diff options
author | Dave Parks <davep@lindenlab.com> | 2011-09-26 19:27:10 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-09-26 19:27:10 -0500 |
commit | bd02cdc75f1c752a127d1303527be3a96479af93 (patch) | |
tree | d8503b7c296a4cd4f1aa2954c03ff250beda4254 /indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl | |
parent | d475a96e94be90e68cf34bf6c25d8ab259aa47b5 (diff) | |
parent | 8dbfa022778f2a7fcd5d2b527045724551279412 (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.glsl | 29 |
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; } |