diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 4 insertions, 6 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 99ddeaf0b9..b724def93d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,7 +27,7 @@ attribute vec3 position;  attribute vec4 diffuse_color;  attribute vec3 normal;  attribute vec2 texcoord0; -attribute vec2 texcoord2; +attribute vec3 binormal;  varying vec3 vary_mat0;  varying vec3 vary_mat1; @@ -40,7 +40,7 @@ void main()  	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	vec3 n = normalize(gl_NormalMatrix * normal); -	vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz); +	vec3 b = normalize(gl_NormalMatrix * binormal);  	vec3 t = cross(b, n);  	vary_mat0 = vec3(t.x, b.x, n.x); diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 4c0455502f..3a48205101 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -24,10 +24,10 @@   */ -uniform vec4 highlight_color; +uniform vec4 color;  uniform sampler2D diffuseMap;  void main()   { -	gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy);  } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index bb6f0aa5e8..7d38e07d65 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -25,7 +25,6 @@  attribute vec3 position; -attribute vec4 diffuse_color;  attribute vec2 texcoord0;  attribute vec2 texcoord1; @@ -35,5 +34,4 @@ void main()  	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);  	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); -	gl_FrontColor = diffuse_color;  } | 
