summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment/terrainV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl51
1 files changed, 39 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 917891c063..d09c5f9247 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,25 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -44,17 +61,27 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
+ vertex_color = color;
+
+ // Transform and pass tex coords
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- gl_FrontColor = color;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
- gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1;
- gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
- gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3;
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
+