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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
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl4
-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
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl9
70 files changed, 457 insertions, 373 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 43e19909d4..04d3e2aa1f 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -41,7 +45,7 @@ void main()
//transform vertex
vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -51,8 +55,8 @@ void main()
vec4 specular = vec4(1.0);
vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 839606cdcb..4fffb9e97f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -27,6 +27,9 @@
#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -41,11 +44,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;
@@ -122,9 +125,9 @@ void main()
}
}
- vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -133,7 +136,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
+ //gl_FragColor = vertex_color;
gl_FragColor = color;
//gl_FragColor.r = 0.0;
//gl_FragColor = vec4(1,shadow,1,1);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 84e49a5f8f..30aa82473a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -42,11 +42,13 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform float shadow_bias;
@@ -123,9 +125,9 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -134,7 +136,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
+ //gl_FragColor = vertex_color;
gl_FragColor = color;
//gl_FragColor.r = 0.0;
//gl_FragColor = vec4(1,shadow,1,1);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 294a000ab5..9370b484b8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -1,7 +1,25 @@
/**
* @file alphaNonIndexedNoColorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -24,11 +42,12 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
uniform float shadow_bias;
@@ -105,7 +124,7 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index c3148d5fdf..ad353eb624 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -42,11 +42,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -89,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -134,9 +138,9 @@ void main()
col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 8d55616e67..268e4127a2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -28,10 +28,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -43,12 +43,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -97,7 +100,7 @@ void main()
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -130,9 +133,9 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 0273f3c121..091a865160 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -25,9 +25,9 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -88,7 +91,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
@@ -134,9 +137,9 @@ void main()
col.rgb = min(col.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index d9eafb6eba..4fc6c00caf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -30,7 +30,7 @@
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
index a84fdd5dc1..11a7cf846d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
@@ -31,7 +31,7 @@
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
index 1f5470db3c..69c6acc07a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 4c92d72f44..d1f2db6188 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -59,7 +59,7 @@ uniform float size;
uniform vec3 color;
uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
index 1afa9a9fb4..74f78cfc06 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
@@ -28,6 +28,8 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
@@ -54,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -160,7 +162,7 @@ void main()
{
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
@@ -189,7 +191,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -206,7 +208,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -239,7 +241,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 22f52032a5..e9f1a3d3a5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -67,7 +67,7 @@ uniform vec2 screen_res;
uniform vec3 sun_dir;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
index 1244294451..6b979b13ed 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -66,8 +66,8 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec4 vary_light;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 424299269f..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -25,11 +25,11 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 25270f4939..19a1d1f165 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -27,6 +27,8 @@
#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -53,9 +55,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -114,7 +116,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -140,7 +142,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -163,7 +165,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -192,7 +194,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
index 4962e73e39..85fea56411 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
@@ -28,6 +28,8 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
@@ -54,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -161,7 +163,7 @@ void main()
{
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
@@ -190,7 +192,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -207,7 +209,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -240,7 +242,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 146fac56e9..bb742adb62 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -47,7 +47,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -97,15 +97,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
index ac4fe52655..4933eb00b7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
@@ -48,8 +48,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -98,15 +98,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 60741771d6..042bb5f96c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -46,7 +46,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform mat4 inv_proj;
@@ -148,15 +148,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
index 0fd7b7525d..e138ae5841 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
@@ -47,8 +47,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -149,15 +149,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 60ba2d7ad4..bc5eb5181d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
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);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
index df08fce0da..6b9c629644 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
@@ -24,6 +24,9 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -40,18 +43,18 @@ void main()
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 69f4d4ae45..f183b885d1 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -28,12 +28,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
@@ -68,15 +74,15 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
- gl_FrontColor = color;
+ vertex_color = color;
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
index 90468b45a2..9f1c4797c9 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -40,18 +42,18 @@ void main()
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
outColor = applyWaterFog(outColor);
gl_FragColor = outColor;
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
index f947aa4be1..e4b6402a8c 100644
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
@@ -48,9 +48,9 @@ uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index dc543b2231..0de77e6fe0 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -47,9 +47,9 @@ uniform float blurMultiplier;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
index 4c05329065..ea17e42fab 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
@@ -30,9 +30,12 @@ uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
index 0de909353e..155d0756be 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -33,9 +33,12 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index d12d88f1c5..43970015c5 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -23,14 +23,15 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
index 8c7713c08d..c6583a54df 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
@@ -29,9 +29,12 @@ uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
index f03b1fdc74..ba2e8608f1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -23,14 +23,15 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index 89468b9665..76f468d914 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -31,9 +31,12 @@ vec3 fullbrightScaleSoftClip(vec3 light);
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
index a909ff608a..e88bf7f0ab 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -32,7 +33,7 @@ uniform sampler2D diffuseMap;
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
index d2bc912edb..045fc5276d 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -32,17 +34,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
index af73168c13..93b14ad692 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -33,17 +35,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
index e9dab85095..ffc91d9ee1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
@@ -23,7 +23,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -33,15 +35,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
index e0a7986705..3f582d3228 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -23,7 +23,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -34,15 +36,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
index e5998b77a9..fb2b642022 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -31,9 +31,12 @@ vec4 diffuseLookup(vec2 texcoord);
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
index 20ff3712af..258cad3cfe 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 diffuseLookup(vec2 texcoord);
@@ -32,7 +33,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
index 3fdd110f7d..3f2802cbb8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
index 01b89019b1..23700fa1b0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -24,6 +24,8 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
index d419c2d116..09f02b9288 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +33,7 @@ vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
index ba4cd949d6..66a2462b88 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -34,16 +36,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
index 3b30ebf6f1..477408f5af 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
@@ -23,8 +23,9 @@
* $/LicenseInfo$
*/
-
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -35,16 +36,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
index c451e68763..6df8641b47 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -33,14 +35,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
index eeb997fb5f..fce717d93a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
@@ -34,14 +36,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
index 072dcaa6b6..4658b46a38 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
@@ -29,9 +29,12 @@ uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index 2df34da4b4..0db9253cd1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
index ae7be4d231..a691d4f54a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -24,13 +24,15 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
index 5a86dad827..6f5d6cd1c8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
@@ -24,6 +24,8 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
index b9eff87a13..ef97e4f781 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -34,12 +34,17 @@ void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
-varying float vary_texture_index;
+VARYING float vary_texture_index;
-attribute vec4 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+VARYING float fog_depth;
void main()
{
@@ -52,12 +57,12 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
index b7f7af7885..2fd22cee9d 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -27,15 +27,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -44,11 +47,11 @@ void main()
vary_texture_index = position.w;
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 4511c4bc91..472ff219e5 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -29,16 +29,21 @@ uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING float fog_depth;
uniform vec4 origin;
@@ -53,12 +58,12 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
index 5f78495ae3..6799e43b9a 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -42,7 +46,7 @@ void main()
vec4 vert = vec4(position.xyz,1.0);
gl_Position = modelview_projection_matrix*vert;
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
vec4 pos = (modelview_matrix * vert);
@@ -51,7 +55,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
index 91ee5e016e..144336417e 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -28,15 +28,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -45,7 +48,7 @@ void main()
vary_texture_index = position.w;
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
@@ -54,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index be990c1757..6a83be1426 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -25,7 +25,7 @@
-// varying param funcs
+// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,8 +34,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//varying vec4 vary_CloudUVs;
-//varying float vary_CloudDensity;
+//VARYING vec4 vary_CloudUVs;
+//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index a98c04b259..08814b49d8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -25,12 +25,12 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AmblitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 7c3cb88b3c..514f009add 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -25,12 +25,12 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AmblitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index b90cec119b..ea60d1df6c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -29,9 +29,13 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
@@ -50,14 +54,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 67b5e7fb83..c5bb52169c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -25,17 +25,21 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -64,7 +68,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@@ -163,17 +167,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index ac569e8257..5c9ee5fd63 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -29,7 +29,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 50fdba64c2..b768cc9cf3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -25,15 +25,16 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
+VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -61,7 +62,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);