diff options
author | Brad Linden <46733234+brad-linden@users.noreply.github.com> | 2024-02-09 09:47:19 -0800 |
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committer | GitHub <noreply@github.com> | 2024-02-09 09:47:19 -0800 |
commit | 846337483c0d3cce0607efe2ff17ed04dc90801f (patch) | |
tree | 9adb6550e3d81de000f31791ea3e302cc23a4d7a /indra/newview/app_settings/shaders/class1/objects | |
parent | 23d44cb6653ee4ca46ec0e33f19b393b58f5332f (diff) | |
parent | d6048bfcb2442ca7ec278864b9827d74873efa3a (diff) |
Merge branch 'release/materials_featurette' into release/gltf-maint2
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 67c99530e3..142f2a5d71 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 7d5417919e..b8a02fbdec 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; |