diff options
author | Dave Parks <davep@lindenlab.com> | 2013-04-18 19:21:08 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-04-18 19:21:08 -0500 |
commit | 509c35d5bae7dbd938198c3e038011932693ff36 (patch) | |
tree | e5d68e48e792a554097ba085b34d6cadd4062c32 /indra/newview/app_settings | |
parent | 28fcb3d54987a056b3dfe4d1d01a75339f8e6689 (diff) |
NORSPEC-90 Cleanup avatar alpha shaders
Diffstat (limited to 'indra/newview/app_settings')
5 files changed, 14 insertions, 28 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 84b2bde206..eb5c9cc5c0 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8072,7 +8072,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>RenderDebugNormalScale</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 94ce8a658a..495ed33e9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,16 +35,10 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; - #if INDEX_MODE != INDEXED uniform sampler2D diffuseMap; #endif -#if INDEX_MODE == INDEXED -vec4 diffuseLookup(vec2 texcoord); -#endif - uniform vec2 screen_res; vec3 atmosLighting(vec3 light); @@ -57,27 +51,16 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; #if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif -uniform mat4 inv_proj; - uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -uniform samplerCube environmentMap; -uniform mat3 env_mat; - -uniform vec4 specular_color; - - -uniform float shadow_offset; - vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 76277069d5..4c26621a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -38,7 +38,9 @@ ATTRIBUTE vec3 position; void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; #if HAS_SKIN @@ -72,8 +74,6 @@ VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -162,9 +162,13 @@ void main() #endif vary_norm = norm; - + vary_position = pos.xyz; + calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR + vec4 diffuse_color = vec4(1,1,1,1); +#endif //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index c765962352..76a045a3bb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -56,10 +56,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; #if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; @@ -69,15 +66,11 @@ uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform float shadow_bias; -uniform mat4 inv_proj; - uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -uniform vec4 specular_color; - vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 63953b37bf..44abbdfe54 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -38,7 +38,9 @@ ATTRIBUTE vec3 position; void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; #if HAS_SKIN @@ -167,6 +169,10 @@ void main() calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR + vec4 diffuse_color = vec4(1,1,1,1); +#endif + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); |