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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/lighting
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl5
8 files changed, 24 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 5cb3eb05a7..0a687d7a33 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -23,13 +23,14 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index f3ba8b73a8..7ba6e9dec9 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -28,8 +28,10 @@
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index b4c8a9abce..00c08d59ef 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -29,7 +29,9 @@
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_shiny_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index 925d6fbcfd..2140b2f612 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -28,7 +28,9 @@
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_shiny_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 71238f7d31..ab6b561f08 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -28,8 +28,10 @@
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index 7c9b7c218f..183582e41f 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -24,14 +24,15 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index ca1af8fc79..9c9f7ca658 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -24,14 +24,15 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index da76a977b6..1a041c26ca 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -23,13 +23,14 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void default_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}