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Author SHA1 Message Date
Shyotl
43aa145c94 It's silly that this was necessary... but it was. AMD... :( 2015-02-25 21:11:06 -06:00
10 changed files with 16 additions and 28 deletions

View File

@@ -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);

View File

@@ -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;

View File

@@ -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;

View File

@@ -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);

View File

@@ -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;

View File

@@ -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;

View File

@@ -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);

View File

@@ -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);

View File

@@ -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);

View File

@@ -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);