Flipped the MESH_ENABLED switch. Added missing components and updated stuff to be closer to mesh-development head.
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/**
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* @file attachmentShadowV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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#version 120
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mat4 getObjectSkinnedTransform();
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void main()
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{
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//transform vertex
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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mat4 mat = getObjectSkinnedTransform();
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mat = gl_ModelViewMatrix * mat;
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vec3 pos = (mat*gl_Vertex).xyz;
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gl_FrontColor = gl_Color;
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vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
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p.z = max(p.z, -p.w+0.01);
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gl_Position = p;
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}
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