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authorGraham Madarasz <graham@lindenlab.com>2013-04-19 07:48:05 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-04-19 07:48:05 -0700
commit6adc6d71a7147a7f53f266bb05cd0157e34f9f4b (patch)
treead3b8886cd2c09cc1510db6a8c2e2e87ffafb441 /indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
parent8bccedd163f1eb25c631e8501bdd468c24e6bf40 (diff)
parentf9ff68b5e3b016a53fe987e5b51442741ca88f15 (diff)
Merge viewer-dev-materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl35
1 files changed, 12 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index da47d60049..59950a88ef 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -25,6 +25,10 @@
#extension GL_ARB_texture_rectangle : enable
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -35,9 +39,8 @@ uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
-uniform sampler2DRect depthMap;
-#ifndef INDEX_MODE
+#if INDEX_MODE != INDEXED
uniform sampler2D diffuseMap;
#endif
@@ -53,12 +56,9 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
-VARYING mat3 vary_rotation;
-#ifdef INDEX_MODE_USE_COLOR
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
VARYING vec4 vertex_color;
#endif
@@ -66,19 +66,11 @@ uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform float shadow_bias;
-uniform mat4 inv_proj;
-
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-uniform sampler2D bumpMap;
-uniform samplerCube environmentMap;
-uniform mat3 env_mat;
-
-uniform vec4 specular_color;
-
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
@@ -206,22 +198,19 @@ void main()
}
vec4 diff;
-#ifdef INDEX_MODE
+#if INDEX_MODE == INDEXED
diff = diffuseLookup(vary_texcoord0.xy);
#else
diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
-
-#ifdef INDEX_MODE_USE_COLOR
- float vertex_color_alpha = vertex_color.a;
-#else
+ diff.rgb = pow(diff.rgb, vec3(2.2));
+#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
+#else
+ float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
- normal = vec3(dot(normal.xyz, vary_rotation[0]),
- dot(normal.xyz, vary_rotation[1]),
- dot(normal.xyz, vary_rotation[2]));
+ vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);