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authorDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
committerDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
commit3710c6110d65d3a604f7b419cd764cf5b9b98600 (patch)
tree544b689c3c084976b05a69a34726524e6e68f214 /indra/newview/app_settings/shaders/class1/deferred
parente0582d4bc71e2f367b4cf4a6f0b808451620b52f (diff)
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl10
43 files changed, 208 insertions, 214 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index c012efa056..37fd63b7d5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -69,6 +71,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index 8641827777..14ac9f1f78 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -81,9 +83,9 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
+ frag_color = color;
+ //frag_color = vec4(1,0,1,1);
+ //frag_color = vec4(1,0,1,1)*shadow;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
index c13ea702db..654e272b06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -79,6 +81,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 402f681631..b88041490a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -23,7 +23,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2D diffuseMap;
@@ -33,7 +35,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
- //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
- gl_FragColor = vec4(1,1,1,1);
+ //frag_color = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 9a3b2e3e8a..4912c9a50c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform sampler2D diffuseMap;
@@ -41,9 +43,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(diff.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(diff.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 558a88009a..594ed778e3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2D diffuseMap;
@@ -33,7 +35,7 @@ VARYING vec4 post_pos;
void main()
{
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 60d4dae99f..a08b018702 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -111,6 +113,6 @@ void main()
col /= defined_weight.xyxx;
col.y *= col.y;
- gl_FragColor = col;
+ frag_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 6cc5f23aca..141738023d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform sampler2D diffuseMap;
@@ -46,9 +48,9 @@ void main()
dot(norm,vary_mat1),
dot(norm,vary_mat2));
- gl_FragData[0] = vec4(col, 0.0);
- 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
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ //frag_data[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);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index db272cf601..d2afc148b1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -25,7 +25,9 @@
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
/////////////////////////////////////////////////////////////////////////
@@ -98,8 +100,8 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1);
- gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index e612efba61..3fcfbf55c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -83,6 +85,6 @@ void main()
sc = max(sc, -max_cof);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor.rgb = diff.rgb + bloom.rgb;
- gl_FragColor.a = sc/max_cof*0.5+0.5;
+ frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index e9989a4e48..c8acaee134 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform float minimum_alpha;
@@ -44,9 +46,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0); // spec
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index fdf8d72b38..d960cbc2fe 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
VARYING vec3 vary_normal;
@@ -43,8 +45,8 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index bb20e2ca47..b1c9b52569 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -25,7 +25,9 @@
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform float minimum_alpha;
@@ -44,9 +46,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0); // spec
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 7bde49eb86..caefe84957 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform sampler2D diffuseMap;
@@ -36,10 +38,10 @@ VARYING vec2 vary_texcoord0;
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
- gl_FragData[0] = vec4(col, 0.0);
- 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
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ //frag_data[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(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 75b45111e0..c89f389954 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
VARYING vec3 vary_normal;
@@ -35,9 +37,9 @@ void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
- gl_FragData[0] = vec4(col, 0.0);
- 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
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ //frag_data[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(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 0cf5afc568..f05ea557e3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -73,5 +75,5 @@ void main()
diff = mix(diff, col*0.25, a);
}
- gl_FragColor = mix(diff, dof, a);
+ frag_color = mix(diff, dof, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 92f78125d8..ebe9a66bb4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
vec3 fullbrightAtmosTransport(vec3 light);
@@ -45,6 +47,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 84ae2f9f10..616ffca2d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
VARYING vec4 vertex_color;
@@ -46,6 +48,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
index 5af9406452..76b1748813 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
#define FXAA_PC 1
@@ -2113,6 +2115,6 @@ void main()
//diff = texture2D(diffuseMap, vary_tc);
- gl_FragColor = diff;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index 29ca80ae92..28ed70d49d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -184,5 +186,5 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragColor.xyz = giAmbient(pos, norm);
+ frag_color.xyz = giAmbient(pos, norm);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
deleted file mode 100644
index e5d3bb8ea6..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @file giV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = vec4(texcoord0,0,1);
- tex.w = 1.0;
-
- vertex_color = diffuse_color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index a44173a2a4..d7bc8d02d9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform float minimum_alpha;
@@ -45,7 +47,7 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
- gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy);
- gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
+ frag_data[0] = vec4(col.rgb, col.a * 0.005);
+ frag_data[1] = texture2D(specularMap, vary_texcoord0.xy);
+ frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index e014a14ad8..31da124cb1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -26,12 +26,14 @@
uniform sampler2DRect diffuseMap;
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
VARYING vec2 vary_fragcoord;
void main()
{
- gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy);
+ frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 179c721a2f..cd50e17d7e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect depthMap;
@@ -141,6 +143,6 @@ void main()
discard;
}
- gl_FragColor.rgb = out_col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = out_col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 2196d14895..40dd363061 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
//class 1 -- no shadows
@@ -242,6 +244,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index 879942d8fa..32881ef042 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2D alphaMap;
@@ -52,5 +54,5 @@ void main()
norm *= 0.5;
norm += 0.5;
- gl_FragColor = vec4(norm, alpha);
+ frag_color = vec4(norm, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index b673d00d6e..619b7bcd03 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -118,6 +120,6 @@ void main()
discard;
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 18d451bf87..e7b2174280 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -122,5 +124,5 @@ void main()
diff /= w;
}
- gl_FragColor = diff;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index c275434777..ed2352b51f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -40,6 +42,6 @@ void main()
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ frag_color = diff + bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 84d65d5b3b..18550b2e12 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -24,8 +24,10 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
+#endif
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
@@ -96,5 +98,5 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
- gl_FragColor.rgb = col;
+ frag_color.rgb = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
deleted file mode 100644
index 0d5c8e7287..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ /dev/null
@@ -1,40 +0,0 @@
-/**
- * @file postgiV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-
-VARYING vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index c1fb7b55d4..7d75b50aa2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform float minimum_alpha;
@@ -44,7 +46,7 @@ void main()
discard;
}
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index bf75ca262e..3eb733aa51 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -24,14 +24,16 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
VARYING vec4 post_pos;
void main()
{
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 96ad0aa93a..7d80f07da4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
/////////////////////////////////////////////////////////////////////////
@@ -57,8 +59,8 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
- gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 0c53a4ffa5..70b0f6fbd0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -322,7 +324,7 @@ void main()
col = diffuse.rgb;
}
- gl_FragColor.rgb = col;
+ frag_color.rgb = col;
- gl_FragColor.a = bloom;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index cc0f4e5b6b..d3d6a155f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -27,7 +27,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform sampler2DRect diffuseRect;
@@ -184,6 +186,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 03fccd2766..1cfcca4f5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
VARYING vec4 vertex_color;
@@ -36,7 +38,7 @@ void main()
{
vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
- gl_FragData[0] = col;
- gl_FragData[1] = vec4(0,0,0,0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = col;
+ frag_data[1] = vec4(0,0,0,0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index adc7c5d005..aa29be09a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -28,10 +28,12 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ frag_color = vec4(0,0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index fc5959a33c..9bee632472 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
//class 1 -- no shadow, SSAO only
@@ -128,8 +130,8 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
+ frag_color[0] = 1.0;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[2] = 1.0;
+ frag_color[3] = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 5522e6c41d..021c23f76c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform sampler2D detail_0;
@@ -51,9 +53,9 @@ void main()
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
- gl_FragData[0] = vec4(outColor.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(outColor.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index ea98d6884c..10d8a5c321 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
uniform sampler2D diffuseMap;
@@ -43,8 +45,8 @@ void main()
discard;
}
- gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 20d0170535..6be66a402f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
uniform float minimum_alpha;
@@ -43,7 +45,7 @@ void main()
discard;
}
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 4c9ea24a24..e4c655ed7d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData;
#endif
vec3 scaleSoftClip(vec3 inColor);
@@ -157,7 +159,7 @@ void main()
//wavef = normalize(wavef);
vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
- gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
- gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
+ frag_data[0] = vec4(color.rgb, 0.5); // diffuse
+ frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
}