diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-11-02 11:46:18 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-11-02 11:46:18 -0500 | 
| commit | 55f69de90c9b32c7fa25f16ec7d1f41064eff614 (patch) | |
| tree | 054b0d99490cc6600b3be0e3cb2aaf7918f3fe50 /indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | |
| parent | 8f47f2222c207938c8fc55158a6fff64ccf1e781 (diff) | |
| parent | 1bea08335b6c2fa31f414db2fe7316a118b2ec18 (diff) | |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 22 | 
1 files changed, 13 insertions, 9 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index d4f56896cf..8641827777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  uniform sampler2D diffuseMap; @@ -38,11 +40,13 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color;  uniform mat4 inv_proj; @@ -66,9 +70,9 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); | 
