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authorDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
commit530981a2149a74e1dc003cea1bbc9dc392fcae60 (patch)
treef629a2dbc004d23e0f9f056366290e397ec51caf /indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
parent7c95af74f195c9ec4ebc0fc0264d98cd4a85be49 (diff)
SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl10
1 files changed, 7 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index 14c4a3aa8d..bf083a55c4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -22,6 +22,10 @@
* $/LicenseInfo$
*/
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
attribute vec3 position;
attribute vec3 normal;
attribute vec4 diffuse_color;
@@ -34,11 +38,11 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+ gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
vec4 norm = vec4(position.xyz, 1.0);
@@ -51,7 +55,7 @@ void main()
vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
gl_FrontColor = color;
- gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_Position = projection_matrix*vec4(pos, 1.0);
gl_FogFragCoord = pos.z;
}