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authorAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-27 02:51:33 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2022-05-27 02:51:33 +0300
commit3da7a50b71d4ef5919c2d4d5b9547b3ef0abab7d (patch)
treec51119f79b734a7d503bb3adeac1759b819c8f92 /indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
parent3c215ee885f846f4ab4923c03b51f1b2203394af (diff)
parentcdbd06e8ed6e3f4285a61f5c0b607a65dfdf8dfd (diff)
Merge branch 'master' into DRTVWR-543-maint
# Conflicts: # autobuild.xml # indra/cmake/LLCommon.cmake # indra/llcommon/CMakeLists.txt # indra/llrender/llgl.cpp # indra/newview/llappviewer.cpp # indra/newview/llface.cpp # indra/newview/llflexibleobject.cpp # indra/newview/llvovolume.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl16
1 files changed, 14 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 34bd8d445a..891515ab1e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -46,20 +46,32 @@ VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+#endif
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
+
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * vert;
+ gl_Position = projection_matrix * pos;
+ vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+#else
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
vec3 norm = normalize(normal_matrix * normal);
+#endif
vec3 ref = reflect(pos.xyz, -norm);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
+ vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);