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path: root/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl22
1 files changed, 14 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 2658bee88d..b5367b5dae 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -6,6 +6,12 @@
*/
+attribute vec3 position;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
+attribute vec2 texcoord0;
+attribute vec2 texcoord1;
+
void calcAtmospherics(vec3 inPositionEye);
@@ -28,24 +34,24 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = ftransform();
+ gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);
+
+ vec4 pos = gl_ModelViewMatrix * vec4(position.xyz, 1.0);
+ vec3 norm = normalize(gl_NormalMatrix * normal);
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ calcAtmospherics(pos.xyz);
/// Potentially better without it for water.
pos /= pos.w;
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
gl_FrontColor = color;
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
- vec4 t = gl_MultiTexCoord1;
+ vec4 t = vec4(texcoord1,0,1);
gl_TexCoord[0].zw = t.xy;
gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);