diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
6 files changed, 31 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 501fcb004b..df4d26997a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -21,6 +21,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -79,15 +84,15 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa void main() { - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position, 1.0)).xyz; - gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); + gl_Position = projection_matrix * vec4(pos, 1.0); vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; @@ -128,7 +133,7 @@ void main() gl_FogFragCoord = pos.z; - pos.xyz = (gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0)).xyz; + pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index b0ae0107fb..996203ffd6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -22,7 +22,12 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + attribute vec4 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -84,12 +89,12 @@ void main() //transform vertex vec4 vert = vec4(position.xyz, 1.0); vary_texture_index = position.w; - vec4 pos = (gl_ModelViewMatrix * vert); - gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); - vec3 norm = normalize(gl_NormalMatrix * normal); + vec3 norm = normalize(normal_matrix * normal); float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; @@ -123,7 +128,7 @@ void main() gl_FogFragCoord = pos.z; - pos = gl_ModelViewProjectionMatrix * vert; + pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index f35af53f95..3e35675784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 projection_matrix; attribute vec3 position; attribute vec3 normal; @@ -99,7 +100,7 @@ void main() norm.z = dot(trans[2].xyz, normal); norm = normalize(norm); - gl_Position = gl_ProjectionMatrix * pos; + gl_Position = projection_matrix * pos; float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 964f12afcf..1f5470db3c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -23,6 +23,7 @@ * $/LicenseInfo$ */ +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -32,7 +33,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index e52edcba41..424299269f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -22,7 +22,8 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; attribute vec3 position; @@ -33,7 +34,7 @@ varying vec2 vary_fragcoord; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 2cf7375d4d..60ba2d7ad4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -22,7 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + +uniform mat4 modelview_projection_matrix; + attribute vec3 position; varying vec2 vary_fragcoord; @@ -32,7 +34,7 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; |