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authorDave Parks <davep@lindenlab.com>2013-03-27 21:59:14 -0500
committerDave Parks <davep@lindenlab.com>2013-03-27 21:59:14 -0500
commit6300f4f768de13823a754831797cb34022f87b60 (patch)
treeae847221ee1a68535e58562cb291441489ab0f82 /indra/newview/app_settings/shaders/class1
parent7be396cc985c0274ff05b375a8bf27c0e630666a (diff)
NORSPEC-61 Hook up material parameters to shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
3 files changed, 55 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 4f7fc6a411..5392466b25 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -23,6 +23,12 @@
* $/LicenseInfo$
*/
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_GLOW 3
+
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -31,36 +37,52 @@ out vec4 frag_data[3];
uniform sampler2D diffuseMap;
+#if HAS_NORMAL_MAP
uniform sampler2D bumpMap;
+#endif
+#if HAS_SPECULAR_MAP
uniform sampler2D specularMap;
uniform float env_intensity;
+#endif
+
uniform vec4 specular_color;
-#ifdef ALPHA_TEST
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
uniform float minimum_alpha;
#endif
+#if HAS_NORMAL_MAP
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
+#else
+VARYING vec3 vary_normal;
+#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ col.rgb *= vertex_color.rgb;
- #ifdef ALPHA_TEST
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
if (col.a < minimum_alpha)
{
discard;
}
- #endif
-
+#endif
+
+#if HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
+#else
+ vec4 spec = specular_color;
+#endif
+#if HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
norm.xyz = norm.xyz * 2 - 1;
@@ -68,19 +90,29 @@ void main()
vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
dot(norm.xyz,vary_mat1),
dot(norm.xyz,vary_mat2));
+#else
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
+#endif
vec4 final_color = col;
- final_color.rgb *= 1 - spec.a * env_intensity;
-
- #ifndef EMISSIVE_MASK
+
+#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_GLOW
final_color.a = 0;
- #endif
+#endif
vec4 final_specular = spec;
+#if HAS_SPECULAR_MAP
+ //final_color.rgb *= 1 - spec.a * env_intensity;
final_specular.rgb *= specular_color.rgb;
- final_specular.a = specular_color.a * norm.a;
-
+
vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
+ final_specular.a = specular_color.a * spec.a;
+#else
+ vec4 final_normal = vec4(normalize(tnorm), 0.0);
+ final_specular.a = spec.a;
+#endif
+
final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
frag_data[0] = final_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index c8d38bb8f7..f92ad63100 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -31,11 +31,17 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
+
+#if HAS_NORMAL_MAP
ATTRIBUTE vec3 binormal;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
VARYING vec3 vary_mat2;
+#else
+VARYING vec3 vary_normal;
+#endif
+
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -45,13 +51,18 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
vec3 n = normalize(normal_matrix * normal);
+#if HAS_NORMAL_MAP
vec3 b = normalize(normal_matrix * binormal);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
+#else
+ vary_normal = n;
+#endif
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 2905cc91b6..f50935c1a8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -310,7 +310,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
- max(spec.a-diffuse.a*2.0, 0.0));
+ max(norm.a-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);