diff options
author | Dave Parks <davep@lindenlab.com> | 2010-07-14 11:11:31 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2010-07-14 11:11:31 -0500 |
commit | 13202e744c35f0c6154cd0b582b1834896cacb79 (patch) | |
tree | 6a78237dd74c6270201afb6921e34e0b81dcfad5 /indra/newview/app_settings/shaders | |
parent | b46fff1ba1450d14424e676f31c0cacd921bedb0 (diff) | |
parent | 2dd3a6be720ed6ce7c17415fc8d81869cf46f3a0 (diff) |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders')
6 files changed, 7 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index fea2e16090..7d18ae5036 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -22,7 +22,6 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; uniform mat4 inv_proj; @@ -55,7 +54,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); //gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 04e556c11a..43200f1b07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -36,7 +36,7 @@ void main() vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias); + vary_position = pos.xyz; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 650fbcc3f5..da1dafda36 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -17,7 +17,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec4 vary_position; +varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; @@ -41,7 +41,7 @@ void main() norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; - vary_position = pos; + vary_position = pos.xyz; vary_normal = norm; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index c2e1ddf734..101458c438 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -12,7 +12,7 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = ftransform(); vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 665fe16b43..fa6b4e2afb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -115,7 +115,7 @@ void main() //gl_FragColor = gl_Color; gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1)*shadow; + //gl_FragColor = vec4(1,shadow,1,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index f8dd1b7431..de423ee22a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -21,6 +21,7 @@ varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; +varying vec3 vary_fragcoord; uniform float near_clip; uniform float shadow_offset; @@ -77,7 +78,7 @@ void main() gl_FrontColor = col; gl_FogFragCoord = pos.z; - + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } |