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| 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/bumpF.glsl | |
| parent | 8f47f2222c207938c8fc55158a6fff64ccf1e781 (diff) | |
| parent | 1bea08335b6c2fa31f414db2fe7316a118b2ec18 (diff) | |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | 21 | 
1 files changed, 13 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 429a891f07..6cc5f23aca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -23,27 +23,32 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D diffuseMap;  uniform sampler2D bumpMap; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; -	vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0; +	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; +	vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;  	vec3 tnorm = vec3(dot(norm,vary_mat0),  			  dot(norm,vary_mat1),  			  dot(norm,vary_mat2));  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(tnorm);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } | 
