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authorGraham Linden <graham@lindenlab.com>2018-06-08 22:22:20 +0100
committerGraham Linden <graham@lindenlab.com>2018-06-08 22:22:20 +0100
commit507c4921826e73635f6ae31087ab0e6cd1280f43 (patch)
tree1f6a5aba26ba21f43ae79b3eddd1f8d5a458c481 /indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
parent363f7f84a149c0bc4fe21df80aead821f02a7ff0 (diff)
Add specific shader for the moon to allow different rendering at day vs night.
Add MouseMoon positioning ala MouseSun debug setting and accessors to use it.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/moonV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonV.glsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
new file mode 100644
index 0000000000..7c4dfbd999
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file moonV.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 mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+//void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ //calcAtmospherics(pos.xyz);
+}