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diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
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index 3ad7bcaa50..0000000000
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ /dev/null
@@ -1,78 +0,0 @@
-/**
- * @file shinyV.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;
-
-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);
-
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 origin;
-
-#ifdef HAS_SKIN
-mat4 getObjectSkinnedTransform();
-uniform mat4 projection_matrix;
-#endif
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(position.xyz,1.0);
- passTextureIndex();
-
-#ifdef HAS_SKIN
- mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec4 pos = mat * vert;
- gl_Position = projection_matrix * pos;
- vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
-#else
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec3 norm = normalize(normal_matrix * normal);
-#endif
- 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);
-
- vertex_color = calcLighting(pos.xyz, norm, diffuse_color);
-}