diff options
author | Dave Parks <davep@lindenlab.com> | 2013-05-15 17:35:28 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-05-15 17:35:28 -0500 |
commit | b3df764bd3c461df49f0f2289b66c87a76e71d34 (patch) | |
tree | 552416f8d804e1ce5890bb3147bbc8b9b347243c /indra/newview/app_settings/shaders/class1 | |
parent | da6022e9b48f645dce0f528d8edd2c9dd25056d5 (diff) |
Attempt at making deferred rendering work on OpenGL 2.1
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 12 | ||||
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 13 |
2 files changed, 8 insertions, 17 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..84e83d4c8b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,14 +60,10 @@ VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; +VARYING vec4 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif - uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; @@ -216,7 +212,7 @@ void main() diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); #ifdef USE_VERTEX_COLOR - float vertex_color_alpha = vertex_color.a; + float vertex_color_alpha = vary_pointlight_col.a; #else float vertex_color_alpha = 1.0; #endif @@ -225,7 +221,7 @@ void main() vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l) * 2.6; - dlight = dlight * vary_directional.rgb * vary_pointlight_col; + dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb; #if HAS_SHADOW vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); @@ -250,7 +246,7 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col * col.rgb; + color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb; frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 77d02b36ff..9cc2eb0cf3 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -69,11 +69,8 @@ VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; +VARYING vec4 vary_pointlight_col; -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif VARYING vec2 vary_texcoord0; @@ -186,9 +183,9 @@ void main() - vary_pointlight_col = diff; + vary_pointlight_col.rgb = diff; + vary_pointlight_col.a = vertex_color.a; - col.rgb = vec3(0,0,0); // Add windlight lights @@ -200,9 +197,7 @@ void main() col.rgb = col.rgb*diff.rgb; -#ifdef USE_VERTEX_COLOR - vertex_color = col; -#endif + #ifdef HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); |