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authorDave Parks <davep@lindenlab.com>2011-09-29 19:32:56 -0500
committerDave Parks <davep@lindenlab.com>2011-09-29 19:32:56 -0500
commit7238714634e72dacc4b09c1c4ee98b16fb0c91fe (patch)
tree89500aeb877bcf5b3d00f0c96ec0f0321834de1e /indra/newview/app_settings/shaders/class1/objects
parent973fefc8d9014f6389b4c3f9633ce398fdf5399e (diff)
SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl24
4 files changed, 59 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 8d1bbf350d..34bd8d445a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -29,9 +29,17 @@ uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+uniform vec4 origin;
+
+
+
ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
+void passTextureIndex();
ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
@@ -39,14 +47,13 @@ VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 origin;
-
void main()
{
//transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
@@ -54,10 +61,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
vertex_color = diffuse_color;
-
-
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 8b20c2a860..fc20d3270e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -26,26 +26,30 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-
+
ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
+void passTextureIndex();
ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-void calcAtmospherics(vec3 inPositionEye);
-
void main()
{
//transform vertex
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
-
calcAtmospherics(pos.xyz);
vertex_color = diffuse_color;
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 4ca53a8f30..fdb3453cc5 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file shinyV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -25,17 +25,21 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
-VARYING vec3 vary_texcoord0;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -44,19 +48,18 @@ uniform vec4 origin;
void main()
{
//transform vertex
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
-
- vertex_color = diffuse_color;
-
- vec3 ref = reflect(pos.xyz, -norm);
-
- vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz;
-
-
-}
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index df9111f941..37a20383e2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -29,28 +29,36 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
void main()
{
//transform vertex
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+
+
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vertex_color = color;
+
+
}