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authorDave Parks <davep@lindenlab.com>2011-09-26 19:27:10 -0500
committerDave Parks <davep@lindenlab.com>2011-09-26 19:27:10 -0500
commitbd02cdc75f1c752a127d1303527be3a96479af93 (patch)
treed8503b7c296a4cd4f1aa2954c03ff250beda4254 /indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
parentd475a96e94be90e68cf34bf6c25d8ab259aa47b5 (diff)
parent8dbfa022778f2a7fcd5d2b527045724551279412 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl29
1 files changed, 20 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
index abf6e37b7c..09dbd0b6cd 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -22,26 +22,37 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float texture_index;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
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 = texture_index;
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * vert);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}