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authorDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
committerDave Parks <davep@lindenlab.com>2011-09-15 00:55:11 -0500
commitf72a24bf3a5bf7ecb826ef5e6d7f17dbb92d5db2 (patch)
treea4a070ba8b95645089dcd55a848baec41b625cbc /indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
parent758b936deaa0e6ea397c49afa5024315415eeb93 (diff)
parent530981a2149a74e1dc003cea1bbc9dc392fcae60 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl38
1 files changed, 23 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 307ae30098..996203ffd6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.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 vec4 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -79,22 +87,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix * vert;
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz, 1.0);
+ vary_texture_index = position.w;
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+
+ 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;
calcAtmospherics(pos.xyz);
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -104,23 +112,23 @@ void main()
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
gl_FrontColor = col;
gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}