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authorLeslie Linden <leslie@lindenlab.com>2011-11-11 16:27:08 -0800
committerLeslie Linden <leslie@lindenlab.com>2011-11-11 16:27:08 -0800
commit84ab08d2a5ac59ea2681e3dea0e0bc48e3d99de5 (patch)
tree4625f752d73b46de471045f39e2937baa1ae40b4
parente2e154d94ea0684ede8c7c1b70fff555edbd6065 (diff)
Assorted shader cleanup to remove a few warnings and errors for OS X.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl3
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);