diff options
author | Dave Parks <davep@lindenlab.com> | 2011-10-25 14:39:05 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-10-25 14:39:05 -0500 |
commit | 30d1a2d053fe7d6e0c88928cf51aa73865ee21e8 (patch) | |
tree | 1a878cdf561ed5e2f4ce0edca2986239b9724b18 /indra/newview/app_settings/shaders/class2/avatar | |
parent | b7a349f231977d5917b29faacca143a85d925576 (diff) | |
parent | c54f6cfdc3f44ccb6fee3acd5fa40bd177c67639 (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 30 |
1 files changed, 21 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index f9f376c2b7..5af9f5c902 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -22,7 +22,19 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); @@ -31,20 +43,20 @@ 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 = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vec3 norm = normalize(normal_matrix * 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; + vertex_color = color; + } |