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authorDave Parks <davep@lindenlab.com>2011-08-11 14:20:57 -0500
committerDave Parks <davep@lindenlab.com>2011-08-11 14:20:57 -0500
commit80398b3ccb0c4a6ff3ac20b3565619fe5cecc2f9 (patch)
tree623156a93d159ece460a31590701d7cbdc701cdc /indra/newview/app_settings/shaders/class2/effects
parent610764fbfce75f54c95d4b10c2a8f9482a7a7b80 (diff)
parent2dd8ce53e4e0d14f2bc20796eb6bdf1ef12a65df (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/effects')
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl10
2 files changed, 11 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index de469542f9..68f79fba82 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -6,6 +6,8 @@
*/
+attribute vec3 position;
+attribute vec2 texcoord0;
uniform vec2 texelSize;
uniform vec2 blurDirection;
@@ -14,10 +16,10 @@ uniform float blurWidth;
void main(void)
{
// Transform vertex
- gl_Position = ftransform();
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
+ vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0);
// for (int i = 0; i < 7; i++) {
// gl_TexCoord[i].st = s + (i * blurDelta);
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index 9c52b8dd5d..7dd2ead200 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -6,11 +6,15 @@
*/
+attribute vec3 position;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
void main(void)
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+ gl_TexCoord[0] = vec4(texcoord0,0,1);
+ gl_TexCoord[1] = vec4(texcoord1,0,1);
}