diff options
author | Dave Parks <davep@lindenlab.com> | 2013-04-18 00:31:17 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-04-18 00:31:17 -0500 |
commit | 0e3aa71a69a7f68194ba41b0ea261462eb354d3c (patch) | |
tree | b1c568005af92d022e7796054eadee445a33e494 /indra/newview/app_settings/shaders/class2 | |
parent | c7b9b9e02cb771a082c33e073810791ed3158aeb (diff) | |
parent | 67af268b785e8a47d7db10aa3a566c269b0f16e3 (diff) |
Automated merge with https://bitbucket.org/lindenlab/viewer-development-materials
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 13 |
1 files changed, 3 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 69bcca88b5..5faa94fb03 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; #if INDEX_MODE != INDEXED uniform sampler2D diffuseMap; @@ -77,10 +76,6 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -uniform sampler2D bumpMap; -uniform samplerCube environmentMap; -uniform mat3 env_mat; - uniform vec4 specular_color; vec3 calcDirectionalLight(vec3 n, vec3 l) @@ -223,10 +218,7 @@ void main() #endif vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; - normal = vec3(dot(normal.xyz, vary_rotation[0]), - dot(normal.xyz, vary_rotation[1]), - dot(normal.xyz, vary_rotation[2])); - + vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; @@ -252,6 +244,7 @@ void main() color.rgb += diff.rgb * vary_pointlight_col * col.rgb; - frag_color = color; + frag_color = vec4(1,0,1,1); + //frag_color = color; } |