From 415380b140adf52611639def126112e7c2b7d35d Mon Sep 17 00:00:00 2001
From: Ptolemy <ptolemy@lindenlab.com>
Date: Fri, 6 May 2022 09:47:03 -0700
Subject: SL-17274: Add vary_position, cleanup whitespace

---
 .../shaders/class1/deferred/pbropaqueF.glsl          |  1 +
 .../shaders/class1/deferred/pbropaqueV.glsl          | 20 +++++++++++---------
 2 files changed, 12 insertions(+), 9 deletions(-)

(limited to 'indra')

diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 4da64ed5ee..ac3c9dd054 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -31,6 +31,7 @@ out vec4 frag_data[3];
 #define frag_data gl_FragData
 #endif
 
+VARYING vec3 vary_position;
 VARYING vec3 vary_normal;
 VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 7c52b77711..72bae808e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -25,6 +25,7 @@
 
 uniform mat3 normal_matrix;
 uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
 uniform mat4 modelview_projection_matrix;
 
 ATTRIBUTE vec3 position;
@@ -32,8 +33,8 @@ ATTRIBUTE vec4 diffuse_color;
 ATTRIBUTE vec3 normal;
 ATTRIBUTE vec2 texcoord0;
 
+VARYING vec3 vary_position;
 VARYING vec3 vary_normal;
-
 VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
 
@@ -41,12 +42,13 @@ void passTextureIndex();
 
 void main()
 {
-	//transform vertex
-	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); 
-	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-	
-	passTextureIndex();
-	vary_normal = normalize(normal_matrix * normal);
-	
-	vertex_color = diffuse_color;
+    //transform vertex
+    gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+    vary_position = (modelview_matrix * vec4(position.xyz,1.0)).xyz;
+    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+    passTextureIndex();
+    vary_normal = normalize(normal_matrix * normal);
+
+    vertex_color = diffuse_color;
 }
-- 
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