diff options
author | Dave Parks <davep@lindenlab.com> | 2013-06-03 12:51:11 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-06-03 12:51:11 -0500 |
commit | b19d8fad3c0e32987c19eecd5dac4a303555762f (patch) | |
tree | b679ad680c4eb6ac7a9f7b08bf0947ef4843e144 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 92541ee0bb92dbea6312ee1c81c2b86fbadc19a0 (diff) | |
parent | c3f14b915c38a4978745f12f1f816572cce4b5a0 (diff) |
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
4 files changed, 13 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 8ba75010a2..10144f3e16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -30,7 +30,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; @@ -52,8 +52,8 @@ void main() vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 t = cross(b, n); + vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 b = cross(n, t) * tangent.w; vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index c8d38bb8f7..9f9749394e 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; @@ -46,8 +46,8 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vec3 n = normalize(normal_matrix * normal); - vec3 b = normalize(normal_matrix * binormal); - vec3 t = cross(b, n); + vec3 t = normalize(normal_matrix * tangent.xyz); + vec3 b = cross(n, t) * tangent.w; vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 17aa0e32a7..df8e7a6c0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -495,7 +495,7 @@ void main() //final_color.rgb *= 1 - spec.a * env_intensity; //final_specular.rgb *= specular_color.rgb; - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0); + vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); final_specular.a = specular_color.a * norm.a; #else vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 0638dcfa55..b25032866b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -56,7 +56,7 @@ ATTRIBUTE vec2 texcoord0; #if HAS_NORMAL_MAP -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent; ATTRIBUTE vec2 texcoord1; VARYING vec3 vary_mat0; @@ -110,8 +110,8 @@ void main() #if HAS_SKIN vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #if HAS_NORMAL_MAP - vec3 b = normalize((mat*vec4(binormal.xyz+position.xyz,1.0)).xyz-pos.xyz); - vec3 t = cross(b, n); + vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); + vec3 b = cross(n, t)*tangent.w; vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); @@ -122,8 +122,9 @@ vary_normal = n; #else //HAS_SKIN vec3 n = normalize(normal_matrix * normal); #if HAS_NORMAL_MAP - vec3 b = normalize(normal_matrix * binormal); - vec3 t = cross(b, n); + vec3 t = normalize(normal_matrix * tangent.xyz); + vec3 b = cross(n,t)*tangent.w; + //vec3 t = cross(b,n) * binormal.w; vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); |