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-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl18
1 files changed, 11 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 49992d3535..5d633f53d5 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -6,6 +6,10 @@
*/
+attribute vec4 position;
+attribute vec2 texcoord0;
+attribute vec3 normal;
+attribute vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -18,20 +22,20 @@ uniform vec4 origin;
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
-
+ vec4 vert = vec4(position.xyz,1.0);
+ vary_texture_index = position.w;
vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(gl_NormalMatrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);
gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
calcAtmospherics(pos.xyz);
- gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
+ gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
gl_FogFragCoord = pos.z;
}