From 14f6bbadef2c39e58a3b54c0c6212949acf50e45 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 8 Aug 2011 15:29:23 -0500 Subject: SH-2242 Work in progress migrating to glVertexAttrib everywhere --- .../shaders/class1/objects/simpleSkinnedV.glsl | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index af92e5e002..fbda2e70d2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -5,7 +5,10 @@ * $License$ */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -14,21 +17,21 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*gl_Vertex).xyz; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = gl_Vertex; - norm.xyz += gl_Normal.xyz; + vec4 norm = vec4(position.xyz, 1.0); + norm.xyz += normal.xyz; norm.xyz = (mat*norm).xyz; norm.xyz = normalize(norm.xyz-pos.xyz); calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); -- cgit v1.2.3 From 530981a2149a74e1dc003cea1bbc9dc392fcae60 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 15 Sep 2011 00:54:25 -0500 Subject: SH-2243 work in progress -- no more deprecated built-in matrix state when using shaders. --- .../app_settings/shaders/class1/objects/simpleSkinnedV.glsl | 10 +++++++--- 1 file changed, 7 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 14c4a3aa8d..bf083a55c4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -22,6 +22,10 @@ * $/LicenseInfo$ */ +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; + attribute vec3 position; attribute vec3 normal; attribute vec4 diffuse_color; @@ -34,11 +38,11 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); mat4 mat = getObjectSkinnedTransform(); - mat = gl_ModelViewMatrix * mat; + mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); @@ -51,7 +55,7 @@ void main() vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); gl_FrontColor = color; - gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_Position = projection_matrix*vec4(pos, 1.0); gl_FogFragCoord = pos.z; } -- cgit v1.2.3 From da84f5552731e1ece3a463c4c385bb327f1048a1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 12:40:53 -0500 Subject: SH-2243 work in progress -- don't use deprecated shader state --- .../shaders/class1/objects/simpleSkinnedV.glsl | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index bf083a55c4..aea0e25e60 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -26,10 +26,14 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -38,7 +42,7 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; mat4 mat = getObjectSkinnedTransform(); @@ -53,9 +57,9 @@ void main() calcAtmospherics(pos.xyz); vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); - gl_FrontColor = color; + vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); - gl_FogFragCoord = pos.z; + fog_depth = pos.z; } -- cgit v1.2.3 From 348a70181211b8fe37c569f8b3fb8324cc8c59ea Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2011 00:41:10 -0500 Subject: SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower --- indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index aea0e25e60..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } -- cgit v1.2.3