diff options
author | Callum Prentice <callum@lindenlab.com> | 2022-08-15 13:48:57 -0700 |
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committer | Callum Prentice <callum@lindenlab.com> | 2022-08-15 13:48:57 -0700 |
commit | aea4ba7ab78d931a5056735893103f125a293cc2 (patch) | |
tree | 6eeee74a88ea796e12e244765582ca12429e2e70 /indra/newview/app_settings | |
parent | e7f562e6d8912573c255c8a6621c4f57d7df4b5c (diff) | |
parent | 90bdeddb8f62560e0982e7e4c9917f1a62c7d88f (diff) |
Merge branch 'DRTVWR-559' of https://bitbucket.org/lindenlab/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialV.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 7 |
2 files changed, 4 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 7e29ada205..a1cab87092 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -1,5 +1,5 @@ /** - * @file bumpV.glsl + * @file materialV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 82338069a8..a2606ed771 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -78,24 +78,23 @@ VARYING vec2 vary_texcoord0; void main() { - vec4 pos4 = vec4(position,1.0); #ifdef HAS_SKIN mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*pos4).xyz; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vary_position = pos; #endif - gl_Position = projection_matrix*pos4; + gl_Position = projection_matrix*vec4(pos,1.0); #else //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = modelview_projection_matrix * pos4; #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; |