diff options
author | Graham Madarasz (Graham Linden) <graham@lindenlab.com> | 2013-04-11 11:57:50 -0700 |
---|---|---|
committer | Graham Madarasz (Graham Linden) <graham@lindenlab.com> | 2013-04-11 11:57:50 -0700 |
commit | 19430bfce05748c363bb83c7e78e605ee6af3b14 (patch) | |
tree | 8e231bb114b251658e12d62c89f114936f05e876 /indra/newview/app_settings/shaders/class1 | |
parent | 35400fb415d296ab0fde9e2775a98f15041985e0 (diff) |
NORSPEC-98 fix? for mac shader compiler crasher
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 21 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl | 11 |
2 files changed, 19 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4ef69824a1..d6baec0ee0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -105,7 +105,10 @@ void main() vec4 diff= diffuseLookup(vary_texcoord0.xy); - vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + vec3 n = vary_norm; + vec3 l = light_position[0].xyz; + vec3 dlight = calcDirectionalLight(n, l); + dlight = dlight * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight, vertex_color.a); vec4 color = diff * col; @@ -115,11 +118,17 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } - +#define LIGHT_LOOP(i) \ + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index 07a7ee4e1a..eff7b91a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -55,12 +55,6 @@ uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -#if 0 -uniform vec4 light_position[1]; -uniform vec3 light_direction[1]; -uniform vec3 light_attenuation[1]; -uniform vec3 light_diffuse[1]; -#endif float calcDirectionalLight(vec3 n, vec3 l) { @@ -120,7 +114,10 @@ void main() vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col; + vec3 n = vary_norm; + vec3 l = light_position[0].xyz; + vec3 dlight = calcDirectionalLight(n, l); + dlight = dlight * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight, vertex_color.a); vec4 color = diff * col; |