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| author | Leslie Linden <leslie@lindenlab.com> | 2011-11-11 16:27:08 -0800 | 
|---|---|---|
| committer | Leslie Linden <leslie@lindenlab.com> | 2011-11-11 16:27:08 -0800 | 
| commit | 84ab08d2a5ac59ea2681e3dea0e0bc48e3d99de5 (patch) | |
| tree | 4625f752d73b46de471045f39e2937baa1ae40b4 | |
| parent | e2e154d94ea0684ede8c7c1b70fff555edbd6065 (diff) | |
Assorted shader cleanup to remove a few warnings and errors for OS X.
6 files changed, 9 insertions, 22 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 533babf3dc..ded6cced27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -31,15 +31,12 @@ ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	  	mat4 mat = getObjectSkinnedTransform();  	mat = modelview_matrix * mat; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 525acbe4ea..23feb09d72 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -32,12 +32,9 @@ ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0;  VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0;  void main()  { -	vary_texcoord0 = texcoord0; -				  	vec4 pos;  	vec3 norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 58e5dc0b56..42266e9378 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -27,10 +27,8 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  void main() @@ -38,6 +36,4 @@ void main()  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);   	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	 -	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7e62012b5d..229c2f4b67 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -99,15 +99,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz); +	float cs = shadow2D(shadowMap, stc.xyz).x;  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 025ff48109..fc19f15e02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -155,10 +155,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index b768cc9cf3..46773cf89f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -26,7 +26,6 @@  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky @@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;  // Output parameters  VARYING vec4 vary_HazeColor; -VARYING vec2 vary_texcoord0;  // Inputs  uniform vec3 camPosLocal; @@ -62,7 +60,6 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); | 
