diff options
author | Todd Stinson <stinson@lindenlab.com> | 2011-12-13 11:15:18 -0800 |
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committer | Todd Stinson <stinson@lindenlab.com> | 2011-12-13 11:15:18 -0800 |
commit | 9d1db4f19ae7ca044e47d0fe4e605e14882351c5 (patch) | |
tree | 2d499d53b60b2486f1e6666f8b9fe2063f984d22 /indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl | |
parent | 817c97c2f836948f210599a6f67e36a411b22c21 (diff) | |
parent | dbc91a7fac9513bdd879c5c2dc82208e08eaad2d (diff) |
Pull and merge from https://bitbucket.org/lindenlab/viewer-development.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl | 29 |
1 files changed, 20 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index ad171f7b43..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -22,6 +22,17 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +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; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -31,24 +42,24 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; 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); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); - gl_FrontColor = color; + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); + vertex_color = color; + + gl_Position = projection_matrix*vec4(pos, 1.0); - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; } |