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authorGraham Madarasz (Graham Linden) <graham@lindenlab.com>2013-04-19 13:52:10 -0700
committerGraham Madarasz (Graham Linden) <graham@lindenlab.com>2013-04-19 13:52:10 -0700
commit8137a3c26f950127d4b37470d1d68c7b43d5c6e4 (patch)
tree1a45bb2e3fbfd517ad16851aaa655d1d2ebc1712
parent7c0bea5bb4fe60c009a7f262297990f4792b9ae4 (diff)
Change #ifs to #ifdefs for mac compiler
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl437
4 files changed, 235 insertions, 242 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 7c58749929..a3be4bb0c3 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 USE_DIFFUSE_TEX
+#ifdef 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 USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -104,7 +104,7 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@@ -112,7 +112,7 @@ void main()
diff.rgb = pow(diff.rgb, vec3(2.2));
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
float vertex_color_alpha = vertex_color.a;
#else
float vertex_color_alpha = 1.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index b8d43c0586..3f42e8a24b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -35,19 +35,19 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
ATTRIBUTE vec2 texcoord0;
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
#elif IS_AVATAR_SKIN
mat4 getSkinnedTransform();
@@ -69,7 +69,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -126,7 +126,7 @@ void main()
vec3 norm;
//transform vertex
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -138,7 +138,7 @@ void main()
gl_Position = frag_pos;
#else
-#if IS_AVATAR_SKIN
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -162,7 +162,7 @@ void main()
#endif
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -174,7 +174,7 @@ void main()
calcAtmospherics(pos.xyz);
-#if !USE_VERTEX_COLOR
+#ifndef USE_VERTEX_COLOR
vec4 diffuse_color = vec4(1,1,1,1);
#endif
@@ -194,15 +194,15 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
#else
-#if IS_AVATAR_SKIN
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 034b3523ca..21179663a7 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 USE_DIFFUSE_TEX
+#ifdef 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 USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -199,11 +199,11 @@ void main()
vec4 diff;
-#if USE_INDEXED_TEX
+#ifdef USE_INDEXED_TEX
diff = diffuseLookup(vary_texcoord0.xy);
#endif
-#if USE_DIFFUSE_TEX
+#ifdef USE_DIFFUSE_TEX
diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
@@ -211,7 +211,7 @@ void main()
float vertex_color_alpha = 1.0;
-#if USE_VERTEX_COLOR
+#ifdef USE_VERTEX_COLOR
vertex_color_alpha = vertex_color.a;
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index d59cf9b89a..e9208a291d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -1,222 +1,215 @@
-/**
- * @file alphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-#if USE_INDEXED_TEX
-void passTextureIndex();
-#endif
-
-ATTRIBUTE vec3 normal;
-
-#if USE_VERTEX_COLOR
-ATTRIBUTE vec4 diffuse_color;
-#endif
-
-ATTRIBUTE vec2 texcoord0;
-
-#if HAS_SKIN
-mat4 getObjectSkinnedTransform();
-#else
-
-#if IS_AVATAR_SKIN
-mat4 getSkinnedTransform();
-#endif
-
-#endif
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-#if USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
-#endif
-
-VARYING vec2 vary_texcoord0;
-
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return da;
-}
-
-void main()
-{
- vec4 pos;
- vec3 norm;
-
- //transform vertex
-#if HAS_SKIN
- mat4 trans = getObjectSkinnedTransform();
- trans = modelview_matrix * trans;
-
- pos = trans * vec4(position.xyz, 1.0);
-
- norm = position.xyz + normal.xyz;
- norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
-
-#if IS_AVATAR_SKIN
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
- norm = normalize(normal_matrix * normal);
- vec4 vert = vec4(position.xyz, 1.0);
- pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#endif
-
-#endif
-
-#if USE_INDEXED_TEX
- passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#else
- vary_texcoord0 = texcoord0;
-#endif
-
- vary_norm = norm;
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
-
-#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);
-
- vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
-
- vary_pointlight_col = dff;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(col.rgb);
-
- vary_directional.rgb = atmosAffectDirectionalLight(1);
- vary_ambient = col.rgb*dff;
-
- col.rgb = col.rgb*dff;
-
-#if USE_VERTEX_COLOR
- vertex_color = col;
-#endif
-
-#if HAS_SKIN
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#else
-
-#if IS_AVATAR_SKIN
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#else
- pos = modelview_projection_matrix * vert;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#endif
-
-#endif
-
-}
+/**
+ * @file alphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+vec3 calcDirectionalLight(vec3 n, vec3 l);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+#ifdef USE_INDEXED_TEX
+void passTextureIndex();
+#endif
+
+ATTRIBUTE vec3 normal;
+
+#ifdef USE_VERTEX_COLOR
+ATTRIBUTE vec4 diffuse_color;
+#endif
+
+ATTRIBUTE vec2 texcoord0;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+#ifdef IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
+#endif
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+
+uniform float near_clip;
+uniform float shadow_offset;
+uniform float shadow_bias;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return vec3(a,a,a);
+}
+
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+ }
+
+ return vec3(da,da,da);
+}
+
+void main()
+{
+ vec4 pos;
+ vec3 norm;
+
+ //transform vertex
+#ifdef HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+
+#ifdef IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
+ vec4 vert = vec4(position.xyz, 1.0);
+ pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+
+#endif
+
+#ifdef USE_INDEXED_TEX
+ passTextureIndex();
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+#else
+ vary_texcoord0 = texcoord0;
+#endif
+
+ vary_norm = norm;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
+
+ calcAtmospherics(pos.xyz);
+
+#ifndef 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);
+
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
+
+ vary_pointlight_col = dff;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(col.rgb);
+
+ vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_ambient = col.rgb*dff;
+
+ col.rgb = col.rgb*dff;
+
+#ifdef USE_VERTEX_COLOR
+ vertex_color = col;
+#endif
+
+#ifdef HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#else
+
+#ifdef IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
+ pos = modelview_projection_matrix * vert;
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
+
+#endif
+
+}