summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:54:25 -0500
commit530981a2149a74e1dc003cea1bbc9dc392fcae60 (patch)
treef629a2dbc004d23e0f9f056366290e397ec51caf /indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
parent7c95af74f195c9ec4ebc0fc0264d98cd4a85be49 (diff)
SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl17
1 files changed, 11 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index b0ae0107fb..996203ffd6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -22,7 +22,12 @@
* 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 vec4 position;
attribute vec3 normal;
attribute vec4 diffuse_color;
@@ -84,12 +89,12 @@ void main()
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
vary_texture_index = position.w;
- vec4 pos = (gl_ModelViewMatrix * vert);
- gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
+ gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- vec3 norm = normalize(gl_NormalMatrix * normal);
+ vec3 norm = normalize(normal_matrix * normal);
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
@@ -123,7 +128,7 @@ void main()
gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}