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authorDave Parks <davep@lindenlab.com>2011-06-08 01:08:09 -0500
committerDave Parks <davep@lindenlab.com>2011-06-08 01:08:09 -0500
commit9b1c284d4cb678c0a7800505ac5fa3ab3e6ba095 (patch)
tree2d0429db3c22fa3e32b201435e0ae1757edf50bc /indra/newview/app_settings/shaders
parentedc6ca726be6862d9e070b4ee1bfd706f8040b16 (diff)
SH-1678 Fix for busted fullbright shiny.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl33
1 files changed, 3 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 029f282d7c..5e6c5ebec8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -9,34 +9,6 @@
#extension GL_ARB_texture_rectangle : enable
-varying float vary_texture_index;
-
-uniform sampler2D tex0;
-uniform sampler2D tex1;
-uniform sampler2D tex2;
-uniform sampler2D tex3;
-uniform sampler2D tex4;
-uniform sampler2D tex5;
-uniform sampler2D tex6;
-uniform sampler2D tex7;
-
-vec4 textureLookup(vec2 texcoord)
-{
- switch (int(vary_texture_index+0.25))
- {
- case 0: return texture2D(tex0, texcoord);
- case 1: return texture2D(tex1, texcoord);
- case 2: return texture2D(tex2, texcoord);
- case 3: return texture2D(tex3, texcoord);
- case 4: return texture2D(tex4, texcoord);
- case 5: return texture2D(tex5, texcoord);
- case 6: return texture2D(tex6, texcoord);
- case 7: return texture2D(tex7, texcoord);
- }
-
- return vec4(0,0,0,0);
-}
-
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -45,12 +17,13 @@ void main()
{
float shadow = 1.0;
- vec4 color = textureLookup(gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ //gl_FragColor = color;
+ gl_FragColor = vec4(1,0,1,1);
}