diff options
| author | Graham Madarasz <graham@lindenlab.com> | 2013-04-24 07:41:30 -0700 | 
|---|---|---|
| committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-24 07:41:30 -0700 | 
| commit | 339770698c0152d68d9b47ab73f8c6a5d9d8edfe (patch) | |
| tree | a9269949595ac8765483c3305907e527c0ac2494 /indra/newview/app_settings/shaders/class1 | |
| parent | b2cd1144713e4e1bbf77edf6547f633be55ab8ea (diff) | |
| parent | 79318043218a9ec6cb6e52eca936487177554903 (diff) | |
Merge vwr-dev-mat
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 70 | 
2 files changed, 37 insertions, 37 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 20042f2248..a8efd3e95b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -161,7 +161,7 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif - +	  #endif  #ifdef USE_INDEXED_TEX @@ -194,7 +194,7 @@ void main()  	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	col.rgb = col.rgb*diffuse_color.rgb; - +	  #ifdef USE_VERTEX_COLOR  	vertex_color = col;  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 482d0ccc74..33ff98b0d4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -465,7 +465,7 @@ void main()  	vec4 final_color = diffcol; -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) +#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE  	final_color.a = 0;  #endif @@ -483,7 +483,7 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -	//forward rendering, output just lit RGBA +		//forward rendering, output just lit RGBA  	vec3 pos = vary_position;  #if HAS_SUN_SHADOW @@ -556,13 +556,13 @@ void main()  #endif  	spec = final_specular; -	vec4 diffuse = final_color; -	float envIntensity = final_normal.z; +		vec4 diffuse = final_color; +		float envIntensity = final_normal.z;      vec3 col = vec3(0.0f,0.0f,0.0f); -	float bloom = 0.0; -	calcAtmospherics(pos.xyz, 1.0); +		float bloom = 0.0; +			calcAtmospherics(pos.xyz, 1.0);  	vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -577,43 +577,43 @@ void main()  	col.rgb *= diffuse.rgb; -	if (spec.a > 0.0) // specular reflection -	{ -		// the old infinite-sky shiny reflection -		// +			if (spec.a > 0.0) // specular reflection +			{ +				// the old infinite-sky shiny reflection +				// -		float sa = dot(refnormpersp, sun_dir.xyz); -		vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); +				float sa = dot(refnormpersp, sun_dir.xyz); +				vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); -		// add the two types of shiny together -		vec3 spec_contrib = dumbshiny * spec.rgb; -		bloom = dot(spec_contrib, spec_contrib) / 6; -		col += spec_contrib; -	} +				// add the two types of shiny together +				vec3 spec_contrib = dumbshiny * spec.rgb; +				bloom = dot(spec_contrib, spec_contrib) / 6; +				col += spec_contrib; +			} -	if (envIntensity > 0.0) -	{ -		//add environmentmap -		vec3 env_vec = env_mat * refnormpersp; -		col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,  -		max(envIntensity-diffuse.a*2.0, 0.0)); -	} +			if (envIntensity > 0.0) +			{ +				//add environmentmap +				vec3 env_vec = env_mat * refnormpersp; +				col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,  +					max(envIntensity-diffuse.a*2.0, 0.0)); +			} -	col = atmosLighting(col); -	col = scaleSoftClip(col); +			col = atmosLighting(col); +			col = scaleSoftClip(col); + +		vec3 npos = normalize(-pos.xyz); -	vec3 npos = normalize(-pos.xyz); -		   #define LIGHT_LOOP(i) \  	col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, 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) +		LIGHT_LOOP(1) +		LIGHT_LOOP(2) +		LIGHT_LOOP(3) +		LIGHT_LOOP(4) +		LIGHT_LOOP(5) +		LIGHT_LOOP(6) +		LIGHT_LOOP(7)  	frag_color.rgb = col.rgb;  	frag_color.a = diffcol.a*vertex_color.a; | 
