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authorDave Parks <davep@lindenlab.com>2011-05-29 00:41:28 -0500
committerDave Parks <davep@lindenlab.com>2011-05-29 00:41:28 -0500
commit57725bd6a14f471cae1a0f4ac7485ab9ccd8bfc6 (patch)
treeb58a4ddaadfe732c67b355b9ff1bfa44ce45340b /indra
parent1fd46831f0ea7309d83c1fa2eecc611b3bada719 (diff)
SH-1682 indexd diffuse fragment shader for deferred rendering
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl50
1 files changed, 50 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
new file mode 100644
index 0000000000..1bbaeb44ff
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file diffuseIndexedF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+varying float vary_texture_index;
+varying vec3 vary_normal;
+
+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 diffuseLookup(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);
+}
+
+void main()
+{
+ vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+
+ //col = vec3(vary_texture_index*0.25, 0, 0);
+
+ 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
+ vec3 nvn = normalize(vary_normal);
+ gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}