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author | Debi King (Dessie) <dessie@lindenlab.com> | 2011-05-24 11:57:35 -0400 |
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committer | Debi King (Dessie) <dessie@lindenlab.com> | 2011-05-24 11:57:35 -0400 |
commit | 00ad0c425398dd748f4759243dc789199a73e87d (patch) | |
tree | 801ab4805be44117bda3a6d35e18161cc3ccd1c5 /indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | |
parent | e677e5e77114cfbfcd7c5e838922fdf8d12853fb (diff) | |
parent | e5752934be74a84e6ec0ff8cb96974bd1e9060ec (diff) |
merge up to latest viewer-development with mesh changes
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 16 |
1 files changed, 10 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e2d7cd94da..6dfc1b952c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -4,6 +4,8 @@ * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ + +#version 120 #extension GL_ARB_texture_rectangle : enable @@ -12,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0; uniform sampler2DRectShadow shadowMap1; uniform sampler2DRectShadow shadowMap2; uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; @@ -27,7 +28,7 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; +varying vec3 vary_pointlight_col; uniform float shadow_bias; @@ -68,8 +69,6 @@ void main() vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - vec3 samp_pos = getPosition(frag).xyz; - float shadow = 1.0; vec4 pos = vec4(vary_position, 1.0); @@ -106,16 +105,21 @@ void main() } } + vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); - vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; + vec4 color = diff * col; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); + color.rgb += diff.rgb * vary_pointlight_col.rgb; + //gl_FragColor = gl_Color; gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1)*shadow; + //gl_FragColor.r = 0.0; + //gl_FragColor = vec4(1,shadow,1,1); } |