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-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl41
1 files changed, 27 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index f114f766bf..9bf7b60eb7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -2,26 +2,39 @@
* @file highlightV.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
* $/LicenseInfo$
*/
-
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- pos = normalize(pos);
- float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
- d *= d;
- d = 1.0 - d;
- d *= d;
-
- d = min(d, gl_Color.a*2.0);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor.rgb = gl_Color.rgb;
- gl_FrontColor.a = max(d, gl_Color.a);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}