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| author | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 |
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 |
| commit | 348a70181211b8fe37c569f8b3fb8324cc8c59ea (patch) | |
| tree | 4b3e5ad42d549879c319bcf7e3fdfc0b60076dc9 /indra/newview/app_settings/shaders/class2/objects/simpleV.glsl | |
| parent | 554b14dedac5a51927bad57b475d8f5a571c1add (diff) | |
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
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/objects/simpleV.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/objects/simpleV.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 8e8f0664b0..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; @@ -37,16 +37,16 @@ ATTRIBUTE vec4 diffuse_color; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - vary_texture_index = texture_index; + passTextureIndex(); vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -60,5 +60,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } |
