diff options
author | Dave Parks <davep@lindenlab.com> | 2011-07-17 00:24:08 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-07-17 00:24:08 -0500 |
commit | 6469f1c2f21ecd3b15a18957d882ef6a16b17ecf (patch) | |
tree | 3159983e7a9c6c008d8334bceb672dfc16e2ca35 /indra/newview/app_settings/shaders/class1/objects | |
parent | ddbd5cee7480e565e447486a21e67c301a716b1f (diff) |
SH-2031 High risk changeset, but potentially high reward. Addresses frame stalls in renderer by never using the fixed function pipeline if shaders are available.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/bumpF.glsl | 17 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/bumpV.glsl | 16 |
2 files changed, 33 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl new file mode 100644 index 0000000000..587ab93a80 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -0,0 +1,17 @@ +/** + * @file bumpF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + +uniform sampler2D texture0; +uniform sampler2D texture1; + +void main() +{ + float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a; + float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a; + + gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl new file mode 100644 index 0000000000..056d1a9582 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -0,0 +1,16 @@ +/** + * @file bumpV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + +void main() +{ + //transform vertex + gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; + gl_FrontColor = gl_Color; +} |