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path: root/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl16
1 files changed, 10 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index e2a00e8440..bf4c45f18f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -27,9 +27,13 @@ uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute float emissive;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -37,7 +41,7 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -46,9 +50,9 @@ void main()
calcAtmospherics(pos.xyz);
- gl_FrontColor = vec4(0,0,0,emissive);
+ vertex_color = vec4(0,0,0,emissive);
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}