diff options
author | Leslie Linden <leslie@lindenlab.com> | 2011-12-05 09:36:41 -0800 |
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committer | Leslie Linden <leslie@lindenlab.com> | 2011-12-05 09:36:41 -0800 |
commit | 837e4e5165cc3e6595577e90bae240e676be8ffe (patch) | |
tree | 85c8e8a8cb6adf8abc87fe3a70d4513a1ab625e5 /indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | |
parent | 570d02dc7e41c3e08477e7f759d632db78690eb4 (diff) | |
parent | 71974461114d81f818f69a4344ce4071c20f331f (diff) |
Merge with viewer-experience
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); |