diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index b40785bbd..4858f43af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -74,8 +74,7 @@ void main() //transform vertex #ifdef HAS_SKIN - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; + mat4 trans = modelview_matrix * getObjectSkinnedTransform(); pos = trans * vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 4f49f9a72..7b1360ad1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -34,9 +34,8 @@ mat4 getObjectSkinnedTransform(); void main() { //transform vertex - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 10144f3e1..8bc058968 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -44,9 +44,7 @@ void main() { vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index a74290bfc..7a875a9bb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -41,9 +41,8 @@ void main() { vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 95c741050..5b977924e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -83,9 +83,7 @@ VARYING vec2 vary_texcoord0; void main() { #if HAS_SKIN - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 906490419..91aba0ed2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -43,9 +43,8 @@ void main() //transform vertex vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vertex_color = emissive; diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 79b552ee1..14054c2b6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -42,9 +42,8 @@ mat4 getObjectSkinnedTransform(); void main() { - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index eff75435a..6946df2ab 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -42,9 +42,8 @@ void main() //transform vertex vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index 591d6fc5c..1c8f0bea5 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -42,9 +42,8 @@ mat4 getObjectSkinnedTransform(); void main() { - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 1c6e53b18..d67dad005 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -44,9 +44,8 @@ void main() //transform vertex vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = modelview_matrix * getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; vec4 norm = vec4(position.xyz, 1.0);