diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-09-16 12:40:53 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-09-16 12:40:53 -0500 | 
| commit | da84f5552731e1ece3a463c4c385bb327f1048a1 (patch) | |
| tree | dc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra/newview/app_settings/shaders/class2/avatar | |
| parent | 4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff) | |
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 18 | 
1 files changed, 11 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 43e19909d4..04d3e2aa1f 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -28,10 +28,14 @@ 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; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +45,7 @@ void main()  	//transform vertex  	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -51,8 +55,8 @@ void main()  	vec4 specular = vec4(1.0);  	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); -	gl_FrontColor = color; -	gl_FogFragCoord = pos.z; +	vertex_color = color; +	fog_depth = pos.z;  } | 
