diff options
5 files changed, 29 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index e8cbf318a1..057c0a1ec9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -37,11 +37,11 @@ out vec4 frag_color;  uniform sampler2DRect depthMap; -#if INDEX_MODE != INDEXED +#if !INDEX_MODE || INDEX_MODE_NO_COLOR  uniform sampler2D diffuseMap;  #endif -#if INDEX_MODE == INDEXED +#if INDEX_MODE  vec4 diffuseLookup(vec2 texcoord);  #endif @@ -61,7 +61,7 @@ VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm;  VARYING mat3 vary_rotation; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  VARYING vec4 vertex_color;  #endif @@ -124,13 +124,13 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -#if INDEX_MODE == INDEXED +#if INDEX_MODE  	vec4 diff= diffuseLookup(vary_texcoord0.xy);  #else  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if INDEX_MODE_NO_COLOR  	float vertex_color_alpha = 1.0;  #else  	float vertex_color_alpha = vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index e6b63657e6..7506123a94 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED +#if INDEX_MODE  void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; @@ -53,7 +53,7 @@ mat4 getSkinnedTransform();  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -float calcDirectionalLight(vec3 n, vec3 l); +vec3 calcDirectionalLight(vec3 n, vec3 l);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -66,7 +66,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  VARYING vec4 vertex_color;  #endif @@ -86,13 +86,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = max(dot(n,l),0.0); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -119,14 +119,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(dot(n, lv), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main()  {  	vec4 pos;  	vec3 norm; -	  	//transform vertex  #if HAS_SKIN  	mat4 trans = getObjectSkinnedTransform(); @@ -159,9 +158,10 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif +  	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;  	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#if INDEX_MODE == INDEXED +#if INDEX_MODE  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  #else @@ -190,13 +190,14 @@ void main()  	col.rgb = vec3(0,0,0);  	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = atmosAmbient(col.rgb);  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = atmosAffectDirectionalLight(1); + +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	col.rgb = col.rgb*diffuse_color.rgb; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  	vertex_color = col;  #endif @@ -208,5 +209,5 @@ void main()  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #endif -	 +  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 69bcca88b5..e2fd52b8ad 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;  uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap; -#if INDEX_MODE != INDEXED +#if !INDEX_MODE || INDEX_MODE_NO_COLOR  uniform sampler2D diffuseMap;  #endif @@ -62,7 +62,7 @@ VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm;  VARYING mat3 vary_rotation; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  VARYING vec4 vertex_color;  #endif @@ -210,13 +210,13 @@ void main()  	}  	vec4 diff; -#if INDEX_MODE == INDEXED	 +#if INDEX_MODE  	diff = diffuseLookup(vary_texcoord0.xy);  #else  	diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#if INDEX_MODE_NO_COLOR  	float vertex_color_alpha = 1.0;  #else  	float vertex_color_alpha = vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5f2961c90e..7c71e605c7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED +#if INDEX_MODE  void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; @@ -67,7 +67,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  VARYING vec4 vertex_color;  #endif @@ -162,7 +162,7 @@ void main()  #endif  	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;  	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#if INDEX_MODE == INDEXED +#if INDEX_MODE  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  #else @@ -198,7 +198,7 @@ void main()  	col.rgb = col.rgb*diffuse_color.rgb; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#if !INDEX_MODE_NO_COLOR  	vertex_color = col;  #endif diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index c7e422139d..92533f64ab 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1221,7 +1221,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; -		gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2"); +		gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "0"); +		gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE_NO_COLOR", "0");  		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");  		gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");  		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);  | 
