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authorDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
commitda84f5552731e1ece3a463c4c385bb327f1048a1 (patch)
treedc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra/newview/app_settings/shaders/class2/effects
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/effects')
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl4
7 files changed, 17 insertions, 67 deletions
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
index 35411db04b..01fe4a4e14 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
@@ -23,29 +23,5 @@
* $/LicenseInfo$
*/
+//NOT USED!!!
-
-uniform sampler2DRect RenderTexture;
-uniform float bloomStrength;
-
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-void main(void)
-{
- float blurWeights[7];
- blurWeights[0] = 0.05;
- blurWeights[1] = 0.1;
- blurWeights[2] = 0.2;
- blurWeights[3] = 0.3;
- blurWeights[4] = 0.2;
- blurWeights[5] = 0.1;
- blurWeights[6] = 0.05;
-
- vec3 color = vec3(0,0,0);
- for (int i = 0; i < 7; i++){
- color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
- }
-
- color *= bloomStrength;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index 4fd4b101ff..b92e9b3f03 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -23,36 +23,5 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
+ // NOT USED!!
-attribute vec3 position;
-attribute vec2 texcoord0;
-
-uniform vec2 texelSize;
-uniform vec2 blurDirection;
-uniform float blurWidth;
-
-void main(void)
-{
- // Transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0);
-
- // for (int i = 0; i < 7; i++) {
- // gl_TexCoord[i].st = s + (i * blurDelta);
- // }
-
- // MANUALLY UNROLL
- gl_TexCoord[0].st = s;
- gl_TexCoord[1].st = s + blurDelta;
- gl_TexCoord[2].st = s + (2. * blurDelta);
- gl_TexCoord[3].st = s + (3. * blurDelta);
- gl_TexCoord[4].st = s + (4. * blurDelta);
- gl_TexCoord[5].st = s + (5. * blurDelta);
- gl_TexCoord[6].st = s + (6. * blurDelta);
-
- // gl_TexCoord[0].st = s;
- // gl_TexCoord[1].st = blurDelta;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
index 42ab8d40e8..8d673237b8 100644
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
@@ -36,7 +36,7 @@ const float gamma = 2.0;
void main(void)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Modulate brightness
color *= brightness;
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index d3c93ab05f..f03a6076c0 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -25,15 +25,15 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
void main(void)
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[1] = vec4(texcoord1,0,1);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
index 9187c8ec31..06b83e3f5f 100644
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -33,7 +33,7 @@ uniform vec3 lumWeights;
void main(void)
{
/// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Extract luminance and scale up by night vision brightness
float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
index 76b675a9bd..3050fa63cc 100644
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
@@ -30,6 +30,9 @@ uniform sampler2D NoiseTexture;
uniform float brightMult;
uniform float noiseStrength;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
float luminance(vec3 color)
{
/// CALCULATING LUMINANCE (Using NTSC lum weights)
@@ -40,7 +43,7 @@ float luminance(vec3 color)
void main(void)
{
/// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Extract luminance and scale up by night vision brightness
float lum = luminance(color) * brightMult;
@@ -50,7 +53,7 @@ void main(void)
vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
/// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
+ float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r;
noiseValue = (noiseValue - 0.5) * noiseStrength;
/// Older NVG colors (more muted)
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
index abf1be6645..74e9559185 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
@@ -27,8 +27,10 @@
uniform sampler2DRect RenderTexture;
+VARYING vec2 vary_texcoord0;
+
void main(void)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
gl_FragColor = vec4(1.0 - color, 1.0);
}