diff options
author | Dave Parks <davep@lindenlab.com> | 2011-09-15 00:55:11 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-09-15 00:55:11 -0500 |
commit | f72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (patch) | |
tree | a4a070ba8b95645089dcd55a848baec41b625cbc /indra/newview/app_settings/shaders/class1/objects/simpleV.glsl | |
parent | 758b936deaa0e6ea397c49afa5024315415eeb93 (diff) | |
parent | 530981a2149a74e1dc003cea1bbc9dc392fcae60 (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/simpleV.glsl | 23 |
1 files changed, 15 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index dc1794e132..87ece3972e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -22,8 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +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); @@ -31,16 +39,15 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = ftransform(); - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - - vec4 pos = (gl_ModelViewMatrix * gl_Vertex); - - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + + vec3 norm = normalize(normal_matrix * normal); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_FogFragCoord = pos.z; |