diff options
author | Graham Madarasz <graham@lindenlab.com> | 2013-04-17 14:27:50 -0700 |
---|---|---|
committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-17 14:27:50 -0700 |
commit | 83f3fd0dd68092b2f8917342ac45f31d322674c5 (patch) | |
tree | 54cbacee0a9e613ec336ca80b336280f11d9eae6 /indra/newview/app_settings/shaders | |
parent | c7b9b9e02cb771a082c33e073810791ed3158aeb (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.glsl | 19 |
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 - + } |