SL-13084: Move texture coords section to top in class2/windlight/cloudsV to match class1/deffered/cloudsV
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a352b1882d
commit
52aad743db
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@ -72,6 +72,7 @@ void main()
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// World / view / projection
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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// Texture coords
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// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
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// Keep in Sync!
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// * indra\newview\llsettingsvo.cpp
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@ -79,6 +80,17 @@ void main()
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// * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
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vary_texcoord0 = vec2( -texcoord0.x, texcoord0.y );
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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vary_texcoord0.xy += 0.5;
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vary_texcoord1 = vary_texcoord0;
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vary_texcoord1.x += lightnorm.x * 0.0125;
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vary_texcoord1.y += lightnorm.z * 0.0125;
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vary_texcoord2 = vary_texcoord0 * 16.;
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vary_texcoord3 = vary_texcoord1 * 16.;
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// Get relative position
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vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
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@ -180,18 +192,6 @@ void main()
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vary_CloudDensity = 2. * (cloud_shadow - 0.25);
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// Texture coords
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vary_texcoord0.xy -= 0.5;
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vary_texcoord0.xy /= cloud_scale;
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vary_texcoord0.xy += 0.5;
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vary_texcoord1 = vary_texcoord0;
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vary_texcoord1.x += lightnorm.x * 0.0125;
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vary_texcoord1.y += lightnorm.z * 0.0125;
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vary_texcoord2 = vary_texcoord0 * 16.;
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vary_texcoord3 = vary_texcoord1 * 16.;
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// Combine these to minimize register use
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vary_CloudColorAmbient += oHazeColorBelowCloud;
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