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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl30
1 files changed, 18 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index d57b8f8525..9deb9a701e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,14 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
@@ -76,20 +82,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_TexCoord[0] = vec4(texcoord0,0,1);
vec4 pos;
vec3 norm;
mat4 trans = getObjectSkinnedTransform();
- trans = gl_ModelViewMatrix * trans;
+ trans = modelview_matrix * trans;
- pos = trans * gl_Vertex;
+ pos = trans * vec4(position.xyz, 1.0);
- norm = gl_Vertex.xyz + gl_Normal.xyz;
- norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
+ norm = position.xyz + normal.xyz;
+ norm = normalize(( trans*vec4(norojrm, 1.0) ).xyz-pos.xyz);
- vec4 frag_pos = gl_ProjectionMatrix * pos;
+ vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
vary_position = pos.xyz;
@@ -97,7 +103,7 @@ void main()
calcAtmospherics(pos.xyz);
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
// Collect normal lights
col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
@@ -107,17 +113,17 @@ void main()
col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
gl_FrontColor = col;