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authorMichael Pohoreski <ptolemy@lindenlab.com>2020-04-07 23:30:48 +0000
committerMichael Pohoreski <ptolemy@lindenlab.com>2020-04-07 23:30:48 +0000
commit538a6d737d191e4ab03b484e2be1910298bb3cca (patch)
tree9c065ac0c81fa51e96fe0707e3d7d5d8ff37504b /indra/newview
parent81c4c76d6db6398b4dcb9fc6dead4ca6a9bef4b5 (diff)
parentaf7563968c053b5cdce1f01d548c724ca1911e35 (diff)
Merged in SL-10449 (pull request #63)
SL-10449 Approved-by: Dave Houlton <euclid@lindenlab.com>
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl4
2 files changed, 7 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 2999abacef..0afd1a9672 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -234,14 +234,14 @@ void main()
diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
-#if HAS_SPECULAR_MAP != 0
+#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
@@ -268,7 +268,7 @@ void main()
vec4 final_specular = spec;
-#if HAS_SPECULAR_MAP != 0
+#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index 79b552ee1a..1e244d9dfd 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -35,6 +35,7 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
+VARYING vec4 vary_position;
void calcAtmospherics(vec3 inPositionEye);
@@ -46,6 +47,9 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ mat4 mvp = modelview_matrix * projection_matrix;
+ vary_position = mvp * vec4(position, 1.0);
vec4 norm = vec4(position.xyz, 1.0);
norm.xyz += normal.xyz;