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authorGeenz <geenz@geenzo.com>2013-04-15 02:29:03 -0400
committerGeenz <geenz@geenzo.com>2013-04-15 02:29:03 -0400
commit39544a3b06e3221602444eb81c7df8c1030c6bb5 (patch)
tree2967c0fbac4329922f3c04e14d3066f7bd9607fd /indra/newview/app_settings/shaders
parent6257a8394c23b518febdf5ec9c9ecbdce224e046 (diff)
Hooked up normal and specular texture coordinates.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl8
4 files changed, 19 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 8fb1d6f7b3..eb0c546af7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -56,6 +56,8 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
@@ -137,7 +139,7 @@ void main()
#endif
vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1;
+ normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 784472c987..e6b63657e6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,6 +41,8 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
@@ -69,6 +71,8 @@ VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
@@ -155,7 +159,8 @@ void main()
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 0c8d48368f..7bc6a9b1dd 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -56,6 +56,8 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
@@ -221,7 +223,7 @@ void main()
#endif
vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord0.xy).xyz * 2 - 1;
+ normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 9a3407372d..5f2961c90e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -41,6 +41,9 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 binormal;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
#if HAS_SKIN
mat4 getObjectSkinnedTransform();
@@ -69,6 +72,8 @@ VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
@@ -155,7 +160,8 @@ void main()
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;