diff options
author | Nat Goodspeed <nat@lindenlab.com> | 2024-06-10 17:24:19 -0400 |
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committer | Nat Goodspeed <nat@lindenlab.com> | 2024-06-10 17:24:19 -0400 |
commit | 730d94779c0e798ec91b269b530a08f0eebaa13d (patch) | |
tree | d4821d194caef6e71f3e31b578fde635a38bdb3b /indra/newview/app_settings/shaders/class1/objects | |
parent | d317454c82e016a02c8a708a0118f3ff29aa8e82 (diff) | |
parent | 9f97ff7286aceef5be4e7589ca4af911edf30f12 (diff) |
Merge release/materials_featurette to main on promotion of secondlife/viewer #648: Release/materials featurette
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/bumpF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/bumpV.glsl | 5 |
2 files changed, 8 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index db26e64f17..09a505d69d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -30,9 +30,13 @@ uniform sampler2D texture1; in vec2 vary_texcoord0; in vec2 vary_texcoord1; +in vec3 vary_position; + +void mirrorClip(vec3 pos); void main() { + mirrorClip(vary_position); float tex0 = texture(texture0, vary_texcoord0.xy).a; float tex1 = texture(texture1, vary_texcoord1.xy).a; diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index 834c20e14d..95cdfb6fae 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; @@ -32,11 +33,11 @@ in vec2 texcoord1; out vec2 vary_texcoord0; out vec2 vary_texcoord1; +out vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; #endif void main() @@ -46,8 +47,10 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vec4(position.xyz, 1.0); + vary_position = pos.xyz; gl_Position = projection_matrix * pos; #else + vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; |