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author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-27 15:16:21 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-27 15:16:21 +0300 |
commit | 94dc8f12f86adb3bf79b44ab0bc98e6c0f6899ee (patch) | |
tree | 7434d3d4dde8eedbad54d5b954579029026f1308 /indra/newview/app_settings/shaders/class3/deferred/skyV.glsl | |
parent | a5eb15da0a89c6f9df7d426c0c3c41df445cfd2f (diff) | |
parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (diff) |
Merge branch 'master' into DRTVWR-507-maint
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/skyV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/skyV.glsl | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl new file mode 100644 index 0000000000..2eb222ada4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -0,0 +1,37 @@ +/** + * @file class3/deferred/skyV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_frag; + +void main() +{ + // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing + gl_Position = vec4(position.xy, 1.0f, 1.0); + vary_frag = texcoord0; +} + |