diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-04-18 05:30:44 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-18 05:30:44 -0700 | 
| commit | f76b3d7e7d778fec7f082c46491197cac9867a50 (patch) | |
| tree | e03fa2b4f83f244cd81d77712df0cfdf9456acef /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 1c3c737a83d9634fd0c47502b4c94b7613280d53 (diff) | |
NORSPEC-125 fiddle with ifdefs in alpha shaders again in hopes of linking on mobile geforce macs
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 20 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 24 | 
2 files changed, 23 insertions, 21 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 057c0a1ec9..713aae9187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -25,10 +25,6 @@  #extension GL_ARB_texture_rectangle : enable -#define INDEXED 1 -#define NON_INDEXED 2 -#define NON_INDEXED_NO_COLOR 3 -  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -37,11 +33,13 @@ out vec4 frag_color;  uniform sampler2DRect depthMap; -#if !INDEX_MODE || INDEX_MODE_NO_COLOR +#ifndef INDEX_MODE +#ifndef INDEX_MODE_USE_COLOR  uniform sampler2D diffuseMap;  #endif +#endif -#if INDEX_MODE +#ifdef INDEX_MODE  vec4 diffuseLookup(vec2 texcoord);  #endif @@ -61,7 +59,7 @@ VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm;  VARYING mat3 vary_rotation; -#if !INDEX_MODE_NO_COLOR +#ifdef INDEX_MODE_USE_COLOR  VARYING vec4 vertex_color;  #endif @@ -124,16 +122,16 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -#if INDEX_MODE +#ifdef INDEX_MODE  	vec4 diff= diffuseLookup(vary_texcoord0.xy);  #else  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif -#if INDEX_MODE_NO_COLOR -	float vertex_color_alpha = 1.0; -#else +#ifdef INDEX_MODE_USE_COLOR  	float vertex_color_alpha = vertex_color.a; +#else +	float vertex_color_alpha = 1.0;  #endif  	vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 7506123a94..55d15ce847 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if INDEX_MODE +#ifdef INDEX_MODE  void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; @@ -44,7 +44,7 @@ ATTRIBUTE vec3 binormal;  ATTRIBUTE vec2 texcoord1;  ATTRIBUTE vec2 texcoord2; -#if HAS_SKIN +#ifdef HAS_SKIN  mat4 getObjectSkinnedTransform();  #elif IS_AVATAR_SKIN  mat4 getSkinnedTransform(); @@ -66,7 +66,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; -#if !INDEX_MODE_NO_COLOR +#ifdef INDEX_MODE_USE_COLOR  VARYING vec4 vertex_color;  #endif @@ -127,7 +127,7 @@ void main()  	vec4 pos;  	vec3 norm;  	//transform vertex -#if HAS_SKIN +#ifdef HAS_SKIN  	mat4 trans = getObjectSkinnedTransform();  	trans = modelview_matrix * trans; @@ -137,7 +137,8 @@ void main()  	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; -#elif IS_AVATAR_SKIN +#else +#ifdef IS_AVATAR_SKIN  	mat4 trans = getSkinnedTransform();  	vec4 pos_in = vec4(position.xyz, 1.0);  	pos.x = dot(trans[0], pos_in); @@ -158,10 +159,12 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif +#endif  	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;  	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#if INDEX_MODE + +#ifdef INDEX_MODE  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  #else @@ -197,17 +200,18 @@ void main()  	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	col.rgb = col.rgb*diffuse_color.rgb; -#if !INDEX_MODE_NO_COLOR +#ifdef INDEX_MODE_USE_COLOR  	vertex_color = col;  #endif -#if HAS_SKIN +#ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif IS_AVATAR_SKIN +#else +#ifdef IS_AVATAR_SKIN  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #else  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #endif - +#endif  } | 
