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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.glsl18
1 files changed, 11 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index bf083a55c4..aea0e25e60 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -26,10 +26,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -38,7 +42,7 @@ 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();
@@ -53,9 +57,9 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}