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 shinySimpleSkinnedV.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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vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
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void calcAtmospherics(vec3 inPositionEye);
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mat4 getObjectSkinnedTransform();
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attribute vec4 object_weight;
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void main()
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{
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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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vec4 norm = gl_Vertex;
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norm.xyz += gl_Normal.xyz;
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norm.xyz = (mat*norm).xyz;
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norm.xyz = normalize(norm.xyz-pos.xyz);
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vec3 ref = reflect(pos.xyz, -norm.xyz);
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
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calcAtmospherics(pos.xyz);
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vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
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gl_FrontColor = color;
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gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
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}
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