diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-09-16 12:40:53 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-09-16 12:40:53 -0500 | 
| commit | da84f5552731e1ece3a463c4c385bb327f1048a1 (patch) | |
| tree | dc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra/newview/app_settings/shaders | |
| parent | 4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff) | |
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra/newview/app_settings/shaders')
223 files changed, 1426 insertions, 964 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index dca96910f2..bc63d07d72 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@   */ -attribute vec4 weight; +ATTRIBUTE vec4 weight;  uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index c98b99b15a..cf939e2df8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,9 +25,13 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -35,7 +39,7 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; @@ -55,12 +59,12 @@ void main()  	gl_Position = projection_matrix * pos; -	gl_FogFragCoord = length(pos.xyz); +	fog_depth = length(pos.xyz);  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); -	gl_FrontColor = color;  +	vertex_color = color;   } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 9a19fb928b..82db15c3ae 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,10 +28,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +44,7 @@ void main()  	//transform vertex  	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -50,7 +53,7 @@ void main()  	vec4 specular = vec4(1.0);  	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	 -	gl_FrontColor = color; +	vertex_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 6fef303723..43ed41a205 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,7 +24,7 @@ -attribute vec4 weight4;   +ATTRIBUTE vec4 weight4;    uniform mat4 matrixPalette[32]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 374808c091..a64f6ea55c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -23,11 +23,12 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void main()   { -	gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a); +	gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index 21a9e91bf5..78b5328c9a 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -25,9 +25,12 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getSkinnedTransform(); @@ -41,7 +44,7 @@ void main()  	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	gl_FrontColor = diffuse_color; -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vertex_color = diffuse_color; +	vary_texcoord0 = texcoord0;  	gl_Position = projection_matrix * pos;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 19de0c0b39..23142a3516 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -38,11 +38,14 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform mat4 inv_proj; @@ -66,9 +69,9 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= diffuseLookup(gl_TexCoord[0].xy); +	vec4 diff= diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index d4f56896cf..332bc9c262 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -38,11 +38,13 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color;  uniform mat4 inv_proj; @@ -66,9 +68,9 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index 5d1306bfc9..e8a2318f39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -1,7 +1,25 @@  /**    * @file alphaNonIndexedNoColorF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -19,11 +37,12 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0;  uniform mat4 inv_proj; @@ -47,7 +66,7 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);  	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);  	vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 9d2c009d2a..e5899872db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -25,10 +25,10 @@  uniform mat4 projection_matrix;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getObjectSkinnedTransform(); @@ -41,12 +41,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_normal; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip; @@ -87,7 +90,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; @@ -130,9 +133,9 @@ void main()  	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 490ac7c067..9920caf7f6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -28,10 +28,10 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -43,13 +43,16 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_light; -varying vec3 vary_pointlight_col; -varying float vary_texture_index; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_light; +VARYING vec3 vary_pointlight_col; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip;  uniform float shadow_offset; @@ -98,7 +101,7 @@ void main()  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -132,9 +135,9 @@ void main()  	col.rgb = col.rgb*diffuse_color.rgb; -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 0c930848e5..40fa59b637 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -26,10 +26,12 @@  uniform sampler2D diffuseMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); +	//gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);  	gl_FragColor = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index fc055e555d..533babf3dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -26,23 +26,26 @@ uniform mat4 projection_matrix;  uniform mat4 modelview_matrix;  uniform mat4 texture_matrix0; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform();  	mat = modelview_matrix * mat;  	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  	vec4 p = projection_matrix * vec4(pos, 1.0);  	p.z = max(p.z, -p.w+0.01); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 16f2b889f8..12e88ca5dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -25,9 +25,9 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip; @@ -86,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; @@ -132,9 +135,9 @@ void main()  	col.rgb = min(col.rgb, 1.0); -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index d5c20a22d9..01ffb862f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,20 +27,22 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index a006b81ef7..b1fc9da855 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -27,11 +27,12 @@  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);  	if (diff.a < 0.2)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index ba3cc82b39..c9386062c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -27,7 +27,7 @@  uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 6835b9c021..525acbe4ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,15 +27,16 @@ uniform mat4 projection_matrix;  mat4 getSkinnedTransform(); -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0;  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 704845d310..1bd8fee7c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,19 +25,20 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0;  mat4 getSkinnedTransform(); -attribute vec4 weight; +ATTRIBUTE vec4 weight; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3609cc054b..e0a25b505a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -37,7 +37,7 @@ uniform vec2 delta;  uniform vec3 kern[4];  uniform float kern_scale; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 5339e38018..212f7e56ad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 429a891f07..379420a8a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -28,22 +28,25 @@  uniform sampler2D diffuseMap;  uniform sampler2D bumpMap; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; -	vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0; +	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; +	vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;  	vec3 tnorm = vec3(dot(norm,vary_mat0),  			  dot(norm,vary_mat1),  			  dot(norm,vary_mat2));  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(tnorm);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index cf93430217..6c205074b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -26,21 +26,23 @@ uniform mat4 projection_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec2 texcoord2; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord2; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -58,5 +60,5 @@ void main()  	vary_mat2 = vec3(t.z, b.z, n.z);  	gl_Position = projection_matrix*vec4(pos, 1.0); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 9ec31383ac..c8d38bb8f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,21 +27,23 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec3 binormal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 n = normalize(normal_matrix * normal);  	vec3 b = normalize(normal_matrix * binormal); @@ -51,5 +53,5 @@ void main()  	vary_mat1 = vec3(t.y, b.y, n.y);  	vary_mat2 = vec3(t.z, b.z, n.z); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index f4310dae95..127136a12c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -29,15 +29,20 @@  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity;  uniform sampler2D cloud_noise_texture;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2;  uniform vec4 gamma; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light) {  	//soft clip effect: @@ -50,14 +55,14 @@ vec3 scaleSoftClip(vec3 light) {  void main()  {  	// Set variables -	vec2 uv1 = gl_TexCoord[0].xy; -	vec2 uv2 = gl_TexCoord[1].xy; +	vec2 uv1 = vary_texcoord0.xy; +	vec2 uv2 = vary_texcoord1.xy;  	vec4 cloudColorSun = vary_CloudColorSun;  	vec4 cloudColorAmbient = vary_CloudColorAmbient;  	float cloudDensity = vary_CloudDensity; -	vec2 uv3 = gl_TexCoord[2].xy; -	vec2 uv4 = gl_TexCoord[3].xy; +	vec2 uv3 = vary_texcoord2.xy; +	vec2 uv4 = vary_texcoord3.xy;  	// Offset texture coords  	uv1 += cloud_pos_density1.xy;	//large texture, visible density diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 67b5e7fb83..64e094e3c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,17 +25,22 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  // Inputs  uniform vec3 camPosLocal; @@ -64,7 +69,7 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -163,17 +168,17 @@ void main()  	// Texture coords -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_TexCoord[0].xy -= 0.5; -	gl_TexCoord[0].xy /= cloud_scale.x; -	gl_TexCoord[0].xy += 0.5; +	vary_texcoord0 = texcoord0; +	vary_texcoord0.xy -= 0.5; +	vary_texcoord0.xy /= cloud_scale.x; +	vary_texcoord0.xy += 0.5; -	gl_TexCoord[1] = gl_TexCoord[0]; -	gl_TexCoord[1].x += lightnorm.x * 0.0125; -	gl_TexCoord[1].y += lightnorm.z * 0.0125; +	vary_texcoord1 = vary_texcoord0; +	vary_texcoord1.x += lightnorm.x * 0.0125; +	vary_texcoord1.y += lightnorm.z * 0.0125; -	gl_TexCoord[2] = gl_TexCoord[0] * 16.; -	gl_TexCoord[3] = gl_TexCoord[1] * 16.; +	vary_texcoord2 = vary_texcoord0 * 16.; +	vary_texcoord3 = vary_texcoord1 * 16.;  	// Combine these to minimize register use  	vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index e1dc1de0af..51d67d2790 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -29,11 +29,13 @@ uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index f3ad6f92de..8868d33705 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -23,14 +23,17 @@   * $/LicenseInfo$   */ -varying vec3 vary_normal; +VARYING vec3 vary_normal;  uniform float minimum_alpha;  uniform float maximum_alpha; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()   { -	vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index dfc1b52c2e..2f46d43b9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -1,7 +1,25 @@  /**    * @file diffuseAlphaMaskNoColorF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -11,11 +29,12 @@ uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 9c9a8b56c5..aaf89a22ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -27,14 +27,16 @@  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; +	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 4d996a099d..e08e52c7cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -23,15 +23,17 @@   * $/LicenseInfo$   */ -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb; +	vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 37864578ec..7ed41cbcb9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,18 +27,19 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; -varying float vary_texture_index; +VARYING vec3 vary_normal; +VARYING float vary_texture_index; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vary_normal = normalize(normal_matrix * normal);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 880a7ea0a2..a74290bfcd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -26,18 +26,20 @@ uniform mat4 projection_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -51,7 +53,7 @@ void main()  	vary_normal = norm.xyz; -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  	gl_Position = projection_matrix*vec4(pos, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index e158df13f7..36000b86d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,22 +27,24 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; -varying float vary_texture_index; +VARYING vec3 vary_normal; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vary_texture_index = position.w;  	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 5a9a6196f3..6cf563189a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -1,7 +1,25 @@  /**    * @file emissiveF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -12,12 +30,14 @@  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   {  	float shadow = 1.0; -	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index fccf8554d2..b3558be678 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,9 +27,9 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -38,7 +38,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void main()  { @@ -49,11 +52,11 @@ void main()  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = vec4(0,0,0,emissive); +	vertex_color = vec4(0,0,0,emissive); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 6c506676af..f54827f720 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -27,6 +27,9 @@  #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -35,7 +38,7 @@ void main()  {  	float shadow = 1.0; -	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 2759165471..ef9f62da84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,9 +28,9 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -39,7 +39,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void main()  { @@ -50,11 +53,11 @@ void main()  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index bfb7760af8..72c5a93087 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -38,7 +38,7 @@ uniform sampler2D		depthGIMap;  uniform sampler2D		lightFunc;  // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 2766691bd0..e5d3bb8ea6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -25,12 +25,12 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; - -varying vec2 vary_fragcoord; +VARYING vec4 vertex_color; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; @@ -44,5 +44,5 @@ void main()  	vec4 tex = vec4(texcoord0,0,1);  	tex.w = 1.0; -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 7152e13946..e98f9aef87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -31,9 +31,11 @@ uniform sampler2D diffuseMap;  uniform sampler2D normalMap;  uniform sampler2D specularMap; +VARYING vec2 vary_texcoord0; +  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ @@ -41,6 +43,6 @@ void main()  	}  	gl_FragData[0] = vec4(col.rgb, col.a * 0.005); -	gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); -	gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); +	gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy); +	gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 645b0d793a..58e5dc0b56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,15 +26,18 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 4ba26fb0c6..4f13167c1c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -27,7 +27,7 @@  uniform sampler2DRect diffuseMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index dafc55a6ff..f2dc60aa5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -25,10 +25,11 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color;  uniform vec2 screen_res; @@ -40,5 +41,5 @@ void main()  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 42212a978e..279a2fa78d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,7 +45,7 @@ uniform int light_count;  uniform vec4 light[MAX_LIGHT_COUNT];  uniform vec4 light_col[MAX_LIGHT_COUNT]; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform float far_z; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 1d54d7bede..eefefa640d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index c42935d815..dff6360726 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -60,7 +60,7 @@ uniform vec3 color;  uniform float falloff;  uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 8c34a554c2..0fc23fecb4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -43,7 +43,7 @@ uniform vec3 color;  uniform float falloff;  uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index cab9817583..cb14e6d4e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index daef6a938c..64044590c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -2096,8 +2096,8 @@ uniform float magnification;  uniform mat4 inv_proj; -varying vec2 vary_fragcoord; -varying vec2 vary_tc; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc;  float getDepth(vec2 pos_screen) diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index f67615bdd5..16b61897d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -2083,8 +2083,8 @@ uniform vec2 rcp_screen_res;  uniform vec4 rcp_frame_opt;  uniform vec4 rcp_frame_opt2;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; -varying vec2 vary_tc; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl index b519dbc4b0..a1986fca9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -29,7 +29,7 @@ uniform sampler2DRect diffuseRect;  uniform sampler2D bloomMap;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl index 861bb9f735..84c23c97a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -41,7 +41,7 @@ uniform float magnification;  uniform mat4 inv_proj;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  float getDepth(vec2 pos_screen)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index b11f26fbae..8edf5b2723 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; -varying vec2 vary_tc; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc;  uniform vec2 tc_scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 99257daca4..a172f49d87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -38,7 +38,7 @@ uniform int kern_length;  uniform float kern_scale;  uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index 61c6393648..0d5c8e7287 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 615317febf..c63a627971 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -28,11 +28,13 @@ uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a; +	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;  	if (alpha < minimum_alpha || alpha > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index f7bed00214..6a3cba771b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -26,11 +26,13 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  { @@ -41,6 +43,6 @@ void main()  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_FrontColor = diffuse_color; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 541f08d5fe..ee0ea84e6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -25,7 +25,7 @@ -varying vec4 post_pos; +VARYING vec4 post_pos;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 190cac9e2c..8b46e81f90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec4 post_pos; +VARYING vec4 post_pos;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 59c0a994cd..26c7165e06 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -29,7 +29,7 @@  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor;  uniform sampler2D cloud_noise_texture;  uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index e97d3e0828..721de18e0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,15 +25,16 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; +VARYING vec2 vary_texcoord0;  // Inputs  uniform vec3 camPosLocal; @@ -61,7 +62,7 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 8116b7cdbf..fa1d2cc7a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -64,7 +64,7 @@ uniform vec3 env_mat[3];  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 7d1e99b4aa..c6031fc45a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -25,11 +25,11 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()  {  	//transform vertex diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index e69fa074c4..20970fc4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -54,7 +54,7 @@ uniform vec3 color;  uniform float falloff;  uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4ab59d4d66..8eb4be7177 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -23,13 +23,14 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void main()   { -	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragData[0] = col;  	gl_FragData[1] = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 1fcb05ef2c..8bc5b06379 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -26,14 +26,17 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_FrontColor = diffuse_color; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 4a69192fc3..797648202d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -41,7 +41,7 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 10751304ae..473d6df8fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index c6578ea177..effa994a48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -31,20 +31,22 @@ uniform sampler2D detail_2;  uniform sampler2D detail_3;  uniform sampler2D alpha_ramp; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1;  void main()  {  	/// Note: This should duplicate the blending functionality currently used for the terrain rendering. -	vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); -	vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); -	vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); -	vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); +	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); +	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); +	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); +	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); -	float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; -	float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; -	float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; +	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; +	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; +	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;  	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );  	gl_FragData[0] = vec4(outColor.rgb, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 7f84ef1cff..5effee4e4e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,13 +27,19 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; -varying vec3 vary_normal; +VARYING vec3 vary_normal; + +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; + +uniform vec4 object_plane_s; +uniform vec4 object_plane_t;  vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  { @@ -57,11 +63,11 @@ void main()  	vary_normal = normalize(normal_matrix * normal);  	// Transform and pass tex coords - 	gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + 	vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;  	vec4 t = vec4(texcoord1,0,1); -	gl_TexCoord[0].zw = t.xy; -	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); -	gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); +	vary_texcoord0.zw = t.xy; +	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); +	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index a6406bdc12..b0ef348cd1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -27,20 +27,22 @@  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  uniform float minimum_alpha;  uniform float maximum_alpha;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{  		discard;  	} -	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0); +	gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);  	gl_FragData[1] = vec4(0,0,0,0);  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 9f0b902c96..22ebaa9be6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -1,7 +1,25 @@  /**    * @file treeShadowF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -10,11 +28,12 @@ uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; +	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;  	if (alpha < minimum_alpha || alpha > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index c695d374ac..e472a75304 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -26,10 +26,11 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0;  void main()  { @@ -40,5 +41,5 @@ void main()  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 45bfc0ce09..3b6571a24a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,19 +27,21 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  uniform mat3 normal_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = vec4(1,1,1,1); +	vertex_color = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c3e7371c8e..d10548cbef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -58,10 +58,10 @@ uniform vec2 screen_res;  uniform mat4 norm_mat; //region space to screen space  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; -varying vec4 vary_position; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index ac51cb1741..9734acf005 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -26,7 +26,7 @@  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  void calcAtmospherics(vec3 inPositionEye); @@ -37,11 +37,11 @@ uniform float time;  uniform vec3 eyeVec;  uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; -varying vec4 vary_position; +VARYING vec4 vary_position;  float wave(vec2 v, float t, float f, vec2 d, float s)   { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index c5ca9f4804..a34e76d25a 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -34,9 +34,11 @@ uniform vec3 lumWeights;  uniform vec3 warmthWeights;  uniform float warmthAmount; +VARYING vec2 vary_texcoord0; +  void main()  { -	vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);	 +	vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);	  	/// CALCULATING LUMINANCE (Using NTSC lum weights)  	/// http://en.wikipedia.org/wiki/Luma_%28video%29  	float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl index c2cc8ed567..cbf4dc4bea 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl @@ -35,9 +35,11 @@ uniform vec3 lumWeights;  uniform vec3 warmthWeights;  uniform float warmthAmount; +VARYING vec2 vary_texcoord0; +  void main()  { -	ivec2 itc = ivec2(gl_TexCoord[0].xy); +	ivec2 itc = ivec2(vary_texcoord0.xy);  	vec4 fcol = vec4(0,0,0,0);  	for (int i = 0; i < samples; i++) diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 628489296f..1396dc6973 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -25,13 +25,14 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +VARYING vec2 vary_texcoord0;  void main()   {  	gl_Position = modelview_projection_matrix * vec4(position, 1.0); -	gl_TexCoord[0].xy = texcoord0; +	vary_texcoord0.xy = texcoord0;  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 75cff75ea9..3d17a20fbb 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -28,6 +28,11 @@  uniform sampler2D diffuseMap;  uniform float glowStrength; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; +VARYING vec4 vary_texcoord2; +VARYING vec4 vary_texcoord3; +  void main()  { @@ -38,14 +43,14 @@ void main()  		kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;  		kern[4] = 1.0;  kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; -	col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);	 -	col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy); -	col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);	 -	col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);	 -	col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);	 -	col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);	 -	col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);	 -	col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);	 +	col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);	 +	col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy); +	col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);	 +	col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);	 +	col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);	 +	col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);	 +	col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);	 +	col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);	  	gl_FragColor = vec4(col.rgb * glowStrength, col.a);  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 615ca6a0b4..cdb2281578 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -25,21 +25,26 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  uniform vec2 glowDelta; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; +VARYING vec4 vary_texcoord2; +VARYING vec4 vary_texcoord3; +  void main()   {  	gl_Position = modelview_projection_matrix * vec4(position, 1.0); -	gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); -	gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); -	gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5); -	gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5); -	gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5); -	gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5); -	gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5); -	gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5); +	vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5); +	vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); +	vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5); +	vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5); +	vary_texcoord0.zw = texcoord0 + glowDelta*(0.5); +	vary_texcoord1.zw = texcoord0 + glowDelta*(1.5); +	vary_texcoord2.zw = texcoord0 + glowDelta*(2.5); +	vary_texcoord3.zw = texcoord0 + glowDelta*(3.5);  } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index c61d5a2a08..5d72390d2d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -29,13 +29,18 @@ uniform sampler2D detail0;  uniform sampler2D detail1;  uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +  void main()   { -	float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; -	vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, -					 texture2D(detail0, gl_TexCoord[0].xy).rgb, +	float a = texture2D(alphaRamp, vary_texcoord1.xy).a; +	vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, +					 texture2D(detail0, vary_texcoord0.xy).rgb,  					 a);  	gl_FragColor.rgb = color; -	gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; +	gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;  } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 04b3033dd8..d4a62db684 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -31,14 +31,22 @@ uniform mat4 texture_matrix3;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; -attribute vec2 texcoord2; -attribute vec2 texcoord3; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; +ATTRIBUTE vec2 texcoord3; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -61,15 +69,15 @@ void main()  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vec4 pos = modelview_matrix * position; +	vec4 pos = modelview_matrix * vec4(position, 1.0);  	vec3 norm = normalize(normal_matrix * normal);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); -	gl_FrontColor = color; +	vertex_color = color; -	gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); -	gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1); -	gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); -	gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1); +	vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy; +	vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy; +	vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy; +	vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 711b42b95e..307b87e086 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -31,13 +31,18 @@ uniform sampler2D detail0;  uniform sampler2D detail1;  uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +  void main()   { -	float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; -	vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, -					 texture2D(detail0, gl_TexCoord[0].xy).rgb, +	float a = texture2D(alphaRamp, vary_texcoord1.xy).a; +	vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, +					 texture2D(detail0, vary_texcoord0.xy).rgb,  					 a);  	gl_FragColor.rgb = color; -	gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; +	gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;  } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 72e8e739b3..48eea0bdda 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -33,9 +33,9 @@ uniform float refScale;  uniform vec4 waterFogColor;  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 4d555b566a..1bb04ceb34 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -50,9 +50,9 @@ uniform float blurMultiplier;  uniform vec4 fogCol;  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index d44690d1fb..e4db326bed 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,15 +24,16 @@   */ +VARYING float fog_depth;  vec4 applyWaterFog(vec4 color)  {  	// GL_EXP2 Fog -	//float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord); +	//float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth);  	// GL_EXP Fog -	// float fog = exp(-gl_Fog.density * gl_FogFragCoord); +	// float fog = exp(-gl_Fog.density * fog_depth);  	// GL_LINEAR Fog -	float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale; +	float fog = (gl_Fog.end - fog_depth) * gl_Fog.scale;  	fog = clamp(fog, 0.0, 1.0);  	color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);  	return color; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 99433ada7b..f66ba1d2d9 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -26,7 +26,7 @@  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  void calcAtmospherics(vec3 inPositionEye); @@ -36,9 +36,9 @@ uniform float time;  uniform vec3 eyeVec;  uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view;  float wave(vec2 v, float t, float f, vec2 d, float s)   { diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 27c63fdc8b..66f3e1ae11 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -27,9 +27,12 @@ uniform sampler2D diffuseMap;  uniform float custom_alpha; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()   { -	vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);  	color.a *= custom_alpha;  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index 5bbc7deff0..890474d6d8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -25,15 +25,17 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_FrontColor = diffuse_color; +	vary_texcoord0 = texcoord0; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index cd3d090e52..f4d704577a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index b8963e1dec..caff5fc324 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -28,8 +28,11 @@  uniform sampler2D glowMap;  uniform sampler2DRect screenMap; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +  void main()   { -	gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) + -					texture2DRect(screenMap, gl_TexCoord[1].xy); +	gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) + +					texture2DRect(screenMap, vary_texcoord1.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 6639f88047..3e972f0cb4 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -1,7 +1,25 @@  /**    * @file glowcombineFXAAF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -11,7 +29,7 @@ uniform sampler2D glowMap;  uniform sampler2DRect screenMap;  uniform vec2 screen_res; -varying vec2 vary_tc; +VARYING vec2 vary_tc;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index bd5dd6046b..058f3b1b82 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_tc; +VARYING vec2 vary_tc;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index 94edbe5ab1..f7970b7f78 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -25,14 +25,17 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_TexCoord[1] = vec4(texcoord1,0,1); +	vary_texcoord0 = texcoord0; +	vary_texcoord1 = texcoord1;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 3a48205101..1d37b97bf1 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -27,7 +27,9 @@  uniform vec4 color;  uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +  void main()   { -	gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 6bb5affd93..9bf7b60eb7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -26,13 +26,15 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 43dcd5dbe2..c26fa08ddc 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index a5442c9bf4..d860106305 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -1,13 +1,33 @@  /**    * @file onetexturenocolorF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */  uniform sampler2D tex0; +VARYING vec2 vary_texcoord0; +  void main()   { -	gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); +	gl_FragColor = texture2D(tex0, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl index 615412c7a2..6b9986c8d7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -25,13 +25,14 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +VARYING vec2 vary_texcoord0;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position, 1); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index b1d2b949ac..a25c9a08fb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -25,9 +25,12 @@  uniform sampler2D tex0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()   { -	float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a; +	float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a; -	gl_FragColor = vec4(gl_Color.rgb, alpha); +	gl_FragColor = vec4(vertex_color.rgb, alpha);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index 45e6a9febc..c58f9dfdaf 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -25,14 +25,17 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_FrontColor = diffuse_color; -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vertex_color = diffuse_color; +	vary_texcoord0 = texcoord0;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index c263f4dc6a..9a295ce9f2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -27,7 +27,10 @@  uniform sampler2DRect screenMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()   { -	gl_FragColor = 	texture2DRect(screenMap, gl_TexCoord[0].xy) * gl_Color; +	gl_FragColor = 	texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 2b471d99e8..641d670c26 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -25,14 +25,17 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_FrontColor = diffuse_color; +	vary_texcoord0 = texcoord0; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index 3408cc44f8..3ded949943 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -26,7 +26,10 @@  uniform sampler2D tex0;  uniform sampler2D tex1; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +  void main()   { -	gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy); +	gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index 2a36feaa21..3c2f297f7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -25,14 +25,17 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_TexCoord[1] = vec4(texcoord1,0,1); +	vary_texcoord0 = texcoord0; +	vary_texcoord1 = texcoord1;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 7694056b08..2602e489c8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -25,7 +25,10 @@  uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color; +  void main()   { -	gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index a9e42a432f..220dafef25 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -26,15 +26,17 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	gl_Position = modelview_projection_matrix * vec4(position, 1); -	gl_TexCoord[0] =  texture_matrix0 * vec4(texcoord0,0,1); -	gl_FrontColor = diffuse_color; +	vary_texcoord0 =  (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 5cb3eb05a7..0a687d7a33 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,13 +23,14 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void default_lighting()   { -	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index f3ba8b73a8..7ba6e9dec9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -28,8 +28,10 @@  uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting()  { -	gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index b4c8a9abce..00c08d59ef 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -29,7 +29,9 @@  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap; +VARYING vec2 vary_texcoord0; +  void fullbright_shiny_lighting()   { -	gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index 925d6fbcfd..2140b2f612 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -28,7 +28,9 @@  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap; +VARYING vec2 vary_texcoord0; +  void fullbright_shiny_lighting_water()   { -	gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 71238f7d31..ab6b561f08 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -28,8 +28,10 @@  uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting_water()  { -	gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index 7c9b7c218f..183582e41f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -24,14 +24,15 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap;  void shiny_lighting()   { -	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index ca1af8fc79..9c9f7ca658 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -24,14 +24,15 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap;  void shiny_lighting_water()   { -	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index da76a977b6..1a041c26ca 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,13 +23,14 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void default_lighting_water()   { -	vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 11031a8829..53c0e77b48 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -26,10 +26,13 @@  uniform sampler2D texture0;  uniform sampler2D texture1; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +  void main()   { -	float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a; -	float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a; +	float tex0 = texture2D(texture0, vary_texcoord0.xy).a; +	float tex1 = texture2D(texture1, vary_texcoord1.xy).a;  	gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index dccc692593..09ec6ff792 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -27,14 +27,17 @@ uniform mat4 texture_matrix0;  uniform mat4 texture_matrix1;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1 * vec4(texcoord1,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1 * vec4(texcoord1,0,1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index e2a00e8440..bf4c45f18f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -27,9 +27,13 @@ uniform mat4 projection_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -37,7 +41,7 @@ mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -46,9 +50,9 @@ void main()  	calcAtmospherics(pos.xyz); -	gl_FrontColor = vec4(0,0,0,emissive); +	vertex_color = vec4(0,0,0,emissive);  	gl_Position = projection_matrix*vec4(pos, 1.0); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index dedf00f374..0e05beac67 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -27,25 +27,29 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute float emissive; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE float emissive; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING float fog_depth;  void main()  {  	//transform vertex  	vary_texture_index = position.w;  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	calcAtmospherics(pos.xyz); -	gl_FrontColor = vec4(0,0,0,emissive); +	vertex_color = vec4(0,0,0,emissive); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index b9c1078c30..f73760bfd4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -27,9 +27,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye); @@ -39,11 +43,11 @@ void main()  	vec4 vert = vec4(position.xyz,1.0);  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = vec4(1,1,1,1); +	vertex_color = vec4(1,1,1,1); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 546b7cad4a..69cd858b4d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -27,10 +27,15 @@ uniform mat4 texture_matrix1;  uniform mat4 modelview_matrix;  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -49,14 +54,14 @@ void main()  	vec3 ref = reflect(pos.xyz, -norm.xyz); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  	gl_Position = projection_matrix*vec4(pos, 1.0); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a9b086e215..a8e640018d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -29,10 +29,15 @@ uniform mat4 texture_matrix1;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye); @@ -46,13 +51,13 @@ void main()  	vec3 norm = normalize(normal_matrix * normal);  	vec3 ref = reflect(pos.xyz, -norm); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index f0722a1e4d..4de24fd46b 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -26,17 +26,21 @@ uniform mat4 projection_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; +  void main()  {  	//transform vertex -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -45,9 +49,9 @@ void main()  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  	gl_Position = projection_matrix*vec4(pos, 1.0); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index d8f223d403..7286e5e2f4 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -27,9 +27,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye); @@ -38,13 +42,13 @@ void main()  	//transform vertex  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index d09db8e6a3..e5bf5bf2d3 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -28,9 +28,11 @@ uniform float maximum_alpha;  uniform sampler2D diffuseMap; +VARYING vec2 vary_texcoord0; +  void main()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index 69007610c6..e90dbb115a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -27,12 +27,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 3771c2e795..282686a9b0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -28,9 +28,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -40,14 +44,14 @@ void main()  	//transform vertex  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal);  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index 7e5c8ca2d5..591d6fc5c9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -27,10 +27,14 @@ uniform mat4 texture_matrix0;  uniform mat4 texture_matrix1;  uniform mat4 modelview_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -50,13 +54,13 @@ void main()  	vec3 ref = reflect(pos.xyz, -norm.xyz); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color;  	gl_Position = projection_matrix*vec4(pos, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index da47f8a58a..86a78b190c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec3 vary_texcoord0; +VARYING float fog_depth;  void calcAtmospherics(vec3 inPositionEye); @@ -47,12 +51,12 @@ void main()  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  	vec3 ref = reflect(pos.xyz, -norm); -	gl_TexCoord[0] = texture_matrix0*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index d1d8126cb4..45a493e4f2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -28,9 +28,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -40,14 +44,14 @@ void main()  	//transform vertex  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal);  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index bf083a55c4..aea0e25e60 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -26,10 +26,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -38,7 +42,7 @@ mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -53,9 +57,9 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color;  	gl_Position = projection_matrix*vec4(pos, 1.0); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 87ece3972e..4b6b219751 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -41,14 +45,14 @@ void main()  	//transform vertex  	vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal);  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 64ca63731b..250d99a9c7 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -28,20 +28,24 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz,1.0);  	gl_Position = modelview_projection_matrix*vert; -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;  	vec4 pos = (modelview_matrix * vert); @@ -50,7 +54,7 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index dbacf28637..2e41360150 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -25,7 +25,7 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye;  vec3 getPositionEye()  { diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index e051ac9851..42f8646f2d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -25,7 +25,7 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye;  vec3 getPositionEye() diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 43e19909d4..04d3e2aa1f 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -41,7 +45,7 @@ void main()  	//transform vertex  	vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -51,8 +55,8 @@ void main()  	vec4 specular = vec4(1.0);  	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0)); -	gl_FrontColor = color; -	gl_FogFragCoord = pos.z; +	vertex_color = color; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 839606cdcb..4fffb9e97f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -27,6 +27,9 @@  #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  uniform sampler2DRectShadow shadowMap0;  uniform sampler2DRectShadow shadowMap1;  uniform sampler2DRectShadow shadowMap2; @@ -41,11 +44,11 @@ uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col;  uniform float shadow_bias; @@ -122,9 +125,9 @@ void main()  		}  	} -	vec4 diff = diffuseLookup(gl_TexCoord[0].xy); +	vec4 diff = diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); @@ -133,7 +136,7 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb; -	//gl_FragColor = gl_Color; +	//gl_FragColor = vertex_color;  	gl_FragColor = color;  	//gl_FragColor.r = 0.0;  	//gl_FragColor = vec4(1,shadow,1,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 84e49a5f8f..30aa82473a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -42,11 +42,13 @@ uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color;  uniform float shadow_bias; @@ -123,9 +125,9 @@ void main()  		}  	} -	vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); @@ -134,7 +136,7 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb; -	//gl_FragColor = gl_Color; +	//gl_FragColor = vertex_color;  	gl_FragColor = color;  	//gl_FragColor.r = 0.0;  	//gl_FragColor = vec4(1,shadow,1,1); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 294a000ab5..9370b484b8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -1,7 +1,25 @@  /**    * @file alphaNonIndexedNoColorF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ @@ -24,11 +42,12 @@ uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0;  uniform float shadow_bias; @@ -105,7 +124,7 @@ void main()  		}  	} -	vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);  	vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index c3148d5fdf..ad353eb624 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -42,11 +42,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip;  uniform float shadow_offset; @@ -89,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); @@ -134,9 +138,9 @@ void main()  	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 8d55616e67..268e4127a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -28,10 +28,10 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -43,12 +43,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; -varying float vary_texture_index; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip;  uniform float shadow_offset; @@ -97,7 +100,7 @@ void main()  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 norm = normalize(normal_matrix * normal); @@ -130,9 +133,9 @@ void main()  	col.rgb = col.rgb*diffuse_color.rgb; -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 0273f3c121..091a865160 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -25,9 +25,9 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  uniform float near_clip;  uniform float shadow_offset; @@ -88,7 +91,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; @@ -134,9 +137,9 @@ void main()  	col.rgb = min(col.rgb, 1.0); -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index d9eafb6eba..4fc6c00caf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -30,7 +30,7 @@  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform float depth_cutoff;  uniform float norm_cutoff; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl index a84fdd5dc1..11a7cf846d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -31,7 +31,7 @@  uniform sampler2DMS depthMap;  uniform sampler2DMS normalMap; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform float depth_cutoff;  uniform float norm_cutoff; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 1f5470db3c..69c6acc07a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 4c92d72f44..d1f2db6188 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -59,7 +59,7 @@ uniform float size;  uniform vec3 color;  uniform float falloff; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index 1afa9a9fb4..74f78cfc06 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -28,6 +28,8 @@  #extension GL_ARB_texture_rectangle : enable  #extension GL_ARB_texture_multisample : enable +VARYING vec4 vertex_color; +  uniform sampler2DMS diffuseRect;  uniform sampler2DMS specularRect;  uniform sampler2DMS depthMap; @@ -54,9 +56,9 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -160,7 +162,7 @@ void main()  			{  				proj_tc.xyz /= proj_tc.w; -				float fa = gl_Color.a+1.0; +				float fa = vertex_color.a+1.0;  				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  				if (dist_atten > 0.0)  				{ @@ -189,7 +191,7 @@ void main()  							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +							vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;  							lit = da * dist_atten * noise; @@ -206,7 +208,7 @@ void main()  						amb_da = min(amb_da, 1.0-lit); -						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +						col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  					} @@ -239,7 +241,7 @@ void main()  									stc.y > 0.0)  								{  									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +									col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;  								}  							}  						} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 22f52032a5..e9f1a3d3a5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -67,7 +67,7 @@ uniform vec2 screen_res;  uniform vec3 sun_dir; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 1244294451..6b979b13ed 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -66,8 +66,8 @@ uniform mat3 ssao_effect_mat;  uniform mat4 inv_proj;  uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 424299269f..c840d72784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -25,11 +25,11 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()  { diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 25270f4939..19a1d1f165 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -27,6 +27,8 @@  #extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap; @@ -53,9 +55,9 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -114,7 +116,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = vertex_color.a+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	lv = proj_origin-pos.xyz; @@ -140,7 +142,7 @@ void main()  			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -163,7 +165,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -192,7 +194,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +					col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 4962e73e39..85fea56411 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -28,6 +28,8 @@  #extension GL_ARB_texture_rectangle : enable  #extension GL_ARB_texture_multisample : enable +VARYING vec4 vertex_color; +  uniform sampler2DMS diffuseRect;  uniform sampler2DMS specularRect;  uniform sampler2DMS depthMap; @@ -54,9 +56,9 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +VARYING vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -161,7 +163,7 @@ void main()  			{  				proj_tc.xyz /= proj_tc.w; -				float fa = gl_Color.a+1.0; +				float fa = vertex_color.a+1.0;  				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  				if (dist_atten > 0.0)  				{ @@ -190,7 +192,7 @@ void main()  							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +							vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;  							lit = da * dist_atten * noise; @@ -207,7 +209,7 @@ void main()  						amb_da = min(amb_da, 1.0-lit); -						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +						col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  					} @@ -240,7 +242,7 @@ void main()  									stc.y > 0.0)  								{  									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +									col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;  								}  							}  						} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 146fac56e9..bb742adb62 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -47,7 +47,7 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -97,15 +97,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz);  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl index ac4fe52655..4933eb00b7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl @@ -48,8 +48,8 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord; +VARYING vec4 vary_light;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -98,15 +98,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz);  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 60741771d6..042bb5f96c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -46,7 +46,7 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec3 sun_dir;  uniform mat4 inv_proj; @@ -148,15 +148,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz);  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl index 0fd7b7525d..e138ae5841 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl @@ -47,8 +47,8 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord; +VARYING vec4 vary_light;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -149,15 +149,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)  	stc.xyz /= stc.w;  	stc.z += spot_shadow_bias*scl; -	float cs = shadow2D(shadowMap, stc.xyz).x; +	float cs = shadow2D(shadowMap, stc.xyz);  	float shadow = cs;  	vec2 off = 1.5/proj_shadow_res; -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); -	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); +	shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);  	return shadow/5.0; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 60ba2d7ad4..bc5eb5181d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl index 35411db04b..01fe4a4e14 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl @@ -23,29 +23,5 @@   * $/LicenseInfo$   */ +//NOT USED!!! - -uniform sampler2DRect RenderTexture; -uniform float bloomStrength; - -varying vec4 gl_TexCoord[gl_MaxTextureCoords]; -void main(void)  -{ -	float blurWeights[7]; -	blurWeights[0] = 0.05; -	blurWeights[1] = 0.1; -	blurWeights[2] = 0.2; -	blurWeights[3] = 0.3; -	blurWeights[4] = 0.2; -	blurWeights[5] = 0.1; -	blurWeights[6] = 0.05; -	 -	vec3 color = vec3(0,0,0); -	for (int i = 0; i < 7; i++){ -		color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i]; -	} - -	color *= bloomStrength; - -	gl_FragColor = vec4(color, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index 4fd4b101ff..b92e9b3f03 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -23,36 +23,5 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; + // NOT USED!! -attribute vec3 position; -attribute vec2 texcoord0; - -uniform vec2 texelSize; -uniform vec2 blurDirection; -uniform float blurWidth; - -void main(void) -{ -	// Transform vertex -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	 -	vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth); -	vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0); -	 -	// for (int i = 0; i < 7; i++) { -		// gl_TexCoord[i].st = s + (i * blurDelta); -	// } - -	// MANUALLY UNROLL -	gl_TexCoord[0].st = s; -	gl_TexCoord[1].st = s + blurDelta; -	gl_TexCoord[2].st = s + (2. * blurDelta); -	gl_TexCoord[3].st = s + (3. * blurDelta); -	gl_TexCoord[4].st = s + (4. * blurDelta); -	gl_TexCoord[5].st = s + (5. * blurDelta); -	gl_TexCoord[6].st = s + (6. * blurDelta); - -	// gl_TexCoord[0].st = s; -	// gl_TexCoord[1].st = blurDelta; -} diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index 42ab8d40e8..8d673237b8 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -36,7 +36,7 @@ const float gamma = 2.0;  void main(void)   { -	vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); +	vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));  	/// Modulate brightness  	color *= brightness; diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index d3c93ab05f..f03a6076c0 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -25,15 +25,15 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1;  void main(void)  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_TexCoord[1] = vec4(texcoord1,0,1); +	vary_texcoord0 = texcoord0; +	vary_texcoord1 = texcoord1;  } diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index 9187c8ec31..06b83e3f5f 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -33,7 +33,7 @@ uniform vec3 lumWeights;  void main(void)   {  	/// Get scene color -	vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); +	vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));  	/// Extract luminance and scale up by night vision brightness  	float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index 76b675a9bd..3050fa63cc 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -30,6 +30,9 @@ uniform sampler2D NoiseTexture;  uniform float brightMult;  uniform float noiseStrength; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +  float luminance(vec3 color)  {  	/// CALCULATING LUMINANCE (Using NTSC lum weights) @@ -40,7 +43,7 @@ float luminance(vec3 color)  void main(void)   {  	/// Get scene color -	vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); +	vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));  	/// Extract luminance and scale up by night vision brightness  	float lum = luminance(color) * brightMult; @@ -50,7 +53,7 @@ void main(void)  	vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);   	/// Add noise -	float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r; +	float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r;  	noiseValue = (noiseValue - 0.5) * noiseStrength;  	/// Older NVG colors (more muted) diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index abf1be6645..74e9559185 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -27,8 +27,10 @@  uniform sampler2DRect RenderTexture; +VARYING vec2 vary_texcoord0; +  void main(void)   { -	vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); +	vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));  	gl_FragColor = vec4(1.0 - color, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index df08fce0da..6b9c629644 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -24,6 +24,9 @@   */ +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1;  uniform sampler2D detail_0;  uniform sampler2D detail_1; @@ -40,18 +43,18 @@ void main()  	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.  	/// TODO Confirm tex coords and bind them appropriately in vert shader. -	vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); -	vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); -	vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); -	vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); +	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); +	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); +	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); +	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); -	float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; -	float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; -	float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; +	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; +	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; +	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;  	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );  	/// Add WL Components -	outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); +	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);  	gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);  } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 69f4d4ae45..f183b885d1 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -28,12 +28,18 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -attribute vec2 texcoord1; +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1;  void calcAtmospherics(vec3 inPositionEye); @@ -68,15 +74,15 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0)); -	gl_FrontColor = color; +	vertex_color = color;  	// Transform and pass tex coords - 	gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + 	vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;  	vec4 t = vec4(texcoord1,0,1); -	gl_TexCoord[0].zw = t.xy; -	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); -	gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); +	vary_texcoord0.zw = t.xy; +	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); +	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index 90468b45a2..9f1c4797c9 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1;  uniform sampler2D detail_0;  uniform sampler2D detail_1; @@ -40,18 +42,18 @@ void main()  	/// Note: This should duplicate the blending functionality currently used for the terrain rendering.  	/// TODO Confirm tex coords and bind them appropriately in vert shader. -	vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); -	vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); -	vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); -	vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); +	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); +	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); +	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); +	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); -	float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; -	float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; -	float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; +	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; +	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; +	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;  	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );  	/// Add WL Components -	outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb); +	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);  	outColor = applyWaterFog(outColor);  	gl_FragColor = outColor; diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index f947aa4be1..e4b6402a8c 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -48,9 +48,9 @@ uniform float waterFogKS;  uniform vec2 screenRes;  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view;  vec4 applyWaterFog(vec4 color, vec3 viewVec)  { diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index dc543b2231..0de77e6fe0 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -47,9 +47,9 @@ uniform float blurMultiplier;  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view;  void main()   { diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl index 4c05329065..ea17e42fab 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl @@ -30,9 +30,12 @@ uniform float maximum_alpha;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void default_lighting()   { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl index 0de909353e..155d0756be 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl @@ -33,9 +33,12 @@ uniform sampler2D diffuseMap;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void default_lighting()   { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index d12d88f1c5..43970015c5 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -23,14 +23,15 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light);  void default_lighting()   { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl index 8c7713c08d..c6583a54df 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl @@ -29,9 +29,12 @@ uniform float maximum_alpha;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index f03b1fdc74..ba2e8608f1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -23,14 +23,15 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light);  void fullbright_lighting()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 89468b9665..76f468d914 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -31,9 +31,12 @@ vec3 fullbrightScaleSoftClip(vec3 light);  uniform sampler2D diffuseMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl index a909ff608a..e88bf7f0ab 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl @@ -23,7 +23,8 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -32,7 +33,7 @@ uniform sampler2D diffuseMap;  void fullbright_lighting()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index d2bc912edb..045fc5276d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap; @@ -32,17 +34,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);  void fullbright_shiny_lighting()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = diffuseLookup(vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = fullbrightShinyAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl index af73168c13..93b14ad692 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap;  uniform sampler2D diffuseMap; @@ -33,17 +35,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);  void fullbright_shiny_lighting()  { -	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = fullbrightShinyAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl index e9dab85095..ffc91d9ee1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -23,7 +23,9 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap; @@ -33,15 +35,15 @@ vec4 applyWaterFog(vec4 color);  void fullbright_shiny_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = diffuseLookup(vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = fullbrightShinyAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = applyWaterFog(color);  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index e0a7986705..3f582d3228 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -23,7 +23,9 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap;  uniform sampler2D diffuseMap; @@ -34,15 +36,15 @@ vec4 applyWaterFog(vec4 color);  void fullbright_shiny_lighting_water()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = fullbrightShinyAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = applyWaterFog(color);  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl index e5998b77a9..fb2b642022 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -31,9 +31,12 @@ vec4 diffuseLookup(vec2 texcoord);  vec3 fullbrightAtmosTransport(vec3 light);  vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index 20ff3712af..258cad3cfe 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -23,7 +23,8 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec4 diffuseLookup(vec2 texcoord); @@ -32,7 +33,7 @@ vec4 applyWaterFog(vec4 color);  void fullbright_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 3fdd110f7d..3f2802cbb8 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;  vec3 fullbrightAtmosTransport(vec3 light);  vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void fullbright_lighting_water()  { -	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl index 01b89019b1..23700fa1b0 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -24,6 +24,8 @@   */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap; @@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);  void fullbright_lighting_water()  { -	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl index d419c2d116..09f02b9288 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl @@ -23,7 +23,8 @@   * $/LicenseInfo$   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap; @@ -32,7 +33,7 @@ vec3 scaleSoftClip(vec3 light);  void default_lighting()   { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index ba4cd949d6..66a2462b88 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -24,7 +24,9 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap; @@ -34,16 +36,16 @@ vec4 applyWaterFog(vec4 color);  void shiny_lighting()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = diffuseLookup(vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl index 3b30ebf6f1..477408f5af 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl @@ -23,8 +23,9 @@   * $/LicenseInfo$   */ - - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap;  uniform sampler2D diffuseMap; @@ -35,16 +36,16 @@ vec4 applyWaterFog(vec4 color);  void shiny_lighting()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = color;  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index c451e68763..6df8641b47 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -24,7 +24,9 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform samplerCube environmentMap; @@ -33,14 +35,14 @@ vec4 applyWaterFog(vec4 color);  void shiny_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = diffuseLookup(vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = atmosLighting(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = applyWaterFog(color);  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl index eeb997fb5f..fce717d93a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl @@ -24,7 +24,9 @@   */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap; @@ -34,14 +36,14 @@ vec4 applyWaterFog(vec4 color);  void shiny_lighting_water()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy); -	color.rgb *= gl_Color.rgb; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	color.rgb *= vertex_color.rgb; -	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 -	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); +	vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);  	color.rgb = atmosLighting(color.rgb); -	color.a = max(color.a, gl_Color.a); +	color.a = max(color.a, vertex_color.a);  	gl_FragColor = applyWaterFog(color);  } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl index 072dcaa6b6..4658b46a38 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl @@ -29,9 +29,12 @@ uniform float maximum_alpha;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void default_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl index 2df34da4b4..0db9253cd1 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void default_lighting_water()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index ae7be4d231..a691d4f54a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -24,13 +24,15 @@   */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color);  void default_lighting_water()  { -	vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl index 5a86dad827..6f5d6cd1c8 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl @@ -24,6 +24,8 @@   */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap; @@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);  void default_lighting_water()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index b9eff87a13..ef97e4f781 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -34,12 +34,17 @@ void calcAtmospherics(vec3 inPositionEye);  uniform vec4 origin; -varying float vary_texture_index; +VARYING float vary_texture_index; -attribute vec4 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec4 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1; +VARYING float fog_depth;  void main()  { @@ -52,12 +57,12 @@ void main()  	vec3 norm = normalize(normal_matrix * normal);  	vec3 ref = reflect(pos.xyz, -norm); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index b7f7af7885..2fd22cee9d 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -27,15 +27,18 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color;  void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void main()  { @@ -44,11 +47,11 @@ void main()  	vary_texture_index = position.w;  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 4511c4bc91..472ff219e5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -29,16 +29,21 @@ uniform mat4 texture_matrix1;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec3 vary_texcoord1;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING float fog_depth;  uniform vec4 origin; @@ -53,12 +58,12 @@ void main()  	vec3 norm = normalize(normal_matrix * normal);  	vec3 ref = reflect(pos.xyz, -norm); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1); -	gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;  	calcAtmospherics(pos.xyz); -	gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); +	vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index 5f78495ae3..6799e43b9a 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -42,7 +46,7 @@ void main()  	vec4 vert = vec4(position.xyz,1.0);  	gl_Position = modelview_projection_matrix*vert; -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;  	vec4 pos = (modelview_matrix * vert); @@ -51,7 +55,7 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 91ee5e016e..144336417e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -28,15 +28,18 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -attribute vec4 position; -attribute vec2 texcoord0; -attribute vec3 normal; -attribute vec4 diffuse_color; +ATTRIBUTE vec4 position; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -varying float vary_texture_index; +VARYING float vary_texture_index; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING float fog_depth;  void main()  { @@ -45,7 +48,7 @@ void main()  	vary_texture_index = position.w;  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1); +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -54,7 +57,7 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	gl_FrontColor = color; +	vertex_color = color; -	gl_FogFragCoord = pos.z; +	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index be990c1757..6a83be1426 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -25,7 +25,7 @@ -// varying param funcs +// VARYING param funcs  void setSunlitColor(vec3 v);  void setAmblitColor(vec3 v);  void setAdditiveColor(vec3 v); @@ -34,8 +34,8 @@ void setPositionEye(vec3 v);  vec3 getAdditiveColor(); -//varying vec4 vary_CloudUVs; -//varying float vary_CloudDensity; +//VARYING vec4 vary_CloudUVs; +//VARYING float vary_CloudDensity;  // Inputs  uniform vec4 morphFactor; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index a98c04b259..08814b49d8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -25,12 +25,12 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; -varying vec3 vary_SunlitColor; -varying vec3 vary_AmblitColor; -varying vec3 vary_AdditiveColor; -varying vec3 vary_AtmosAttenuation; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AmblitColor; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation;  vec3 getPositionEye()  { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 7c3cb88b3c..514f009add 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -25,12 +25,12 @@ -varying vec3 vary_PositionEye; +VARYING vec3 vary_PositionEye; -varying vec3 vary_SunlitColor; -varying vec3 vary_AmblitColor; -varying vec3 vary_AdditiveColor; -varying vec3 vary_AtmosAttenuation; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AmblitColor; +VARYING vec3 vary_AdditiveColor; +VARYING vec3 vary_AtmosAttenuation;  vec3 getPositionEye()  { diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index b90cec119b..ea60d1df6c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -29,9 +29,13 @@  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  uniform sampler2D cloud_noise_texture;  uniform vec4 cloud_pos_density1; @@ -50,14 +54,14 @@ vec3 scaleSoftClip(vec3 light) {  void main()  {  	// Set variables -	vec2 uv1 = gl_TexCoord[0].xy; -	vec2 uv2 = gl_TexCoord[1].xy; +	vec2 uv1 = vary_texcoord0.xy; +	vec2 uv2 = vary_texcoord1.xy;  	vec4 cloudColorSun = vary_CloudColorSun;  	vec4 cloudColorAmbient = vary_CloudColorAmbient;  	float cloudDensity = vary_CloudDensity; -	vec2 uv3 = gl_TexCoord[2].xy; -	vec2 uv4 = gl_TexCoord[3].xy; +	vec2 uv3 = vary_texcoord2.xy; +	vec2 uv4 = vary_texcoord3.xy;  	// Offset texture coords  	uv1 += cloud_pos_density1.xy;	//large texture, visible density diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 67b5e7fb83..c5bb52169c 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -25,17 +25,21 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  // Inputs  uniform vec3 camPosLocal; @@ -64,7 +68,7 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); @@ -163,17 +167,17 @@ void main()  	// Texture coords -	gl_TexCoord[0] = vec4(texcoord0,0,1); -	gl_TexCoord[0].xy -= 0.5; -	gl_TexCoord[0].xy /= cloud_scale.x; -	gl_TexCoord[0].xy += 0.5; +	vary_texcoord0 = texcoord0; +	vary_texcoord0.xy -= 0.5; +	vary_texcoord0.xy /= cloud_scale.x; +	vary_texcoord0.xy += 0.5; -	gl_TexCoord[1] = gl_TexCoord[0]; -	gl_TexCoord[1].x += lightnorm.x * 0.0125; -	gl_TexCoord[1].y += lightnorm.z * 0.0125; +	vary_texcoord1 = vary_texcoord0; +	vary_texcoord1.x += lightnorm.x * 0.0125; +	vary_texcoord1.y += lightnorm.z * 0.0125; -	gl_TexCoord[2] = gl_TexCoord[0] * 16.; -	gl_TexCoord[3] = gl_TexCoord[1] * 16.; +	vary_texcoord2 = vary_texcoord0 * 16.; +	vary_texcoord3 = vary_texcoord1 * 16.;  	// Combine these to minimize register use  	vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index ac569e8257..5c9ee5fd63 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -29,7 +29,7 @@  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor;  uniform sampler2D cloud_noise_texture;  uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 50fdba64c2..b768cc9cf3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -25,15 +25,16 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; +VARYING vec2 vary_texcoord0;  // Inputs  uniform vec3 camPosLocal; @@ -61,7 +62,7 @@ void main()  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	// Get relative position  	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl index c10635c898..9a14d496e9 100644 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl @@ -25,10 +25,13 @@  uniform mat4 projection_matrix; -attribute vec3 position; -attribute vec3 normal; -attribute vec2 texcoord0; -attribute vec4 clothing;  +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec4 clothing;  + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -43,7 +46,7 @@ const vec4 gPiConstants	= vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963);  void main()  { -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	vary_texcoord0 = texcoord0;  	vec4 pos;  	mat4 trans = getSkinnedTransform(); @@ -123,11 +126,11 @@ void main()  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0));			 -	gl_FrontColor = color;  +	vertex_color = color;   	gl_Position = projection_matrix * pos; -	gl_TexCoord[2] = vec4(pos.xyz, 1.0); +	vary_texcoord2 = vec4(pos.xyz, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl index 616ea5fe9e..eb9256b41b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl @@ -35,7 +35,7 @@ uniform int kern_length;  uniform float kern_scale;  uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl index 5e75aec171..380d5207c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl index 95913a502c..ba1d29b044 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl @@ -42,7 +42,7 @@ uniform sampler2D		depthGIMap;  uniform sampler2D		lightFunc;  // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl index 7c55fcc286..e3d5fdcf10 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl @@ -32,7 +32,7 @@ uniform sampler2D	  bloomMap;  uniform sampler2DRect edgeMap;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()  diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl index 969b6e2f1c..60eca06d35 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl index 2766691bd0..8272dbf31b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl @@ -25,12 +25,13 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color;  uniform vec2 screen_res; @@ -44,5 +45,5 @@ void main()  	vec4 tex = vec4(texcoord0,0,1);  	tex.w = 1.0; -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl index 13517a26ba..7c290fc993 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl @@ -30,7 +30,7 @@  uniform sampler2DRect lightMap;  uniform sampler2DRect diffuseRect; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   {  	float i = texture2DRect(lightMap, vary_fragcoord.xy).r; diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl index d0205fa824..062875e72f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl @@ -25,12 +25,13 @@  uniform mat4 modelview_projection_matrix; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color;  uniform vec2 screen_res; -attribute vec3 position; -attribute vec4 diffuse_color; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color;  void main()  { @@ -40,5 +41,5 @@ void main()  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	gl_FrontColor = diffuse_color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl index 0364da6258..662f5fb6be 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl @@ -53,7 +53,7 @@ uniform float gi_luminance;  uniform vec4 sunlight_color;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl index 2d7fa22edc..0049d8ea78 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl index 009b5cc743..ecab3baeee 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl @@ -40,7 +40,7 @@ uniform float kern_scale;  uniform float gi_edge_weight;  uniform float gi_blur_brightness; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl index e9c6f3e27b..6d590c8051 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 1c02adea89..664cec64c3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -65,8 +65,8 @@ uniform sampler2DRect depthMap;  uniform mat4 inv_proj;  uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 8e405de9a3..682508aaf3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -25,13 +25,13 @@  uniform mat4 modelview_projection_matrix; -attribute vec3 position; -attribute vec2 texcoord0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec4 vary_light; +VARYING vec2 vary_fragcoord;  void main()  {  	//transform vertex diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl index 56a149523e..80e08e8270 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl @@ -24,15 +24,17 @@   */ +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); -	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);  	gl_FragData[1] = vec4(0,0,0,0);  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); | 
