c26cb491305525fb3f24ec2ef3bcb9b1ab8c5f (diff)
parentef8bdb5d95ebd869279ee4bb0510d54e51ab747f (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl31
1 files changed, 22 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index e1a7f263f7..79b552ee1a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -22,6 +22,19 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
@@ -31,24 +44,24 @@ void main()
{
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
}