diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/avatar')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl | 16 | 
1 files changed, 10 insertions, 6 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index f9f376c2b7..c0065f0bbe 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -24,6 +24,10 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -31,17 +35,17 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	 -	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +		 +	vec3 norm = normalize(gl_NormalMatrix * normal);  	calcAtmospherics(pos.xyz);  	// vec4 specular = specularColor;  	vec4 specular = vec4(1.0); -	vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0)); +	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));  	gl_FrontColor = color;  	gl_FogFragCoord = pos.z; | 
