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| author | Oz Linden <oz@lindenlab.com> | 2013-06-04 14:39:08 -0400 | 
|---|---|---|
| committer | Oz Linden <oz@lindenlab.com> | 2013-06-04 14:39:08 -0400 | 
| commit | 2f87c07a0f4986b641c94de5e7e29251ba1a2d97 (patch) | |
| tree | e58154d9e31ee4493b6284ac4b5bd1e7b177c56d /indra/newview/app_settings/shaders/class1 | |
| parent | 9acabccdde5cff91cac3bae0502c8ff5b26cada6 (diff) | |
| parent | a3a933e2120e4edf3c7f3c85a8ca04d76570f8ec (diff) | |
merge changes for build number fix
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
11 files changed, 31 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 50b43f6a8d..77a53a71aa 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -252,6 +252,8 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col * col.rgb; +	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +  	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 cccc7275ab..2ce44d599f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -140,6 +140,8 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col * light_col; +	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +  	frag_color = color;  	//frag_color = vec4(1,0,1,1);  	//frag_color = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 8ba75010a2..10144f3e16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  VARYING vec3 vary_mat0;  VARYING vec3 vary_mat1; @@ -52,8 +52,8 @@ void main()  	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); -	vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz); -	vec3 t = cross(b, n); +	vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); +	vec3 b = cross(n, t) * tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index c8d38bb8f7..9f9749394e 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  VARYING vec3 vary_mat0;  VARYING vec3 vary_mat1; @@ -46,8 +46,8 @@ void main()  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 n = normalize(normal_matrix * normal); -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); +	vec3 t = normalize(normal_matrix * tangent.xyz); +	vec3 b = cross(n, t) * tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 5c164f7759..dc1dead656 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -56,6 +56,8 @@ void main()  	color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index f3d04a22f2..b0db9876d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -65,6 +65,8 @@ void main()  	color.a = 1.0; +	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 17aa0e32a7..bb8d26c9dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -495,7 +495,7 @@ void main()  	//final_color.rgb *= 1 - spec.a * env_intensity;  	//final_specular.rgb *= specular_color.rgb; -	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0); +	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);  	final_specular.a = specular_color.a * norm.a;  #else  	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); @@ -665,6 +665,9 @@ void main()  		LIGHT_LOOP(6)  		LIGHT_LOOP(7) + +	col.rgb = pow(col.rgb, vec3(1.0/2.2)); +  	frag_color.rgb = col.rgb;  	glare = min(glare, 1.0);  	frag_color.a = max(diffcol.a*vertex_color.a, glare); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 0638dcfa55..b25032866b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -56,7 +56,7 @@ ATTRIBUTE vec2 texcoord0;  #if HAS_NORMAL_MAP -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  ATTRIBUTE vec2 texcoord1;  VARYING vec3 vary_mat0; @@ -110,8 +110,8 @@ void main()  #if HAS_SKIN  	vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);  #if HAS_NORMAL_MAP -	vec3 b = normalize((mat*vec4(binormal.xyz+position.xyz,1.0)).xyz-pos.xyz); -	vec3 t = cross(b, n); +	vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); +	vec3 b = cross(n, t)*tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); @@ -122,8 +122,9 @@ vary_normal  = n;  #else //HAS_SKIN  	vec3 n = normalize(normal_matrix * normal);  #if HAS_NORMAL_MAP -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); +	vec3 t = normalize(normal_matrix * tangent.xyz); +	vec3 b = cross(n,t)*tangent.w; +	//vec3 t = cross(b,n) * binormal.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 361f316065..c8771a3f1e 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -47,6 +47,8 @@ void fullbright_lighting()  	color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); +  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index d64584c015..f72f20b03d 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -56,6 +56,8 @@ void fullbright_lighting()  	color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); +  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl index 44f1aa34a0..449d8d8b4e 100755 --- a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl @@ -25,12 +25,12 @@  uniform mat3 normal_matrix; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent; -VARYING vec4 binormal_out; +VARYING vec4 tangent_out;  void main()  { -	binormal_out = vec4(normal_matrix * binormal, 0.0); +	tangent_out = vec4(normal_matrix * tangent.xyz), tangent.w);  } | 
