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authorDave Parks <davep@lindenlab.com>2011-08-27 00:38:53 -0500
committerDave Parks <davep@lindenlab.com>2011-08-27 00:38:53 -0500
commit7821ff23baafff4e7712a126c17c3947e7b4989e (patch)
tree06702d7c7787c5003c1d50953dd08b07a899210d /indra/newview/app_settings/shaders
parentbf0d36bf889bb913fbc2a53c5a1b9818acb11ee6 (diff)
SH-2242 Physics shape display works again, added asserts to flush out areas where state being consumed by a shader does not match state being provided by vertex buffers.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpV.glsl2
3 files changed, 4 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 99ddeaf0b9..b724def93d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -27,7 +27,7 @@ attribute vec3 position;
attribute vec4 diffuse_color;
attribute vec3 normal;
attribute vec2 texcoord0;
-attribute vec2 texcoord2;
+attribute vec3 binormal;
varying vec3 vary_mat0;
varying vec3 vary_mat1;
@@ -40,7 +40,7 @@ void main()
gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
vec3 n = normalize(gl_NormalMatrix * normal);
- vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz);
+ vec3 b = normalize(gl_NormalMatrix * binormal);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 4c0455502f..3a48205101 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -24,10 +24,10 @@
*/
-uniform vec4 highlight_color;
+uniform vec4 color;
uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index bb6f0aa5e8..7d38e07d65 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -25,7 +25,6 @@
attribute vec3 position;
-attribute vec4 diffuse_color;
attribute vec2 texcoord0;
attribute vec2 texcoord1;
@@ -35,5 +34,4 @@ void main()
gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1);
- gl_FrontColor = diffuse_color;
}