diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-04-16 12:50:45 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-16 12:50:45 -0700 | 
| commit | a9f3e6d95c03a469ac6b88e8d0ed4034cb978d88 (patch) | |
| tree | abe7764bcd70b843f22fe007cf7cb7905bc189b3 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | a054dff522ea874691cd859a8909a29d45cc8bd8 (diff) | |
See if we can run with no ifdefs in alpha shaders on all platforms
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 16 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 17 | 
2 files changed, 11 insertions, 22 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index eff94b143a..4942abbadf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,13 +60,13 @@ uniform vec3 light_diffuse[8];  uniform float shadow_offset; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main()  @@ -118,7 +118,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK     #define LIGHT_LOOP(i) \  	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -129,12 +128,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	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 e872dadcc1..cccc7275ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -56,13 +56,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  vec4 getPosition(vec2 pos_screen) @@ -126,7 +126,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK +    #define LIGHT_LOOP(i) \  	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -137,12 +137,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; | 
