diff options
author | Dave Parks <davep@lindenlab.com> | 2011-08-08 15:29:23 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-08-08 15:29:23 -0500 |
commit | 14f6bbadef2c39e58a3b54c0c6212949acf50e45 (patch) | |
tree | 295c3bd149b343cd334885133f101963219d7f39 /indra/newview/app_settings/shaders/class2/avatar | |
parent | 333608e889827342c79d3eee2006b1a704985740 (diff) |
SH-2242 Work in progress migrating to glVertexAttrib everywhere
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 3e8b719f93..e6d5c00c4d 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -6,6 +6,10 @@ */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -13,17 +17,17 @@ void calcAtmospherics(vec3 inPositionEye); void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - - vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + + vec3 norm = normalize(gl_NormalMatrix * normal); calcAtmospherics(pos.xyz); // vec4 specular = specularColor; vec4 specular = vec4(1.0); - vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); + vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); gl_FrontColor = color; gl_FogFragCoord = pos.z; |