diff options
author | Dave Parks <davep@lindenlab.com> | 2011-06-08 01:08:09 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-06-08 01:08:09 -0500 |
commit | 9b1c284d4cb678c0a7800505ac5fa3ab3e6ba095 (patch) | |
tree | 2d0429db3c22fa3e32b201435e0ae1757edf50bc /indra/newview/app_settings | |
parent | edc6ca726be6862d9e070b4ee1bfd706f8040b16 (diff) |
SH-1678 Fix for busted fullbright shiny.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 33 |
1 files changed, 3 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 029f282d7c..5e6c5ebec8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -9,34 +9,6 @@ #extension GL_ARB_texture_rectangle : enable -varying float vary_texture_index; - -uniform sampler2D tex0; -uniform sampler2D tex1; -uniform sampler2D tex2; -uniform sampler2D tex3; -uniform sampler2D tex4; -uniform sampler2D tex5; -uniform sampler2D tex6; -uniform sampler2D tex7; - -vec4 textureLookup(vec2 texcoord) -{ - switch (int(vary_texture_index+0.25)) - { - case 0: return texture2D(tex0, texcoord); - case 1: return texture2D(tex1, texcoord); - case 2: return texture2D(tex2, texcoord); - case 3: return texture2D(tex3, texcoord); - case 4: return texture2D(tex4, texcoord); - case 5: return texture2D(tex5, texcoord); - case 6: return texture2D(tex6, texcoord); - case 7: return texture2D(tex7, texcoord); - } - - return vec4(0,0,0,0); -} - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -45,12 +17,13 @@ void main() { float shadow = 1.0; - vec4 color = textureLookup(gl_TexCoord[0].xy)*gl_Color; + vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + //gl_FragColor = color; + gl_FragColor = vec4(1,0,1,1); } |