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authorDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
commitf72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (patch)
treea4a070ba8b95645089dcd55a848baec41b625cbc /indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
parent758b936deaa0e6ea397c49afa5024315415eeb93 (diff)
parent530981a2149a74e1dc003cea1bbc9dc392fcae60 (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.glsl23
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;