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authorDave Parks <davep@lindenlab.com>2010-08-31 16:37:40 -0500
committerDave Parks <davep@lindenlab.com>2010-08-31 16:37:40 -0500
commite68f9e566b5aeb5341f5adea0b8a6ccde86ee93d (patch)
tree6454bf6b303d03f89e567a6ea9cfee7c85aaa1ac /indra/newview/app_settings/shaders/class1/objects
parent3cabca8df62ae8ee815dd7d885f14f5a7d0ea98d (diff)
parent771195865c4fb336f573025e9a7a22313bfb6cb8 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl39
6 files changed, 168 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
new file mode 100644
index 0000000000..f0baeeeee5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file shinySimpleSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
new file mode 100644
index 0000000000..5e6e4c16b7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
@@ -0,0 +1,13 @@
+/**
+ * @file fullbrightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+void fullbright_shiny_lighting_water();
+
+void main()
+{
+ fullbright_shiny_lighting_water();
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
new file mode 100644
index 0000000000..02ff3cc2a9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file fullbrightSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ //transform vertex
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
new file mode 100644
index 0000000000..4146646058
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file shinySimpleSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 074892c98e..0aa313e0df 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -12,7 +12,7 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = ftransform();
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
new file mode 100644
index 0000000000..59944b8861
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file simpleV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ //transform vertex
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}