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authorTodd Stinson <stinson@lindenlab.com>2011-12-13 11:15:18 -0800
committerTodd Stinson <stinson@lindenlab.com>2011-12-13 11:15:18 -0800
commit9d1db4f19ae7ca044e47d0fe4e605e14882351c5 (patch)
tree2d499d53b60b2486f1e6666f8b9fe2063f984d22 /indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
parent817c97c2f836948f210599a6f67e36a411b22c21 (diff)
parentdbc91a7fac9513bdd879c5c2dc82208e08eaad2d (diff)
Pull and merge from https://bitbucket.org/lindenlab/viewer-development.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl21
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);
}