diff options
author | Dave Parks <davep@lindenlab.com> | 2011-08-11 14:20:57 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-08-11 14:20:57 -0500 |
commit | 80398b3ccb0c4a6ff3ac20b3565619fe5cecc2f9 (patch) | |
tree | 623156a93d159ece460a31590701d7cbdc701cdc /indra/newview/app_settings/shaders/class2/effects | |
parent | 610764fbfce75f54c95d4b10c2a8f9482a7a7b80 (diff) | |
parent | 2dd8ce53e4e0d14f2bc20796eb6bdf1ef12a65df (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/effects')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/effects/blurV.glsl | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl | 10 |
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); } |