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authorDave Parks <davep@lindenlab.com>2011-08-10 15:34:48 -0500
committerDave Parks <davep@lindenlab.com>2011-08-10 15:34:48 -0500
commit364f8771ed6b7a4fabaf2ec1e547aafb8227c876 (patch)
tree99584bd8eae60bc6bb14ec547ca63f89ec8c9a63 /indra/newview/app_settings/shaders
parent265db1f17c74c8e21a532e2e85a623383ef84728 (diff)
Merge cleanup.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorV.glsl12
2 files changed, 23 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index 7257132f06..d6946d0de6 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -5,22 +5,19 @@
* $/LicenseInfo$
*/
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-uniform sampler2D diffuseMap;
-
-void main()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- gl_FragColor = color;
-}
+uniform float minimum_alpha;
+uniform float maximum_alpha;
+
+uniform sampler2D diffuseMap;
+
+void main()
+{
+ vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
+
+ if (color.a < minimum_alpha || color.a > maximum_alpha)
+ {
+ discard;
+ }
+
+ gl_FragColor = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index 724b86a1b7..f1c307c459 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -5,12 +5,14 @@
* $/LicenseInfo$
*/
-
+
+
+attribute vec3 position;
+attribute vec2 texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+ gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);
}