diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2020-06-18 10:39:49 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2020-06-19 15:52:08 -0700 |
commit | f854e95116cf6d1be1ea1ba562def2e6017179bf (patch) | |
tree | d3aab07522e26e1cfae73ae90fc2b87d650d35e6 /indra | |
parent | 375f43ed7d6d4f31aff80fa51df85ea0f3eee796 (diff) |
SL-9632: Fix most HUD objects incorrectly being effected by the environment lighting
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/simpleV.glsl | 28 |
1 files changed, 17 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index a59bd9c0a6..575a641b7a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -1,4 +1,4 @@ -/** +/** * @file simpleV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ @@ -28,6 +28,9 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() +uniform int no_atmo; + ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec2 texcoord0; @@ -46,19 +49,22 @@ void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + + passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - - vec3 norm = normalize(normal_matrix * normal); + if (no_atmo == 1) + { + vertex_color = diffuse_color; + } + else + { + vec4 pos = (modelview_matrix * vert); + vec3 norm = normalize(normal_matrix * normal); - calcAtmospherics(pos.xyz); + calcAtmospherics(pos.xyz); - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; - - + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); + } } |