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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl49
1 files changed, 33 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index e815ca260f..a5625fbc16 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -1,28 +1,45 @@
/**
* @file pointLightF.glsl
*
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 vec4 vary_light;
-varying vec4 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
-uniform vec2 screen_res;
-uniform float near_clip;
+ATTRIBUTE vec3 position;
+
+uniform vec3 center;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec3 p = position*size+center;
+ vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
vary_fragcoord = pos;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
+ gl_Position = pos;
}