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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl25
2 files changed, 17 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 68e9addc1b..eb2ba68415 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -33,10 +33,10 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
-VARYING vec4 post_pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 post_pos;
+in float target_pos_x;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
uniform float minimum_alpha;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 2249a7f239..72a07fa3d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -27,26 +27,27 @@ uniform mat4 texture_matrix0;
#if defined(HAS_SKIN)
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
#else
uniform mat4 modelview_projection_matrix;
#endif
+
+uniform vec4[2] texture_base_color_transform;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
uniform float shadow_target_width;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
-VARYING vec4 post_pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 post_pos;
+out float target_pos_x;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void passTextureIndex();
-#if defined(HAS_SKIN)
-mat4 getObjectSkinnedTransform();
-#endif
-
void main()
{
//transform vertex
@@ -69,6 +70,6 @@ void main()
passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
vertex_color = diffuse_color;
}