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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/treeV.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/treeV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl31
1 files changed, 26 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index 1e9e7f4b0b..64ca63731b 100644
--- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -2,10 +2,31 @@
* @file treeV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * 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 vec2 texcoord0;
@@ -19,12 +40,12 @@ void main()
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
- gl_Position = gl_ModelViewProjectionMatrix*vert;
- gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);
+ gl_Position = modelview_projection_matrix*vert;
+ gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
- vec4 pos = (gl_ModelViewMatrix * vert);
+ vec4 pos = (modelview_matrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);