diff options
author | Dave Parks <davep@lindenlab.com> | 2011-08-08 15:29:23 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-08-08 15:29:23 -0500 |
commit | 14f6bbadef2c39e58a3b54c0c6212949acf50e45 (patch) | |
tree | 295c3bd149b343cd334885133f101963219d7f39 /indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl | |
parent | 333608e889827342c79d3eee2006b1a704985740 (diff) |
SH-2242 Work in progress migrating to glVertexAttrib everywhere
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index eea41bb4f0..41a9cd2fe6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -5,7 +5,10 @@ * $License$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -16,21 +19,21 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + 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[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); |