diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar')
6 files changed, 32 insertions, 21 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index dca96910f2..bc63d07d72 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@   */ -attribute vec4 weight; +ATTRIBUTE vec4 weight;  uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index c98b99b15a..cf939e2df8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,9 +25,13 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -35,7 +39,7 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; @@ -55,12 +59,12 @@ void main()  	gl_Position = projection_matrix * pos; -	gl_FogFragCoord = length(pos.xyz); +	fog_depth = length(pos.xyz);  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); -	gl_FrontColor = color;  +	vertex_color = color;   } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 9a19fb928b..82db15c3ae 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,10 +28,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +44,7 @@ void main()  	//transform vertex  	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -50,7 +53,7 @@ void main()  	vec4 specular = vec4(1.0);  	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	 -	gl_FrontColor = color; +	vertex_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 6fef303723..43ed41a205 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,7 +24,7 @@ -attribute vec4 weight4;   +ATTRIBUTE vec4 weight4;    uniform mat4 matrixPalette[32]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 374808c091..a64f6ea55c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -23,11 +23,12 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void main()   { -	gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a); +	gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index 21a9e91bf5..78b5328c9a 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -25,9 +25,12 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getSkinnedTransform(); @@ -41,7 +44,7 @@ void main()  	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	gl_FrontColor = diffuse_color; -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vertex_color = diffuse_color; +	vary_texcoord0 = texcoord0;  	gl_Position = projection_matrix * pos;  } | 
