diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 98 |
1 files changed, 49 insertions, 49 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 4c9d813c9c..799b8767d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file alphaV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -69,70 +69,70 @@ uniform float near_clip; void main() { - vec4 pos; - vec3 norm; - - //transform vertex + vec4 pos; + vec3 norm; + + //transform vertex #ifdef HAS_SKIN - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; - - pos = trans * vec4(position.xyz, 1.0); - - norm = position.xyz + normal.xyz; - norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; + mat4 trans = getObjectSkinnedTransform(); + trans = modelview_matrix * trans; + + pos = trans * vec4(position.xyz, 1.0); + + norm = position.xyz + normal.xyz; + norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; #else #ifdef IS_AVATAR_SKIN - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; + mat4 trans = getSkinnedTransform(); + vec4 pos_in = vec4(position.xyz, 1.0); + pos.x = dot(trans[0], pos_in); + pos.y = dot(trans[1], pos_in); + pos.z = dot(trans[2], pos_in); + pos.w = 1.0; + + norm.x = dot(trans[0].xyz, normal); + norm.y = dot(trans[1].xyz, normal); + norm.z = dot(trans[2].xyz, normal); + norm = normalize(norm); + + vec4 frag_pos = projection_matrix * pos; + gl_Position = frag_pos; #else - norm = normalize(normal_matrix * normal); - vec4 vert = vec4(position.xyz, 1.0); - pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + norm = normalize(normal_matrix * normal); + vec4 vert = vec4(position.xyz, 1.0); + pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif //IS_AVATAR_SKIN - + #endif // HAS_SKIN #ifdef USE_INDEXED_TEX - passTextureIndex(); + passTextureIndex(); #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vary_norm = norm; - vary_position = pos.xyz; + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + + vary_norm = norm; + vary_position = pos.xyz; #ifdef USE_VERTEX_COLOR - vertex_color = diffuse_color; + vertex_color = diffuse_color; #endif - + #ifdef HAS_SKIN - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); #else #ifdef IS_AVATAR_SKIN - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else - pos = modelview_projection_matrix * vert; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + pos = modelview_projection_matrix * vert; + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif - + #endif } |