diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-21 13:12:05 +0300 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2020-04-21 13:12:05 +0300 |
commit | a4b1c0330a6a8e43bf4c41c5b0c836bd1dee2268 (patch) | |
tree | 6d68d3e3f665d60fa946bd24a4b324b5e63339fb /indra/newview/app_settings/shaders/class1/objects | |
parent | a8df6762ff88458916397b9707f6954b2714e14d (diff) | |
parent | d7f1c88c35849e56f5b352f13c16a08467d1533b (diff) |
Merge branch 'master' into DRTVWR-482
# Conflicts:
# indra/newview/app_settings/shaders/class1/objects/previewV.glsl
# indra/newview/lldynamictexture.cpp
# indra/newview/llfloatermodelpreview.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
11 files changed, 25 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl index a54c0caf81..31a262f1db 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl @@ -1,5 +1,5 @@ /** - * @file fullbrightF.glsl + * @file objects/fullbrightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 79b552ee1a..1e244d9dfd 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,6 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; +VARYING vec4 vary_position; void calcAtmospherics(vec3 inPositionEye); @@ -46,6 +47,9 @@ void main() mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + mat4 mvp = modelview_matrix * projection_matrix; + vary_position = mvp * vec4(position, 1.0); vec4 norm = vec4(position.xyz, 1.0); norm.xyz += normal.xyz; diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index de2ea2a065..2cf17acf6b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -52,7 +52,7 @@ float calcDirectionalLight(vec3 n, vec3 l) } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -91,8 +91,8 @@ void main() // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz); - col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz); + col.rgb += light_diffuse[2].rgb*calcLocalLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcLocalLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); col /= 2.0; vertex_color = col*color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index 591d6fc5c9..727bae19c0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -36,7 +36,7 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -59,7 +59,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color); vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index fdb3453cc5..4ba8194d03 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -39,7 +39,7 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main() calcAtmospherics(pos.xyz); - vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 0be52a52af..22821a2f76 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -38,7 +38,7 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); void main() @@ -52,7 +52,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.)); + vec4 col = calcLighting(pos.xyz, norm, color); vertex_color = col; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl index cb80697d15..e605676819 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl @@ -37,7 +37,7 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); void main() @@ -54,7 +54,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color); vertex_color = color; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index 1c6e53b187..df31b5a79f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -35,7 +35,7 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -56,7 +56,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color); vertex_color = color; gl_Position = projection_matrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl index d4dee78793..945f80f31e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl @@ -37,7 +37,7 @@ uniform vec4 color; uniform vec4 object_plane_t; uniform vec4 object_plane_s; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; @@ -70,7 +70,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, color); vertex_color = color; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 37a20383e2..a59bd9c0a6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); @@ -57,7 +57,7 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color); vertex_color = color; diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index fa01a27ec0..0227e6e3b8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -31,8 +31,9 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; @@ -53,8 +54,6 @@ void main() calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); + vec4 color = calcLighting(pos.xyz, norm, diffuse_color); vertex_color = color; - - } |