Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.

This commit is contained in:
Shyotl
2011-07-30 20:30:07 -05:00
parent c081efa460
commit b258b71e07
51 changed files with 3264 additions and 1451 deletions

View File

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/**
* @file attachmentShadowV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#version 120
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
mat4 mat = getObjectSkinnedTransform();
mat = gl_ModelViewMatrix * mat;
vec3 pos = (mat*gl_Vertex).xyz;
gl_FrontColor = gl_Color;
vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
}