summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2013-09-18 18:24:16 -0700
committerGraham Linden <graham@lindenlab.com>2013-09-18 18:24:16 -0700
commit95e34d86b9d86b3b3c7d3c39620e35b06f8fa9cf (patch)
tree5a2652bef97f1bb2d76c0b86482cebe2b2505a79 /indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
parent93503a05ec905ef2a8df39802fdc3475c961f3bc (diff)
parentad777b46d0fe5d790e43efb1771e9f64f3ad3dfb (diff)
The unbearable lightness of being norspec
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaV.glsl51
1 files changed, 1 insertions, 50 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index cc63baa422..b40785bbd7 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -55,33 +55,18 @@ mat4 getSkinnedTransform();
#endif
#endif
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(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_pointlight_col_linear;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
-
VARYING vec3 vary_norm;
uniform float near_clip;
-uniform vec3 sun_dir;
-
void main()
{
vec4 pos;
@@ -134,42 +119,8 @@ void main()
vary_norm = norm;
vary_position = pos.xyz;
- calcAtmospherics(pos.xyz);
-
-#ifndef USE_VERTEX_COLOR
- vec4 diffuse_color = vec4(1,1,1,1);
-#endif
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- vec3 diff = diffuse_color.rgb;
-
-
-
- vary_pointlight_col = diff;
- vary_pointlight_col_linear = pow(diff, vec3(2.2));
-
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(col.rgb);
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
-
- vary_ambient = col.rgb*diff.rgb;
-
- vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
-
- col.rgb = col.rgb*diff.rgb;
-
#ifdef USE_VERTEX_COLOR
- vertex_color = col;
+ vertex_color = diffuse_color;
#endif
#ifdef HAS_SKIN