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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-06 11:30:27 -0500 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-12-06 11:30:27 -0500 |
commit | 97a92deb18d09e030c0800107204d9776a3c6229 (patch) | |
tree | 16133351b0822937c5da1e7009e80e3157119d59 /indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl | |
parent | ae2a1ea9f10dc9bf3cc5ef59f1428ea1e5fa6495 (diff) | |
parent | 95850eddfd26e85dcfa1dd6f71233b6e0bf08253 (diff) |
reconciled .hgtags
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); } |