summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1
diff options
context:
space:
mode:
authorGeenz <geenz@geenzo.com>2013-04-15 19:40:12 -0400
committerGeenz <geenz@geenzo.com>2013-04-15 19:40:12 -0400
commitc72c3691ecf83875d4ee3e0784b3e76cb4b4633a (patch)
tree7959f729f94b8fcd85bb3b32a7b5bb271c746b47 /indra/newview/app_settings/shaders/class1
parent39544a3b06e3221602444eb81c7df8c1030c6bb5 (diff)
parentfafa21315f043ab51e3373e825c85646685778a6 (diff)
Merged Graham's stuff amongst others.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl20
3 files changed, 52 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 43ed41a205..ff30560adc 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -26,22 +26,28 @@
ATTRIBUTE vec4 weight4;
-uniform mat4 matrixPalette[32];
+uniform mat4 matrixPalette[64];
mat4 getObjectSkinnedTransform()
{
- int i;
- vec4 w = fract(weight4);
- vec4 index = floor(weight4);
-
- float scale = 1.0/(w.x+w.y+w.z+w.w);
- w *= scale;
+ float w0 = fract(weight4.x);
+ float w1 = fract(weight4.y);
+ float w2 = fract(weight4.z);
+ float w3 = fract(weight4.w);
+
+ int i0 = int(floor(weight4.x));
+ int i1 = int(floor(weight4.y));
+ int i2 = int(floor(weight4.z));
+ int i3 = int(floor(weight4.w));
+
+ //float scale = 1.0/(w.x+w.y+w.z+w.w);
+ //w *= scale;
- mat4 mat = matrixPalette[int(index.x)]*w.x;
- mat += matrixPalette[int(index.y)]*w.y;
- mat += matrixPalette[int(index.z)]*w.z;
- mat += matrixPalette[int(index.w)]*w.w;
+ mat4 mat = matrixPalette[i0]*w0;
+ mat += matrixPalette[i1]*w1;
+ mat += matrixPalette[i2]*w2;
+ mat += matrixPalette[i3]*w3;
return mat;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index eb0c546af7..00717cd6a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -81,12 +81,10 @@ uniform vec4 specular_color;
uniform float shadow_offset;
-vec2 calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- vec3 refl = normalize(reflect(vary_position.xyz, n.xyz));
float a = pow(max(dot(n,l),0.0), 0.7);
- refl.x = pow(pow(max(dot(refl, l), 0.0), specular_color.w * 128), 0.6);
- return vec2(a, refl.x);
+ return vec3(a,a,a);
}
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -144,8 +142,9 @@ void main()
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
- vec2 slight = calcDirectionalLight(normal, light_position[0].xyz);
- vec3 dlight = slight.x * vary_directional.rgb * vary_pointlight_col;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(normal, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
@@ -155,13 +154,24 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
+#ifdef MAC_GEFORCE_HACK
+ #define LIGHT_LOOP(i) \
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], 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)
+#else
for (int i = 2; i < 8; i++)
{
light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
+#endif
- vec3 n = normalize(reflect(vary_position.xyz, normal.xyz));
- n = vec3(dot(n, light_position[0].xyz));
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 10e9670894..e872dadcc1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -114,7 +114,10 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec3 dlight = calcDirectionalLight(vary_norm, light_position[0].xyz) * vary_directional.rgb * vary_pointlight_col;
+ vec3 n = vary_norm;
+ vec3 l = light_position[0].xyz;
+ vec3 dlight = calcDirectionalLight(n, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
vec4 color = diff * col;
@@ -123,12 +126,23 @@ 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);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ 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;