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authorDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
committerDave Parks <davep@lindenlab.com>2011-09-16 12:40:53 -0500
commitda84f5552731e1ece3a463c4c385bb327f1048a1 (patch)
treedc10fc228a15b69f8b62631a68dbc67efe1f3395 /indra
parent4fea7dcb3ef35cae9e31ba467403d31ce9083905 (diff)
SH-2243 work in progress -- don't use deprecated shader state
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llshadermgr.cpp39
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/treeV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeF.glsl8
-rw-r--r--indra/newview/lldrawpoolterrain.cpp11
225 files changed, 1465 insertions, 975 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index db3d7becd9..889b436ac5 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -477,7 +477,7 @@ void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns)
}
else
{
- LL_DEBUGS("ShaderLoading") << log << LL_ENDL;
+ LL_INFOS("ShaderLoading") << log << LL_ENDL;
}
}
}
@@ -546,11 +546,39 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup("#version 120\n");
text[count++] = strdup("#define FXAA_GLSL_120 1\n");
text[count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
+ text[count++] = strdup("#define ATTRIBUTE attribute\n");
+ text[count++] = strdup("#define VARYING varying\n");
}
else
- { //set version to 1.30
- text[count++] = strdup("#version 130\n");
+ {
+ if (gGLManager.mGLVersion < 4.f)
+ {
+ //set version to 1.30
+ text[count++] = strdup("#version 130\n");
+ }
+ else
+ { //set version to 400
+ text[count++] = strdup("#version 400\n");
+ }
+
text[count++] = strdup("#define FXAA_GLSL_130 1\n");
+
+ text[count++] = strdup("#define ATTRIBUTE in\n");
+
+ if (type == GL_VERTEX_SHADER_ARB)
+ { //"varying" state is "out" in a vertex program, "in" in a fragment program
+ // ("varying" is deprecated after version 1.20)
+ text[count++] = strdup("#define VARYING out\n");
+ }
+ else
+ {
+ text[count++] = strdup("#define VARYING in\n");
+ }
+
+ //backwards compatibility with legacy texture lookup syntax
+ text[count++] = strdup("#define textureCube texture\n");
+ text[count++] = strdup("#define texture2DLod textureLod\n");
+ text[count++] = strdup("#define shadow2D texture\n");
}
//copy preprocessor definitions into buffer
@@ -574,7 +602,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
.
uniform sampler2D texN;
- varying float vary_texture_index;
+ VARYING float vary_texture_index;
vec4 diffuseLookup(vec2 texcoord)
{
@@ -600,7 +628,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup(decl.c_str());
}
- text[count++] = strdup("varying float vary_texture_index;\n");
+ text[count++] = strdup("VARYING float vary_texture_index;\n");
text[count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
text[count++] = strdup("{\n");
@@ -716,6 +744,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (i % 128 == 0)
{ //dump every 128 lines
+
LL_WARNS("ShaderLoading") << "\n" << ostr.str() << llendl;
ostr = std::stringstream();
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index dca96910f2..bc63d07d72 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -24,7 +24,7 @@
*/
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
uniform vec4 matrixPalette[45];
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index c98b99b15a..cf939e2df8 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -25,9 +25,13 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -35,7 +39,7 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
@@ -55,12 +59,12 @@ void main()
gl_Position = projection_matrix * pos;
- gl_FogFragCoord = length(pos.xyz);
+ fog_depth = length(pos.xyz);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));
- gl_FrontColor = color;
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 9a19fb928b..82db15c3ae 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -28,10 +28,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -41,7 +44,7 @@ void main()
//transform vertex
vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -50,7 +53,7 @@ void main()
vec4 specular = vec4(1.0);
vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 6fef303723..43ed41a205 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -24,7 +24,7 @@
-attribute vec4 weight4;
+ATTRIBUTE vec4 weight4;
uniform mat4 matrixPalette[32];
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index 374808c091..a64f6ea55c 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -23,11 +23,12 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index 21a9e91bf5..78b5328c9a 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -25,9 +25,12 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getSkinnedTransform();
@@ -41,7 +44,7 @@ void main()
pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- gl_FrontColor = diffuse_color;
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 19de0c0b39..23142a3516 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -38,11 +38,14 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform mat4 inv_proj;
@@ -66,9 +69,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff= diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index d4f56896cf..332bc9c262 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -38,11 +38,13 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform mat4 inv_proj;
@@ -66,9 +68,9 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
index 5d1306bfc9..e8a2318f39 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -1,7 +1,25 @@
/**
* @file alphaNonIndexedNoColorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -19,11 +37,12 @@ uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
uniform mat4 inv_proj;
@@ -47,7 +66,7 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 9d2c009d2a..e5899872db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -25,10 +25,10 @@
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
@@ -41,12 +41,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
@@ -87,7 +90,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
@@ -130,9 +133,9 @@ void main()
col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 490ac7c067..9920caf7f6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -28,10 +28,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -43,13 +43,16 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_light;
+VARYING vec3 vary_pointlight_col;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -98,7 +101,7 @@ void main()
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -132,9 +135,9 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 0c930848e5..40fa59b637 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -26,10 +26,12 @@
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
gl_FragColor = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index fc055e555d..533babf3dc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -26,23 +26,26 @@ uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 texture_matrix0;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
vec4 p = projection_matrix * vec4(pos, 1.0);
p.z = max(p.z, -p.w+0.01);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 16f2b889f8..12e88ca5dd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -25,9 +25,9 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
@@ -86,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
@@ -132,9 +135,9 @@ void main()
col.rgb = min(col.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index d5c20a22d9..01ffb862f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -27,20 +27,22 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index a006b81ef7..b1fc9da855 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -27,11 +27,12 @@
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
if (diff.a < 0.2)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index ba3cc82b39..c9386062c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -27,7 +27,7 @@
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 6835b9c021..525acbe4ea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -27,15 +27,16 @@ uniform mat4 projection_matrix;
mat4 getSkinnedTransform();
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 704845d310..1bd8fee7c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -25,19 +25,20 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 3609cc054b..e0a25b505a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -37,7 +37,7 @@ uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index 5339e38018..212f7e56ad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 429a891f07..379420a8a0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -28,22 +28,25 @@
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
- vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
dot(norm,vary_mat2));
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
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index cf93430217..6c205074b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -26,21 +26,23 @@ uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
-attribute vec2 texcoord2;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord2;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -58,5 +60,5 @@ void main()
vary_mat2 = vec3(t.z, b.z, n.z);
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 9ec31383ac..c8d38bb8f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -27,21 +27,23 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
-attribute vec3 binormal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 n = normalize(normal_matrix * normal);
vec3 b = normalize(normal_matrix * binormal);
@@ -51,5 +53,5 @@ void main()
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index f4310dae95..127136a12c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -29,15 +29,20 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light) {
//soft clip effect:
@@ -50,14 +55,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 67b5e7fb83..64e094e3c5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -25,17 +25,22 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -64,7 +69,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@@ -163,17 +168,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index e1dc1de0af..51d67d2790 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -29,11 +29,13 @@ uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index f3ad6f92de..8868d33705 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -23,14 +23,17 @@
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
uniform float minimum_alpha;
uniform float maximum_alpha;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index dfc1b52c2e..2f46d43b9d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -1,7 +1,25 @@
/**
* @file diffuseAlphaMaskNoColorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -11,11 +29,12 @@ uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 9c9a8b56c5..aaf89a22ef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -27,14 +27,16 @@
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
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
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_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);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 4d996a099d..e08e52c7cf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -23,15 +23,17 @@
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
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
+ gl_FragData[1] = vertex_color.aaaa; // spec
+ //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_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);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
index 37864578ec..7ed41cbcb9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -27,18 +27,19 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
-varying float vary_texture_index;
+VARYING vec3 vary_normal;
+VARYING float vary_texture_index;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_normal = normalize(normal_matrix * normal);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
index 880a7ea0a2..a74290bfcd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -26,18 +26,20 @@ uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -51,7 +53,7 @@ void main()
vary_normal = norm.xyz;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index e158df13f7..36000b86d6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -27,22 +27,24 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
-varying float vary_texture_index;
+VARYING vec3 vary_normal;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_texture_index = position.w;
vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 5a9a6196f3..6cf563189a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -1,7 +1,25 @@
/**
* @file emissiveF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -12,12 +30,14 @@
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
float shadow = 1.0;
- vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index fccf8554d2..b3558be678 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -27,9 +27,9 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute float emissive;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE float emissive;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -38,7 +38,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -49,11 +52,11 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = vec4(0,0,0,emissive);
+ vertex_color = vec4(0,0,0,emissive);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 6c506676af..f54827f720 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -27,6 +27,9 @@
#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -35,7 +38,7 @@ void main()
{
float shadow = 1.0;
- vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 2759165471..ef9f62da84 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -28,9 +28,9 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
@@ -39,7 +39,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -50,11 +53,11 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index bfb7760af8..72c5a93087 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -38,7 +38,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index 2766691bd0..e5d3bb8ea6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -25,12 +25,12 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-
-varying vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
@@ -44,5 +44,5 @@ void main()
vec4 tex = vec4(texcoord0,0,1);
tex.w = 1.0;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 7152e13946..e98f9aef87 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -31,9 +31,11 @@ uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
@@ -41,6 +43,6 @@ void main()
}
gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
- gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
- gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
+ gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy);
+ gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 645b0d793a..58e5dc0b56 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -26,15 +26,18 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index 4ba26fb0c6..4f13167c1c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -27,7 +27,7 @@
uniform sampler2DRect diffuseMap;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index dafc55a6ff..f2dc60aa5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -25,10 +25,11 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
@@ -40,5 +41,5 @@ void main()
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 42212a978e..279a2fa78d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -45,7 +45,7 @@ uniform int light_count;
uniform vec4 light[MAX_LIGHT_COUNT];
uniform vec4 light_col[MAX_LIGHT_COUNT];
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform float far_z;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index 1d54d7bede..eefefa640d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index c42935d815..dff6360726 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -60,7 +60,7 @@ uniform vec3 color;
uniform float falloff;
uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 8c34a554c2..0fc23fecb4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -43,7 +43,7 @@ uniform vec3 color;
uniform float falloff;
uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index cab9817583..cb14e6d4e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index daef6a938c..64044590c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -2096,8 +2096,8 @@ uniform float magnification;
uniform mat4 inv_proj;
-varying vec2 vary_fragcoord;
-varying vec2 vary_tc;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
float getDepth(vec2 pos_screen)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index f67615bdd5..16b61897d5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -2083,8 +2083,8 @@ uniform vec2 rcp_screen_res;
uniform vec4 rcp_frame_opt;
uniform vec4 rcp_frame_opt2;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-varying vec2 vary_tc;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl
index b519dbc4b0..a1986fca9a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl
@@ -29,7 +29,7 @@ uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl
index 861bb9f735..84c23c97a0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl
@@ -41,7 +41,7 @@ uniform float magnification;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
float getDepth(vec2 pos_screen)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index b11f26fbae..8edf5b2723 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -25,10 +25,10 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
-varying vec2 vary_tc;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
uniform vec2 tc_scale;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 99257daca4..a172f49d87 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -38,7 +38,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index 61c6393648..0d5c8e7287 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -25,10 +25,10 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 615317febf..c63a627971 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -28,11 +28,13 @@ uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
if (alpha < minimum_alpha || alpha > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index f7bed00214..6a3cba771b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -26,11 +26,13 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
@@ -41,6 +43,6 @@ void main()
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_FrontColor = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 541f08d5fe..ee0ea84e6f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -25,7 +25,7 @@
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 190cac9e2c..8b46e81f90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 59c0a994cd..26c7165e06 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -29,7 +29,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index e97d3e0828..721de18e0b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -25,15 +25,16 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
+VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -61,7 +62,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 8116b7cdbf..fa1d2cc7a7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -64,7 +64,7 @@ uniform vec3 env_mat[3];
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 7d1e99b4aa..c6031fc45a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -25,11 +25,11 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index e69fa074c4..20970fc4ba 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -54,7 +54,7 @@ uniform vec3 color;
uniform float falloff;
uniform float size;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 4ab59d4d66..8eb4be7177 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -23,13 +23,14 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void main()
{
- vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragData[0] = col;
gl_FragData[1] = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 1fcb05ef2c..8bc5b06379 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -26,14 +26,17 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_FrontColor = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 4a69192fc3..797648202d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -41,7 +41,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 10751304ae..473d6df8fa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index c6578ea177..effa994a48 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -31,20 +31,22 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
gl_FragData[0] = vec4(outColor.rgb, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index 7f84ef1cff..5effee4e4e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -27,13 +27,19 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+uniform vec4 object_plane_s;
+uniform vec4 object_plane_t;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -57,11 +63,11 @@ void main()
vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index a6406bdc12..b0ef348cd1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -27,20 +27,22 @@
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
uniform float minimum_alpha;
uniform float maximum_alpha;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha || col.a > maximum_alpha)
{
discard;
}
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0);
+ gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 9f0b902c96..22ebaa9be6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -1,7 +1,25 @@
/**
* @file treeShadowF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -10,11 +28,12 @@ uniform float maximum_alpha;
uniform sampler2D diffuseMap;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
if (alpha < minimum_alpha || alpha > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index c695d374ac..e472a75304 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -26,10 +26,11 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
-varying vec4 post_pos;
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
void main()
{
@@ -40,5 +41,5 @@ void main()
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 45bfc0ce09..3b6571a24a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -27,19 +27,21 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
uniform mat3 normal_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = vec4(1,1,1,1);
+ vertex_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index c3e7371c8e..d10548cbef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -58,10 +58,10 @@ uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-varying vec4 vary_position;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index ac51cb1741..9734acf005 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -26,7 +26,7 @@
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -37,11 +37,11 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-varying vec4 vary_position;
+VARYING vec4 vary_position;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index c5ca9f4804..a34e76d25a 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -34,9 +34,11 @@ uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
+ vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
index c2cc8ed567..cbf4dc4bea 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractMSF.glsl
@@ -35,9 +35,11 @@ uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- ivec2 itc = ivec2(gl_TexCoord[0].xy);
+ ivec2 itc = ivec2(vary_texcoord0.xy);
vec4 fcol = vec4(0,0,0,0);
for (int i = 0; i < samples; i++)
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 628489296f..1396dc6973 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -25,13 +25,14 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = texcoord0;
+ vary_texcoord0.xy = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 75cff75ea9..3d17a20fbb 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -28,6 +28,11 @@
uniform sampler2D diffuseMap;
uniform float glowStrength;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
@@ -38,14 +43,14 @@ void main()
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
- col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
- col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
- col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
- col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
- col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
- col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
- col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
- col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
+ col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
+ col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
+ col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
+ col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
+ col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
+ col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
+ col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
+ col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
gl_FragColor = vec4(col.rgb * glowStrength, col.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 615ca6a0b4..cdb2281578 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -25,21 +25,26 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
uniform vec2 glowDelta;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5);
- gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5);
- gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5);
- gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5);
- gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5);
- gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5);
- gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5);
- gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5);
+ vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);
+ vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5);
+ vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5);
+ vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5);
+ vary_texcoord0.zw = texcoord0 + glowDelta*(0.5);
+ vary_texcoord1.zw = texcoord0 + glowDelta*(1.5);
+ vary_texcoord2.zw = texcoord0 + glowDelta*(2.5);
+ vary_texcoord3.zw = texcoord0 + glowDelta*(3.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index c61d5a2a08..5d72390d2d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -29,13 +29,18 @@ uniform sampler2D detail0;
uniform sampler2D detail1;
uniform sampler2D alphaRamp;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
+ float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
+ vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
+ texture2D(detail0, vary_texcoord0.xy).rgb,
a);
gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 04b3033dd8..d4a62db684 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -31,14 +31,22 @@ uniform mat4 texture_matrix3;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
-attribute vec2 texcoord2;
-attribute vec2 texcoord3;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+ATTRIBUTE vec2 texcoord3;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -61,15 +69,15 @@ void main()
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vec4 pos = modelview_matrix * position;
+ vec4 pos = modelview_matrix * vec4(position, 1.0);
vec3 norm = normalize(normal_matrix * normal);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);
- gl_FrontColor = color;
+ vertex_color = color;
- gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]);
- gl_TexCoord[1] = texture_matrix1*vec4(texcoord1,0,1);
- gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]);
- gl_TexCoord[3] = texture_matrix3*vec4(texcoord3,0,1);
+ vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy;
+ vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy;
+ vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 711b42b95e..307b87e086 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -31,13 +31,18 @@ uniform sampler2D detail0;
uniform sampler2D detail1;
uniform sampler2D alphaRamp;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
void main()
{
- float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a;
- vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb,
- texture2D(detail0, gl_TexCoord[0].xy).rgb,
+ float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
+ vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
+ texture2D(detail0, vary_texcoord0.xy).rgb,
a);
gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 72e8e739b3..48eea0bdda 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -33,9 +33,9 @@ uniform float refScale;
uniform vec4 waterFogColor;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 4d555b566a..1bb04ceb34 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -50,9 +50,9 @@ uniform float blurMultiplier;
uniform vec4 fogCol;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index d44690d1fb..e4db326bed 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -24,15 +24,16 @@
*/
+VARYING float fog_depth;
vec4 applyWaterFog(vec4 color)
{
// GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
+ //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth);
// GL_EXP Fog
- // float fog = exp(-gl_Fog.density * gl_FogFragCoord);
+ // float fog = exp(-gl_Fog.density * fog_depth);
// GL_LINEAR Fog
- float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
+ float fog = (gl_Fog.end - fog_depth) * gl_Fog.scale;
fog = clamp(fog, 0.0, 1.0);
color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
return color;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 99433ada7b..f66ba1d2d9 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -26,7 +26,7 @@
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
@@ -36,9 +36,9 @@ uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
index 27c63fdc8b..66f3e1ae11 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -27,9 +27,12 @@ uniform sampler2D diffuseMap;
uniform float custom_alpha;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
color.a *= custom_alpha;
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
index 5bbc7deff0..890474d6d8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -25,15 +25,17 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_FrontColor = diffuse_color;
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
index cd3d090e52..f4d704577a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
@@ -25,7 +25,7 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index b8963e1dec..caff5fc324 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -28,8 +28,11 @@
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(glowMap, gl_TexCoord[0].xy) +
- texture2DRect(screenMap, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) +
+ texture2DRect(screenMap, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index 6639f88047..3e972f0cb4 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -1,7 +1,25 @@
/**
* @file glowcombineFXAAF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -11,7 +29,7 @@ uniform sampler2D glowMap;
uniform sampler2DRect screenMap;
uniform vec2 screen_res;
-varying vec2 vary_tc;
+VARYING vec2 vary_tc;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
index bd5dd6046b..058f3b1b82 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_tc;
+VARYING vec2 vary_tc;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index 94edbe5ab1..f7970b7f78 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -25,14 +25,17 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[1] = vec4(texcoord1,0,1);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 3a48205101..1d37b97bf1 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -27,7 +27,9 @@
uniform vec4 color;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index 6bb5affd93..9bf7b60eb7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -26,13 +26,15 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
index 43dcd5dbe2..c26fa08ddc 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -25,7 +25,7 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
index a5442c9bf4..d860106305 100644
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -1,13 +1,33 @@
/**
* @file onetexturenocolorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
uniform sampler2D tex0;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
index 615412c7a2..6b9986c8d7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
@@ -25,13 +25,14 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position, 1);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
index b1d2b949ac..a25c9a08fb 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -25,9 +25,12 @@
uniform sampler2D tex0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- float alpha = texture2D(tex0, gl_TexCoord[0].xy).a * gl_Color.a;
+ float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a;
- gl_FragColor = vec4(gl_Color.rgb, alpha);
+ gl_FragColor = vec4(vertex_color.rgb, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index 45e6a9febc..c58f9dfdaf 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -25,14 +25,17 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_FrontColor = diffuse_color;
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
index c263f4dc6a..9a295ce9f2 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -27,7 +27,10 @@
uniform sampler2DRect screenMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = texture2DRect(screenMap, gl_TexCoord[0].xy) * gl_Color;
+ gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 2b471d99e8..641d670c26 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -25,14 +25,17 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_FrontColor = diffuse_color;
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
index 3408cc44f8..3ded949943 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
@@ -26,7 +26,10 @@
uniform sampler2D tex0;
uniform sampler2D tex1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy)+texture2D(tex1, gl_TexCoord[1].xy);
+ gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
index 2a36feaa21..3c2f297f7f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -25,14 +25,17 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[1] = vec4(texcoord1,0,1);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
index 7694056b08..2602e489c8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -25,7 +25,10 @@
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
index a9e42a432f..220dafef25 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -26,15 +26,17 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position, 1);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_FrontColor = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 5cb3eb05a7..0a687d7a33 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -23,13 +23,14 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index f3ba8b73a8..7ba6e9dec9 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -28,8 +28,10 @@
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index b4c8a9abce..00c08d59ef 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -29,7 +29,9 @@
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_shiny_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index 925d6fbcfd..2140b2f612 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -28,7 +28,9 @@
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_shiny_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 71238f7d31..ab6b561f08 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -28,8 +28,10 @@
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ gl_FragColor = texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index 7c9b7c218f..183582e41f 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -24,14 +24,15 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index ca1af8fc79..9c9f7ca658 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -24,14 +24,15 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
void shiny_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index da76a977b6..1a041c26ca 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -23,13 +23,14 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
void default_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index 11031a8829..53c0e77b48 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -26,10 +26,13 @@
uniform sampler2D texture0;
uniform sampler2D texture1;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
void main()
{
- float tex0 = texture2D(texture0, gl_TexCoord[0].xy).a;
- float tex1 = texture2D(texture1, gl_TexCoord[1].xy).a;
+ float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
+ float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index dccc692593..09ec6ff792 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -27,14 +27,17 @@ uniform mat4 texture_matrix0;
uniform mat4 texture_matrix1;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1 * vec4(texcoord1,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1 * vec4(texcoord1,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
index e2a00e8440..bf4c45f18f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -27,9 +27,13 @@ uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute float emissive;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE float emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -37,7 +41,7 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -46,9 +50,9 @@ void main()
calcAtmospherics(pos.xyz);
- gl_FrontColor = vec4(0,0,0,emissive);
+ vertex_color = vec4(0,0,0,emissive);
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
index dedf00f374..0e05beac67 100644
--- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -27,25 +27,29 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute float emissive;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE float emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING float fog_depth;
void main()
{
//transform vertex
vary_texture_index = position.w;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
- gl_FrontColor = vec4(0,0,0,emissive);
+ vertex_color = vec4(0,0,0,emissive);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
index b9c1078c30..f73760bfd4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -27,9 +27,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
@@ -39,11 +43,11 @@ void main()
vec4 vert = vec4(position.xyz,1.0);
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = vec4(1,1,1,1);
+ vertex_color = vec4(1,1,1,1);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
index 546b7cad4a..69cd858b4d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -27,10 +27,15 @@ uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
@@ -49,14 +54,14 @@ void main()
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index a9b086e215..a8e640018d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -29,10 +29,15 @@ uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
@@ -46,13 +51,13 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
index f0722a1e4d..4de24fd46b 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -26,17 +26,21 @@ uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
mat4 getObjectSkinnedTransform();
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
+
void main()
{
//transform vertex
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -45,9 +49,9 @@ void main()
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index d8f223d403..7286e5e2f4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -27,9 +27,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
@@ -38,13 +42,13 @@ void main()
//transform vertex
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index d09db8e6a3..e5bf5bf2d3 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -28,9 +28,11 @@ uniform float maximum_alpha;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index 69007610c6..e90dbb115a 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -27,12 +27,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 3771c2e795..282686a9b0 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -28,9 +28,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -40,14 +44,14 @@ void main()
//transform vertex
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
index 7e5c8ca2d5..591d6fc5c9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -27,10 +27,14 @@ uniform mat4 texture_matrix0;
uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -50,13 +54,13 @@ void main()
vec3 ref = reflect(pos.xyz, -norm.xyz);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index da47f8a58a..86a78b190c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec3 vary_texcoord0;
+VARYING float fog_depth;
void calcAtmospherics(vec3 inPositionEye);
@@ -47,12 +51,12 @@ void main()
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
index d1d8126cb4..45a493e4f2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -28,9 +28,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -40,14 +44,14 @@ void main()
//transform vertex
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
index bf083a55c4..aea0e25e60 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -26,10 +26,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -38,7 +42,7 @@ mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -53,9 +57,9 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
gl_Position = projection_matrix*vec4(pos, 1.0);
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index 87ece3972e..4b6b219751 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -41,14 +45,14 @@ void main()
//transform vertex
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
index 64ca63731b..250d99a9c7 100644
--- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -28,20 +28,24 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
gl_Position = modelview_projection_matrix*vert;
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
vec4 pos = (modelview_matrix * vert);
@@ -50,7 +54,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index dbacf28637..2e41360150 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -25,7 +25,7 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
vec3 getPositionEye()
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index e051ac9851..42f8646f2d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -25,7 +25,7 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
vec3 getPositionEye()
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 43e19909d4..04d3e2aa1f 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -41,7 +45,7 @@ void main()
//transform vertex
vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -51,8 +55,8 @@ void main()
vec4 specular = vec4(1.0);
vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 839606cdcb..4fffb9e97f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -27,6 +27,9 @@
#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -41,11 +44,11 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;
@@ -122,9 +125,9 @@ void main()
}
}
- vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -133,7 +136,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
+ //gl_FragColor = vertex_color;
gl_FragColor = color;
//gl_FragColor.r = 0.0;
//gl_FragColor = vec4(1,shadow,1,1);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 84e49a5f8f..30aa82473a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -42,11 +42,13 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform float shadow_bias;
@@ -123,9 +125,9 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -134,7 +136,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
+ //gl_FragColor = vertex_color;
gl_FragColor = color;
//gl_FragColor.r = 0.0;
//gl_FragColor = vec4(1,shadow,1,1);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 294a000ab5..9370b484b8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -1,7 +1,25 @@
/**
* @file alphaNonIndexedNoColorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -24,11 +42,12 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
uniform float shadow_bias;
@@ -105,7 +124,7 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index c3148d5fdf..ad353eb624 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -42,11 +42,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -89,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
@@ -134,9 +138,9 @@ void main()
col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 8d55616e67..268e4127a2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -28,10 +28,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -43,12 +43,15 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -97,7 +100,7 @@ void main()
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vec3 norm = normalize(normal_matrix * normal);
@@ -130,9 +133,9 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 0273f3c121..091a865160 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -25,9 +25,9 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -41,11 +41,14 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
uniform float near_clip;
uniform float shadow_offset;
@@ -88,7 +91,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
@@ -134,9 +137,9 @@ void main()
col.rgb = min(col.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index d9eafb6eba..4fc6c00caf 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -30,7 +30,7 @@
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
index a84fdd5dc1..11a7cf846d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
@@ -31,7 +31,7 @@
uniform sampler2DMS depthMap;
uniform sampler2DMS normalMap;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform float depth_cutoff;
uniform float norm_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
index 1f5470db3c..69c6acc07a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 4c92d72f44..d1f2db6188 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -59,7 +59,7 @@ uniform float size;
uniform vec3 color;
uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
index 1afa9a9fb4..74f78cfc06 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
@@ -28,6 +28,8 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
@@ -54,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -160,7 +162,7 @@ void main()
{
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
@@ -189,7 +191,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -206,7 +208,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -239,7 +241,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 22f52032a5..e9f1a3d3a5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -67,7 +67,7 @@ uniform vec2 screen_res;
uniform vec3 sun_dir;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
index 1244294451..6b979b13ed 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
@@ -66,8 +66,8 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec4 vary_light;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 424299269f..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -25,11 +25,11 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 25270f4939..19a1d1f165 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -27,6 +27,8 @@
#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -53,9 +55,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -114,7 +116,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -140,7 +142,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -163,7 +165,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -192,7 +194,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
index 4962e73e39..85fea56411 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
@@ -28,6 +28,8 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_texture_multisample : enable
+VARYING vec4 vertex_color;
+
uniform sampler2DMS diffuseRect;
uniform sampler2DMS specularRect;
uniform sampler2DMS depthMap;
@@ -54,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -161,7 +163,7 @@ void main()
{
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten > 0.0)
{
@@ -190,7 +192,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -207,7 +209,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -240,7 +242,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 146fac56e9..bb742adb62 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -47,7 +47,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -97,15 +97,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
index ac4fe52655..4933eb00b7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
@@ -48,8 +48,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -98,15 +98,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 60741771d6..042bb5f96c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -46,7 +46,7 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform mat4 inv_proj;
@@ -148,15 +148,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
index 0fd7b7525d..e138ae5841 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
@@ -47,8 +47,8 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vary_light;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -149,15 +149,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
- float cs = shadow2D(shadowMap, stc.xyz).x;
+ float cs = shadow2D(shadowMap, stc.xyz);
float shadow = cs;
vec2 off = 1.5/proj_shadow_res;
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs);
+ shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs);
return shadow/5.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 60ba2d7ad4..bc5eb5181d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
index 35411db04b..01fe4a4e14 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
@@ -23,29 +23,5 @@
* $/LicenseInfo$
*/
+//NOT USED!!!
-
-uniform sampler2DRect RenderTexture;
-uniform float bloomStrength;
-
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-void main(void)
-{
- float blurWeights[7];
- blurWeights[0] = 0.05;
- blurWeights[1] = 0.1;
- blurWeights[2] = 0.2;
- blurWeights[3] = 0.3;
- blurWeights[4] = 0.2;
- blurWeights[5] = 0.1;
- blurWeights[6] = 0.05;
-
- vec3 color = vec3(0,0,0);
- for (int i = 0; i < 7; i++){
- color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
- }
-
- color *= bloomStrength;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index 4fd4b101ff..b92e9b3f03 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -23,36 +23,5 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
+ // NOT USED!!
-attribute vec3 position;
-attribute vec2 texcoord0;
-
-uniform vec2 texelSize;
-uniform vec2 blurDirection;
-uniform float blurWidth;
-
-void main(void)
-{
- // Transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = vec4(texcoord0,0,1).st - (blurDelta * 3.0);
-
- // for (int i = 0; i < 7; i++) {
- // gl_TexCoord[i].st = s + (i * blurDelta);
- // }
-
- // MANUALLY UNROLL
- gl_TexCoord[0].st = s;
- gl_TexCoord[1].st = s + blurDelta;
- gl_TexCoord[2].st = s + (2. * blurDelta);
- gl_TexCoord[3].st = s + (3. * blurDelta);
- gl_TexCoord[4].st = s + (4. * blurDelta);
- gl_TexCoord[5].st = s + (5. * blurDelta);
- gl_TexCoord[6].st = s + (6. * blurDelta);
-
- // gl_TexCoord[0].st = s;
- // gl_TexCoord[1].st = blurDelta;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
index 42ab8d40e8..8d673237b8 100644
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
@@ -36,7 +36,7 @@ const float gamma = 2.0;
void main(void)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Modulate brightness
color *= brightness;
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index d3c93ab05f..f03a6076c0 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -25,15 +25,15 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
void main(void)
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[1] = vec4(texcoord1,0,1);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
index 9187c8ec31..06b83e3f5f 100644
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -33,7 +33,7 @@ uniform vec3 lumWeights;
void main(void)
{
/// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Extract luminance and scale up by night vision brightness
float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
index 76b675a9bd..3050fa63cc 100644
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
@@ -30,6 +30,9 @@ uniform sampler2D NoiseTexture;
uniform float brightMult;
uniform float noiseStrength;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
float luminance(vec3 color)
{
/// CALCULATING LUMINANCE (Using NTSC lum weights)
@@ -40,7 +43,7 @@ float luminance(vec3 color)
void main(void)
{
/// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
/// Extract luminance and scale up by night vision brightness
float lum = luminance(color) * brightMult;
@@ -50,7 +53,7 @@ void main(void)
vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
/// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
+ float noiseValue = texture2D(NoiseTexture, vary_texcoord1.st).r;
noiseValue = (noiseValue - 0.5) * noiseStrength;
/// Older NVG colors (more muted)
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
index abf1be6645..74e9559185 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
@@ -27,8 +27,10 @@
uniform sampler2DRect RenderTexture;
+VARYING vec2 vary_texcoord0;
+
void main(void)
{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
+ vec3 color = vec3(texture2DRect(RenderTexture, vary_texcoord0.st));
gl_FragColor = vec4(1.0 - color, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
index df08fce0da..6b9c629644 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
@@ -24,6 +24,9 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -40,18 +43,18 @@ void main()
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 69f4d4ae45..f183b885d1 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -28,12 +28,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
-attribute vec2 texcoord1;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
void calcAtmospherics(vec3 inPositionEye);
@@ -68,15 +74,15 @@ void main()
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
- gl_FrontColor = color;
+ vertex_color = color;
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
index 90468b45a2..9f1c4797c9 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -40,18 +42,18 @@ void main()
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
/// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
outColor = applyWaterFog(outColor);
gl_FragColor = outColor;
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
index f947aa4be1..e4b6402a8c 100644
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
@@ -48,9 +48,9 @@ uniform float waterFogKS;
uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index dc543b2231..0de77e6fe0 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -47,9 +47,9 @@ uniform float blurMultiplier;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
index 4c05329065..ea17e42fab 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
@@ -30,9 +30,12 @@ uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
index 0de909353e..155d0756be 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -33,9 +33,12 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index d12d88f1c5..43970015c5 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -23,14 +23,15 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
index 8c7713c08d..c6583a54df 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
@@ -29,9 +29,12 @@ uniform float maximum_alpha;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
index f03b1fdc74..ba2e8608f1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -23,14 +23,15 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index 89468b9665..76f468d914 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -31,9 +31,12 @@ vec3 fullbrightScaleSoftClip(vec3 light);
uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
index a909ff608a..e88bf7f0ab 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -32,7 +33,7 @@ uniform sampler2D diffuseMap;
void fullbright_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
index d2bc912edb..045fc5276d 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -32,17 +34,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
index af73168c13..93b14ad692 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -23,7 +23,9 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -33,17 +35,17 @@ vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_shiny_lighting()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
index e9dab85095..ffc91d9ee1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
@@ -23,7 +23,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -33,15 +35,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
index e0a7986705..3f582d3228 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -23,7 +23,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -34,15 +36,15 @@ vec4 applyWaterFog(vec4 color);
void fullbright_shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = fullbrightShinyAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
index e5998b77a9..fb2b642022 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -31,9 +31,12 @@ vec4 diffuseLookup(vec2 texcoord);
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
index 20ff3712af..258cad3cfe 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 diffuseLookup(vec2 texcoord);
@@ -32,7 +33,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
index 3fdd110f7d..3f2802cbb8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;
vec3 fullbrightAtmosTransport(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
index 01b89019b1..23700fa1b0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -24,6 +24,8 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
color.rgb = fullbrightAtmosTransport(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
index d419c2d116..09f02b9288 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
@@ -23,7 +23,8 @@
* $/LicenseInfo$
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +33,7 @@ vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
index ba4cd949d6..66a2462b88 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -34,16 +36,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
index 3b30ebf6f1..477408f5af 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
@@ -23,8 +23,9 @@
* $/LicenseInfo$
*/
-
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
uniform sampler2D diffuseMap;
@@ -35,16 +36,16 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
index c451e68763..6df8641b47 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform samplerCube environmentMap;
@@ -33,14 +35,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
index eeb997fb5f..fce717d93a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
-
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
@@ -34,14 +36,14 @@ vec4 applyWaterFog(vec4 color);
void shiny_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);
- color.rgb *= gl_Color.rgb;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
- vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
- color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
color.rgb = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
+ color.a = max(color.a, vertex_color.a);
gl_FragColor = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
index 072dcaa6b6..4658b46a38 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
@@ -29,9 +29,12 @@ uniform float maximum_alpha;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index 2df34da4b4..0db9253cd1 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -31,9 +31,12 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha || color.a > maximum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
index ae7be4d231..a691d4f54a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -24,13 +24,15 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
index 5a86dad827..6f5d6cd1c8 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
@@ -24,6 +24,8 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
@@ -32,7 +34,7 @@ vec4 applyWaterFog(vec4 color);
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
color.rgb = atmosLighting(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
index b9eff87a13..ef97e4f781 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
@@ -34,12 +34,17 @@ void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
-varying float vary_texture_index;
+VARYING float vary_texture_index;
-attribute vec4 position;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+VARYING float fog_depth;
void main()
{
@@ -52,12 +57,12 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
index b7f7af7885..2fd22cee9d 100644
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
@@ -27,15 +27,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -44,11 +47,11 @@ void main()
vary_texture_index = position.w;
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
calcAtmospherics(pos.xyz);
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index 4511c4bc91..472ff219e5 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -29,16 +29,21 @@ uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING float fog_depth;
uniform vec4 origin;
@@ -53,12 +58,12 @@ void main()
vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0,0,1);
- gl_TexCoord[1] = texture_matrix1*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
index 5f78495ae3..6799e43b9a 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl
@@ -28,10 +28,14 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -42,7 +46,7 @@ void main()
vec4 vert = vec4(position.xyz,1.0);
gl_Position = modelview_projection_matrix*vert;
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
vec4 pos = (modelview_matrix * vert);
@@ -51,7 +55,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
index 91ee5e016e..144336417e 100644
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
@@ -28,15 +28,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-attribute vec4 position;
-attribute vec2 texcoord0;
-attribute vec3 normal;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec4 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-varying float vary_texture_index;
+VARYING float vary_texture_index;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING float fog_depth;
void main()
{
@@ -45,7 +48,7 @@ void main()
vary_texture_index = position.w;
vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- gl_TexCoord[0] = texture_matrix0 * vec4(texcoord0, 0, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
@@ -54,7 +57,7 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- gl_FrontColor = color;
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+ fog_depth = pos.z;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index be990c1757..6a83be1426 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -25,7 +25,7 @@
-// varying param funcs
+// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,8 +34,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//varying vec4 vary_CloudUVs;
-//varying float vary_CloudDensity;
+//VARYING vec4 vary_CloudUVs;
+//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index a98c04b259..08814b49d8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -25,12 +25,12 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AmblitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 7c3cb88b3c..514f009add 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -25,12 +25,12 @@
-varying vec3 vary_PositionEye;
+VARYING vec3 vary_PositionEye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AmblitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
vec3 getPositionEye()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index b90cec119b..ea60d1df6c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -29,9 +29,13 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
@@ -50,14 +54,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 67b5e7fb83..c5bb52169c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -25,17 +25,21 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -64,7 +68,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
@@ -163,17 +167,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = vec4(texcoord0,0,1);
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index ac569e8257..5c9ee5fd63 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -29,7 +29,7 @@
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 50fdba64c2..b768cc9cf3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -25,15 +25,16 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
+VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -61,7 +62,7 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index c10635c898..9a14d496e9 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -25,10 +25,13 @@
uniform mat4 projection_matrix;
-attribute vec3 position;
-attribute vec3 normal;
-attribute vec2 texcoord0;
-attribute vec4 clothing;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 clothing;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -43,7 +46,7 @@ const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963);
void main()
{
- gl_TexCoord[0] = vec4(texcoord0,0,1);
+ vary_texcoord0 = texcoord0;
vec4 pos;
mat4 trans = getSkinnedTransform();
@@ -123,11 +126,11 @@ void main()
calcAtmospherics(pos.xyz);
vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.0));
- gl_FrontColor = color;
+ vertex_color = color;
gl_Position = projection_matrix * pos;
- gl_TexCoord[2] = vec4(pos.xyz, 1.0);
+ vary_texcoord2 = vec4(pos.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
index 616ea5fe9e..eb9256b41b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
@@ -35,7 +35,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
index 5e75aec171..380d5207c3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
index 95913a502c..ba1d29b044 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
@@ -42,7 +42,7 @@ uniform sampler2D depthGIMap;
uniform sampler2D lightFunc;
// Inputs
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
index 7c55fcc286..e3d5fdcf10 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
@@ -32,7 +32,7 @@ uniform sampler2D bloomMap;
uniform sampler2DRect edgeMap;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
index 969b6e2f1c..60eca06d35 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
@@ -25,10 +25,10 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
index 2766691bd0..8272dbf31b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
@@ -25,12 +25,13 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec4 diffuse_color;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
@@ -44,5 +45,5 @@ void main()
vec4 tex = vec4(texcoord0,0,1);
tex.w = 1.0;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
index 13517a26ba..7c290fc993 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
@@ -30,7 +30,7 @@
uniform sampler2DRect lightMap;
uniform sampler2DRect diffuseRect;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
float i = texture2DRect(lightMap, vary_fragcoord.xy).r;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
index d0205fa824..062875e72f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
@@ -25,12 +25,13 @@
uniform mat4 modelview_projection_matrix;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
-attribute vec3 position;
-attribute vec4 diffuse_color;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
void main()
{
@@ -40,5 +41,5 @@ void main()
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- gl_FrontColor = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
index 0364da6258..662f5fb6be 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
@@ -53,7 +53,7 @@ uniform float gi_luminance;
uniform vec4 sunlight_color;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
index 2d7fa22edc..0049d8ea78 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
index 009b5cc743..ecab3baeee 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
@@ -40,7 +40,7 @@ uniform float kern_scale;
uniform float gi_edge_weight;
uniform float gi_blur_brightness;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
index e9c6f3e27b..6d590c8051 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
@@ -25,9 +25,9 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
+ATTRIBUTE vec3 position;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 1c02adea89..664cec64c3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -65,8 +65,8 @@ uniform sampler2DRect depthMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec4 vary_light;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
index 8e405de9a3..682508aaf3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -25,13 +25,13 @@
uniform mat4 modelview_projection_matrix;
-attribute vec3 position;
-attribute vec2 texcoord0;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec4 vary_light;
+VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
index 56a149523e..80e08e8270 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
@@ -24,15 +24,17 @@
*/
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 3ba4a89686..cac8439eb8 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -316,13 +316,12 @@ void LLDrawPoolTerrain::renderFullShader()
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
+
+ shader->uniform4fv("object_plane_s", 1, tp0.mV);
+ shader->uniform4fv("object_plane_t", 1, tp1.mV);
- glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
- glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);