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path: root/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl18
1 files changed, 11 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 43e19909d4..04d3e2aa1f 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -41,7 +45,7 @@ void main()
//transform vertex
vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -51,8 +55,8 @@ void main()
vec4 specular = vec4(1.0);
vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+ fog_depth = pos.z;
}