diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/objects')
5 files changed, 83 insertions, 28 deletions
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 819b28e4fd..8a88957659 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -31,23 +31,28 @@ uniform vec4 origin;  varying float vary_texture_index; +attribute vec4 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +  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 = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_FogFragCoord = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index abf6e37b7c..f5ff1d1d00 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -23,6 +23,11 @@   * $/LicenseInfo$   */ +  +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color;  void calcAtmospherics(vec3 inPositionEye); @@ -32,16 +37,15 @@ varying float vary_texture_index;  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz,1.0); -	vary_texture_index = gl_Vertex.w; -	gl_Position = gl_ModelViewProjectionMatrix*vert; -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	 +	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); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_FogFragCoord = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 44c711701b..d6fca4cda7 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -24,6 +24,10 @@   */ +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -36,20 +40,20 @@ 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;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..d2a83c9724 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -0,0 +1,36 @@ +/**  + * @file simpleNonIndexedV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	 +	gl_Position = gl_ModelViewProjectionMatrix*vert; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); +	 +	vec4 pos = (gl_ModelViewMatrix * vert); +	 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index b0114763c1..c2db1e1949 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -25,6 +25,11 @@ +attribute vec4 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -33,18 +38,19 @@ varying float vary_texture_index;  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz,1.0); -	vary_texture_index = gl_Vertex.w; -	gl_Position = gl_ModelViewProjectionMatrix*vert; -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	 +	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); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); +	 +	 -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 norm = normalize(gl_NormalMatrix * normal);  	calcAtmospherics(pos.xyz); -	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); +	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	gl_FrontColor = color;  	gl_FogFragCoord = pos.z;  | 
