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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl98
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
}