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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl41
1 files changed, 27 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index dc8b2c6be4..a4ff0b80e2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -2,8 +2,28 @@
* @file fullbrightV.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
* $/LicenseInfo$
*/
+
+
void calcAtmospherics(vec3 inPositionEye);
@@ -12,30 +32,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-uniform float near_clip;
-varying vec4 vary_position;
+varying float vary_texture_index;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz, 1.0);
+ vary_texture_index = gl_Vertex.w;
+
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vary_position = pos;
-
+ vec4 pos = (gl_ModelViewMatrix * vert);
+
calcAtmospherics(pos.xyz);
gl_FrontColor = gl_Color;
gl_FogFragCoord = pos.z;
-
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
}