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authorGraham Madarasz <graham@lindenlab.com>2013-04-16 12:50:45 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-04-16 12:50:45 -0700
commita9f3e6d95c03a469ac6b88e8d0ed4034cb978d88 (patch)
treeabe7764bcd70b843f22fe007cf7cb7905bc189b3 /indra/newview/app_settings/shaders/class1
parenta054dff522ea874691cd859a8909a29d45cc8bd8 (diff)
See if we can run with no ifdefs in alpha shaders on all platforms
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl17
2 files changed, 11 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index eff94b143a..4942abbadf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -60,13 +60,13 @@ uniform vec3 light_diffuse[8];
uniform float shadow_offset;
-float calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ return vec3(a,a,a);
}
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -118,7 +118,6 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
#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);
@@ -129,12 +128,7 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#else
- 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);
- }
-#endif
+
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 e872dadcc1..cccc7275ab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -56,13 +56,13 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-float calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ return vec3(a,a,a);
}
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
vec4 getPosition(vec2 pos_screen)
@@ -126,7 +126,7 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
+
#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);
@@ -137,12 +137,7 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#else
- 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);
- }
-#endif
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;