summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl43
1 files changed, 38 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index bd58096317..76d29b1df7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -2,18 +2,51 @@
* @file diffuseV.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
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ passTextureIndex();
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}