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authorGraham Madarasz <graham@lindenlab.com>2013-04-17 14:27:50 -0700
committerGraham Madarasz <graham@lindenlab.com>2013-04-17 14:27:50 -0700
commit83f3fd0dd68092b2f8917342ac45f31d322674c5 (patch)
tree54cbacee0a9e613ec336ca80b336280f11d9eae6 /indra/newview/app_settings/shaders
parentc7b9b9e02cb771a082c33e073810791ed3158aeb (diff)
NORSPEC-59 new shader changes -> new decrepit shader compiler workarounds
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl19
1 files changed, 10 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index e6b63657e6..b9cd611105 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -53,7 +53,7 @@ mat4 getSkinnedTransform();
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);
@@ -86,13 +86,13 @@ 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;
@@ -119,14 +119,13 @@ 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()
{
vec4 pos;
vec3 norm;
-
//transform vertex
#if HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
@@ -159,6 +158,7 @@ void main()
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
+
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#if INDEX_MODE == INDEXED
@@ -190,10 +190,11 @@ void main()
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(col.rgb);
vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = atmosAffectDirectionalLight(1);
+
+ vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
col.rgb = col.rgb*diffuse_color.rgb;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
@@ -208,5 +209,5 @@ void main()
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
-
+
}