diff options
Diffstat (limited to 'linden/indra/newview/app_settings/shaders/class2/avatar/avatarV.glsl')
-rw-r--r-- | linden/indra/newview/app_settings/shaders/class2/avatar/avatarV.glsl | 48 |
1 files changed, 0 insertions, 48 deletions
diff --git a/linden/indra/newview/app_settings/shaders/class2/avatar/avatarV.glsl b/linden/indra/newview/app_settings/shaders/class2/avatar/avatarV.glsl deleted file mode 100644 index b040143..0000000 --- a/linden/indra/newview/app_settings/shaders/class2/avatar/avatarV.glsl +++ /dev/null | |||
@@ -1,48 +0,0 @@ | |||
1 | vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec3 baseCol); | ||
2 | mat4 getSkinnedTransform(); | ||
3 | void default_scatter(vec3 viewVec, vec3 lightDir); | ||
4 | |||
5 | attribute vec4 materialColor; | ||
6 | attribute vec4 binormal; | ||
7 | |||
8 | void main() | ||
9 | { | ||
10 | gl_TexCoord[0] = gl_MultiTexCoord0; | ||
11 | |||
12 | vec4 pos; | ||
13 | mat4 trans = getSkinnedTransform(); | ||
14 | pos.x = dot(trans[0], gl_Vertex); | ||
15 | pos.y = dot(trans[1], gl_Vertex); | ||
16 | pos.z = dot(trans[2], gl_Vertex); | ||
17 | pos.w = 1.0; | ||
18 | |||
19 | vec3 norm; | ||
20 | norm.x = dot(trans[0].xyz, gl_Normal); | ||
21 | norm.y = dot(trans[1].xyz, gl_Normal); | ||
22 | norm.z = dot(trans[2].xyz, gl_Normal); | ||
23 | norm = normalize(norm); | ||
24 | |||
25 | vec3 binorm; | ||
26 | binorm.x = dot(trans[0].xyz, binormal.xyz); | ||
27 | binorm.y = dot(trans[1].xyz, binormal.xyz); | ||
28 | binorm.z = dot(trans[2].xyz, binormal.xyz); | ||
29 | |||
30 | float spec = 1.0-max(dot(reflect(normalize(pos.xyz), norm),gl_LightSource[0].position.xyz), 0.0); | ||
31 | spec *= spec; | ||
32 | spec = 1.0-spec; | ||
33 | |||
34 | vec4 color = calcLighting(pos.xyz, norm, materialColor, gl_Color.rgb); | ||
35 | gl_FrontColor = color; | ||
36 | |||
37 | gl_Position = gl_ProjectionMatrix * pos; | ||
38 | |||
39 | vec3 N = norm; | ||
40 | vec3 B = normalize(binorm); | ||
41 | vec3 T = cross(N,B); | ||
42 | |||
43 | //gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + 1.0/512.0 * vec2(dot(T,gl_LightSource[0].position.xyz), | ||
44 | // dot(B,gl_LightSource[0].position.xyz)); | ||
45 | |||
46 | |||
47 | default_scatter(pos.xyz, gl_LightSource[0].position.xyz); | ||
48 | } \ No newline at end of file | ||