diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-09-15 00:55:11 -0500 |
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-09-15 00:55:11 -0500 |
| commit | f72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (patch) | |
| tree | a4a070ba8b95645089dcd55a848baec41b625cbc /indra/newview/app_settings/shaders/class2/avatar | |
| parent | 758b936deaa0e6ea397c49afa5024315415eeb93 (diff) | |
| parent | 530981a2149a74e1dc003cea1bbc9dc392fcae60 (diff) | |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 22 |
1 files changed, 15 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 f9f376c2b7..43e19909d4 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -22,8 +22,16 @@ * 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; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -31,17 +39,17 @@ 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 = (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); + + 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; |
