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authorDave Parks <davep@lindenlab.com>2013-04-17 01:51:39 -0500
committerDave Parks <davep@lindenlab.com>2013-04-17 01:51:39 -0500
commit67af268b785e8a47d7db10aa3a566c269b0f16e3 (patch)
tree91ca41223c659e6004352dc5bd9b407aa2b02c13 /indra/newview/app_settings/shaders/class2
parentc72c3691ecf83875d4ee3e0784b3e76cb4b4633a (diff)
NORSPEC-90 Alpha pool hookups for materials.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl15
1 files changed, 3 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 486e806434..111e88c6e9 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)
@@ -210,7 +205,6 @@ void main()
}
#if INDEX_MODE == INDEXED
-
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@@ -223,11 +217,7 @@ void main()
#endif
vec3 normal = vary_norm;
- 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;
@@ -260,6 +250,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col * light_col;
- frag_color = color;
+ frag_color = vec4(1,0,1,1);
+ //frag_color = color;
}