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-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl54
1 files changed, 45 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 31e0f0a429..34bd8d445a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -2,30 +2,66 @@
* @file fullbrightShinyV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
+ vertex_color = diffuse_color;
}