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authorDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
commitda84f5552731e1ece3a463c4c385bb327f1048a1 (patch)
treedc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra/newview/app_settings/shaders/class1/environment
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl8
7 files changed, 53 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index c61d5a2a08..5d72390d2d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -29,13 +29,18 @@ uniform sampler2D detail0;
uniform sampler2D detail1;
uniform sampler2D alphaRamp;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
+ float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
+ vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
+ texture2D(detail0, vary_texcoord0.xy).rgb,
a);
gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 04b3033dd8..d4a62db684 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -31,14 +31,22 @@ uniform mat4 texture_matrix3;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
-attribute vec2 texcoord2;
-attribute vec2 texcoord3;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+ATTRIBUTE vec2 texcoord3;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -61,15 +69,15 @@ void main()
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vec4 pos = modelview_matrix * position;
+ vec4 pos = modelview_matrix * vec4(position, 1.0);
vec3 norm = normalize(normal_matrix * normal);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);
- gl_FrontColor = color;
+ vertex_color = color;
- gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
- gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1);
- gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
- gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1);
+ vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy;
+ vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 711b42b95e..307b87e086 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -31,13 +31,18 @@ uniform sampler2D detail0;
uniform sampler2D detail1;
uniform sampler2D alphaRamp;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
+ float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
+ vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
+ texture2D(detail0, vary_texcoord0.xy).rgb,
a);
gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 72e8e739b3..48eea0bdda 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -33,9 +33,9 @@ uniform float refScale;
uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 4d555b566a..1bb04ceb34 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -50,9 +50,9 @@ uniform float blurMultiplier;
uniform vec4 fogCol;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index d44690d1fb..e4db326bed 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -24,15 +24,16 @@
*/
+VARYING float fog_depth;
vec4 applyWaterFog(vec4 color)
{
// GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
+ //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth);
// GL_EXP Fog
- // float fog = exp(-gl_Fog.density * gl_FogFragCoord);
+ // float fog = exp(-gl_Fog.density * fog_depth);
// GL_LINEAR Fog
- float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
+ float fog = (gl_Fog.end - fog_depth) * gl_Fog.scale;
fog = clamp(fog, 0.0, 1.0);
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
return color;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 99433ada7b..f66ba1d2d9 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -26,7 +26,7 @@
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -36,9 +36,9 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
float wave(vec2 v, float t, float f, vec2 d, float s)
{