diff options
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;  } | 
