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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/shinyV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl45
1 files changed, 30 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 13a58f0d4a..fdb3453cc5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file shinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -22,8 +22,24 @@
* 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;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -32,19 +48,18 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ 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;
-
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- gl_FogFragCoord = pos.z;
-}
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+}