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authorDave Parks <davep@lindenlab.com>2011-09-27 14:26:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-27 14:26:53 -0500
commitd0b5a521f21ab8002fb5d9a4d11cee6c2385dbf3 (patch)
tree4a56445866f63851cf02c5eb77cdcc1f7d463fc2 /indra
parent328cf0d1c71efa785b0f1201c27776a3a6d6a041 (diff)
SH-2244 Make emissive attribute match actual number of components coming in
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl4
3 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 50e92c191b..7b108e4562 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE float texture_index;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -57,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz);
- vertex_color = vec4(0,0,0,emissive);
+ vertex_color = emissive;
fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index bf4c45f18f..8c38d5df2a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -28,7 +28,7 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
@@ -50,7 +50,7 @@ void main()
calcAtmospherics(pos.xyz);
- vertex_color = vec4(0,0,0,emissive);
+ vertex_color = emissive;
gl_Position = projection_matrix*vec4(pos, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index 77b0806bfc..35feacb7b1 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE float texture_index;
-ATTRIBUTE float emissive;
+ATTRIBUTE vec4 emissive;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
@@ -50,7 +50,7 @@ void main()
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
- vertex_color = vec4(0,0,0,emissive);
+ vertex_color = emissive;
fog_depth = pos.z;
}