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| author | Dave Parks <davep@lindenlab.com> | 2013-01-16 15:20:32 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-01-16 15:20:32 -0600 | 
| commit | 622d4f39a50f07fe59bef2e7cdbacb3f8e837ee7 (patch) | |
| tree | 98404756b9a7b24f2a5f6583a9705f839c370594 /indra/newview/app_settings/shaders | |
| parent | c842494b774eedc6066f317853a82586ab85524e (diff) | |
MAINT-2242 Fix for shader compilation errors on Intel HD graphics chips.
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 39 | 
1 files changed, 36 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index da3387e7a5..7f3f84398b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -23,9 +23,6 @@   * $/LicenseInfo$   */ -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); -  uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix; @@ -45,6 +42,42 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +//=================================================================================================== +//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around +//drivers that are picky about functions being declared but not defined even if they aren't called +float calcDirectionalLight(vec3 n, vec3 l) +{ +	float a = max(dot(n,l),0.0); +	return a; +} + + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +{ +	//get light vector +	vec3 lv = lp.xyz-v; +	 +	//get distance +	float d = length(lv); +	 +	//normalize light vector +	lv *= 1.0/d; +	 +	//distance attenuation +	float da = clamp(1.0/(la * d), 0.0, 1.0); +	 +	// spotlight coefficient. +	float spot = max(dot(-ln, lv), is_pointlight); +	da *= spot*spot; // GL_SPOT_EXPONENT=2 + +	//angular attenuation +	da *= calcDirectionalLight(n, lv); + +	return da;	 +} +//==================================================================================================== + +  void main()  {  	//transform vertex | 
