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path: root/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl15
1 files changed, 9 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index af92e5e002..fbda2e70d2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -5,7 +5,10 @@
* $License$
*/
-
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -14,21 +17,21 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
mat4 mat = getObjectSkinnedTransform();
mat = gl_ModelViewMatrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = gl_Vertex;
- norm.xyz += gl_Normal.xyz;
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
norm.xyz = (mat*norm).xyz;
norm.xyz = normalize(norm.xyz-pos.xyz);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
gl_FrontColor = color;
gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);