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authorDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
committerDave Parks <davep@lindenlab.com>2012-02-10 20:04:19 -0600
commit3710c6110d65d3a604f7b419cd764cf5b9b98600 (patch)
tree544b689c3c084976b05a69a34726524e6e68f214 /indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
parente0582d4bc71e2f367b4cf4a6f0b808451620b52f (diff)
SH-2908 Rework indexed texture rendering to use a uvec4 instead of a float for texture indices in the data stream. Also rework gl_FragColor overrides to not collide with some odd driver implementations.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl18
1 files changed, 10 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 229c2f4b67..a92a9fc8e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor;
#endif
//class 2, shadows, no SSAO
@@ -129,7 +131,7 @@ void main()
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
- gl_FragColor = vec4(0.0); // doesn't matter
+ frag_color = vec4(0.0); // doesn't matter
return;
}*/
@@ -198,19 +200,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = 1.0;
+ frag_color[0] = shadow;
+ frag_color[1] = 1.0;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
- //gl_FragColor.rgb = pos.xyz;
- //gl_FragColor.b = shadow;
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
}