summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/avatar
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2013-09-16 12:23:46 -0700
committerGraham Linden <graham@lindenlab.com>2013-09-16 12:23:46 -0700
commit6184ad34e44968e27c987e16247b5d4663eb06fa (patch)
treec1cfaf4f4078fcc2c578c780ff5e7bf9852e4508 /indra/newview/app_settings/shaders/class1/avatar
parente3963666fd54f5cb1b43bc70b77660079bad5ab5 (diff)
MAINT-3107 speculative changes to try to ameliorate rigged crasher on Intel HD with crappy default driver
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/avatar')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl8
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl15
2 files changed, 14 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index bc63d07d72..3df4d333ce 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -31,10 +31,12 @@ uniform vec4 matrixPalette[45];
mat4 getSkinnedTransform()
{
mat4 ret;
- int i = int(floor(weight.x));
+
float x = fract(weight.x);
-
- ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
+ int i = int(floor(weight.x));
+ i = min(i, 15);
+ i = max(i, 0);
+ ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
ret[3] = vec4(0,0,0,1);
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index efd0d03965..12996cf0d6 100755
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -34,14 +34,17 @@ mat4 getObjectSkinnedTransform()
vec4 w = fract(weight4);
vec4 index = floor(weight4);
-
+
+ index = min(index, vec4(31.0));
+ index = max(index, vec4( 0.0));
+
float scale = 1.0/(w.x+w.y+w.z+w.w);
w *= scale;
-
- mat4 mat = matrixPalette[int(index.x)]*w.x;
- mat += matrixPalette[int(index.y)]*w.y;
- mat += matrixPalette[int(index.z)]*w.z;
- mat += matrixPalette[int(index.w)]*w.w;
+
+ mat4 mat = matrixPalette[int(index.x)]*w.x;
+ mat += matrixPalette[int(index.y)]*w.y;
+ mat += matrixPalette[int(index.z)]*w.z;
+ mat += matrixPalette[int(index.w)]*w.w;
return mat;
}