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authorDave Parks <davep@lindenlab.com>2011-10-19 16:21:18 -0500
committerDave Parks <davep@lindenlab.com>2011-10-19 16:21:18 -0500
commitf19f43c74606e1f158cdabe9e783f9c82386b7b7 (patch)
tree64c1a6d7d1d8a1ae0b30baf6bd519d8140136971 /indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
parentdd61baa3401a09bd8ff1e894514c15390946cdb3 (diff)
parent4ec72ed0a61157dd5fcc1bc4cc91054664ee75b5 (diff)
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl22
1 files changed, 15 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index f4310dae95..73e726fe15 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -24,20 +24,28 @@
*/
+#ifndef gl_FragData
+out vec4 gl_FragData[3];
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light) {
//soft clip effect:
@@ -50,14 +58,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density