diff options
author | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 13:08:57 -0700 |
---|---|---|
committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 13:08:57 -0700 |
commit | 7c0bea5bb4fe60c009a7f262297990f4792b9ae4 (patch) | |
tree | 153e71c697d9ef39dda6e0ccb012465d32111704 | |
parent | c5410a5d22ac5234226ab8f67144a753ef2d3019 (diff) |
Rework ifdefing and fix windows shader compiler warnings from materialF
6 files changed, 52 insertions, 29 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ac8393edf8..7c58749929 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -#if (INDEX_MODE != INDEXED) +#if USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif @@ -52,7 +52,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) +#if USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -104,16 +104,18 @@ void main() vec4 pos = vec4(vary_position, 1.0); -#if (INDEX_MODE == INDEXED) +#if USE_INDEXED_TEX vec4 diff = diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif + diff.rgb = pow(diff.rgb, vec3(2.2)); -#if (INDEX_MODE == NON_INDEXED_NO_COLOR) - float vertex_color_alpha = 1.0; + +#if USE_VERTEX_COLOR + float vertex_color_alpha = vertex_color.a; #else - float vertex_color_alpha = vertex_color.a; + float vertex_color_alpha = 1.0; #endif vec3 normal = vary_norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 141a817991..b8d43c0586 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -34,13 +34,17 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if (INDEX_MODE == INDEXED) + +#if USE_INDEXED_TEX void passTextureIndex(); #endif + ATTRIBUTE vec3 normal; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) + +#if USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; #endif + ATTRIBUTE vec2 texcoord0; #if HAS_SKIN @@ -65,7 +69,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -158,7 +162,7 @@ void main() #endif -#if (INDEX_MODE == INDEXED) +#if USE_INDEXED_TEX passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -170,9 +174,10 @@ void main() calcAtmospherics(pos.xyz); -#if (INDEX_MODE == NON_INDEXED_NO_COLOR) +#if !USE_VERTEX_COLOR vec4 diffuse_color = vec4(1,1,1,1); #endif + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); @@ -188,7 +193,8 @@ void main() vary_directional.rgb = atmosAffectDirectionalLight(1.0f); col.rgb = col.rgb*diffuse_color.rgb; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) + +#if USE_VERTEX_COLOR vertex_color = col; #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 43848761b3..7752189e1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -607,7 +607,7 @@ void main() vec3 npos = normalize(-pos.xyz); #define LIGHT_LOOP(i) \ - frag_color.rgb = frag_color.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -617,6 +617,7 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + frag_color.rgb = col.rgb; frag_color.a = diffcol.a*vertex_color.a; #else diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e72f9449f1..034b3523ca 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -40,7 +40,7 @@ uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -#if (INDEX_MODE != INDEXED) +#if USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif @@ -58,7 +58,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) +#if USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -198,16 +198,21 @@ void main() } vec4 diff; -#if (INDEX_MODE == INDEXED) + +#if USE_INDEXED_TEX diff = diffuseLookup(vary_texcoord0.xy); -#else +#endif + +#if USE_DIFFUSE_TEX diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif + diff.rgb = pow(diff.rgb, vec3(2.2)); -#if (INDEX_MODE == NON_INDEXED_NO_COLOR) + float vertex_color_alpha = 1.0; -#else - float vertex_color_alpha = vertex_color.a; + +#if USE_VERTEX_COLOR + vertex_color_alpha = vertex_color.a; #endif vec3 normal = vary_norm; @@ -239,4 +244,3 @@ void main() frag_color = color; } - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 95fd634c12..d59cf9b89a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -34,13 +34,17 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if (INDEX_MODE == INDEXED) + +#if USE_INDEXED_TEX void passTextureIndex(); #endif + ATTRIBUTE vec3 normal; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) + +#if USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; #endif + ATTRIBUTE vec2 texcoord0; #if HAS_SKIN @@ -69,7 +73,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) +#if USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -164,7 +168,7 @@ void main() #endif -#if (INDEX_MODE == INDEXED) +#if USE_INDEXED_TEX passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -177,7 +181,7 @@ void main() calcAtmospherics(pos.xyz); -#if (INDEX_MODE == NON_INDEXED_NO_COLOR) +#if !USE_VERTEX_COLOR vec4 diffuse_color = vec4(1,1,1,1); #endif @@ -198,7 +202,7 @@ void main() col.rgb = col.rgb*dff; -#if (INDEX_MODE != NON_INDEXED_NO_COLOR) +#if USE_VERTEX_COLOR vertex_color = col; #endif diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6c94f81c3d..3743d8fe2e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1213,7 +1213,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "0"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); @@ -1409,7 +1411,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.clear(); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE","0"); + + gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "0"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN","1"); gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN","0"); |