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authorGraham Madarasz <graham@lindenlab.com>2013-04-24 06:24:21 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-04-24 06:24:21 -0700
commit79318043218a9ec6cb6e52eca936487177554903 (patch)
tree218b1f39303fa11aaaa6e39701e7335dc3680015 /indra/newview/app_settings/shaders/class2
parentfbbbb80752e91deff0bbaf5893210fddff53eb13 (diff)
NORSPEC-59 NORSPEC-125 make materials and alpha shaders work on Mac laptops with nV mobile graphics cards
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl60
2 files changed, 49 insertions, 40 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index db58c19057..73c85c0419 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -25,10 +25,6 @@
#extension GL_ARB_texture_rectangle : enable
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -40,7 +36,7 @@ uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
-#if INDEX_MODE != INDEXED
+#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
@@ -58,7 +54,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -198,20 +194,23 @@ void main()
}
vec4 diff;
-#if INDEX_MODE == INDEXED
+
+#ifdef USE_INDEXED_TEX
diff = diffuseLookup(vary_texcoord0.xy);
-#else
+#endif
+
+#ifdef USE_DIFFUSE_TEX
diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
- diff.rgb = pow(diff.rgb, vec3(2.2));
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+ diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
float vertex_color_alpha = 1.0;
-#else
- float vertex_color_alpha = vertex_color.a;
+
+#ifdef USE_VERTEX_COLOR
+ vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vary_norm;
-
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
@@ -220,9 +219,9 @@ void main()
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
-
color.rgb = scaleSoftClip(color.rgb);
- col = vec4(0,0,0,0);
+
+ col = vec4(0.0f,0.0f,0.0f,0.0f);
#define LIGHT_LOOP(i) \
col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 46fd8da4f8..127c1709b8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -23,10 +23,6 @@
* $/LicenseInfo$
*/
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 projection_matrix;
@@ -34,25 +30,31 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if INDEX_MODE == INDEXED
+
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
+
ATTRIBUTE vec3 normal;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
+
ATTRIBUTE vec2 texcoord0;
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
-#elif IS_AVATAR_SKIN
+#else
+#ifdef IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-float calcDirectionalLight(vec3 n, vec3 l);
+vec3 calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -65,12 +67,11 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
-
VARYING vec3 vary_norm;
uniform float near_clip;
@@ -82,13 +83,13 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-float calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
- return a;
+ return vec3(a,a,a);
}
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -115,7 +116,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(dot(n, lv), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -124,7 +125,7 @@ void main()
vec3 norm;
//transform vertex
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -134,7 +135,9 @@ void main()
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -156,7 +159,9 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-#if INDEX_MODE == INDEXED
+#endif
+
+#ifdef USE_INDEXED_TEX
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -169,37 +174,42 @@ void main()
calcAtmospherics(pos.xyz);
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+#ifndef USE_VERTEX_COLOR
vec4 diffuse_color = vec4(1,1,1,1);
#endif
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vec3 dff = pow(diffuse_color.rgb, vec3(2.2));
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
vary_pointlight_col = dff;
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(col.rgb);
- vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
vary_ambient = col.rgb*dff;
col.rgb = col.rgb*dff;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
+
+#endif
+
}