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-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl33
4 files changed, 104 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
new file mode 100644
index 0000000000..f49e74406f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file fullbrightShinyV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+uniform vec4 origin;
+
+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;
+
+ vec4 pos = (gl_ModelViewMatrix * vert);
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_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
new file mode 100644
index 0000000000..3076fa3260
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -0,0 +1,29 @@
+/**
+ * @file fullbrightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+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 pos = (gl_ModelViewMatrix * vert);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_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 4cebb06df0..49992d3535 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -5,20 +5,24 @@
* $/LicenseInfo$
*/
-#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+varying float vary_texture_index;
+
uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(gl_Vertex.xyz,1.0);
+ vary_texture_index = gl_Vertex.w;
+ gl_Position = gl_ModelViewProjectionMatrix*vert;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
+ vec4 pos = (gl_ModelViewMatrix * vert);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
vec3 ref = reflect(pos.xyz, -norm);
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
new file mode 100644
index 0000000000..5e02391767
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file simpleV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+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 pos = (gl_ModelViewMatrix * vert);
+
+ vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_FogFragCoord = pos.z;
+}