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authorDave Parks <davep@lindenlab.com>2011-11-02 11:46:18 -0500
committerDave Parks <davep@lindenlab.com>2011-11-02 11:46:18 -0500
commit55f69de90c9b32c7fa25f16ec7d1f41064eff614 (patch)
tree054b0d99490cc6600b3be0e3cb2aaf7918f3fe50 /indra/newview/app_settings/shaders/class2/avatar
parent8f47f2222c207938c8fc55158a6fff64ccf1e781 (diff)
parent1bea08335b6c2fa31f414db2fe7316a118b2ec18 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl30
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;
+
}