diff options
7 files changed, 20 insertions, 31 deletions
| diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 84b2bde206..eb5c9cc5c0 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8072,7 +8072,7 @@        <key>Type</key>        <string>Boolean</string>        <key>Value</key> -      <integer>1</integer> +      <integer>0</integer>      </map>    <key>RenderDebugNormalScale</key>    <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 94ce8a658a..495ed33e9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,16 +35,10 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap; -  #if INDEX_MODE != INDEXED  uniform sampler2D diffuseMap;  #endif -#if INDEX_MODE == INDEXED -vec4 diffuseLookup(vec2 texcoord); -#endif -  uniform vec2 screen_res;  vec3 atmosLighting(vec3 light); @@ -57,27 +51,16 @@ VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; -VARYING mat3 vary_rotation;  #if INDEX_MODE != NON_INDEXED_NO_COLOR  VARYING vec4 vertex_color;  #endif -uniform mat4 inv_proj; -  uniform vec4 light_position[8];  uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -uniform samplerCube environmentMap; -uniform mat3 env_mat; - -uniform vec4 specular_color; - - -uniform float shadow_offset; -  vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 76277069d5..4c26621a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -38,7 +38,9 @@ ATTRIBUTE vec3 position;  void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR  ATTRIBUTE vec4 diffuse_color; +#endif  ATTRIBUTE vec2 texcoord0;  #if HAS_SKIN @@ -72,8 +74,6 @@ VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm;  uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; @@ -162,9 +162,13 @@ void main()  #endif  	vary_norm = norm; -	 +	vary_position = pos.xyz; +  	calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR +	vec4 diffuse_color = vec4(1,1,1,1); +#endif  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index c765962352..76a045a3bb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -56,10 +56,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm; -VARYING mat3 vary_rotation;  #if INDEX_MODE != NON_INDEXED_NO_COLOR  VARYING vec4 vertex_color; @@ -69,15 +66,11 @@ uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip;  uniform float shadow_bias; -uniform mat4 inv_proj; -  uniform vec4 light_position[8];  uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -uniform vec4 specular_color; -  vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 63953b37bf..44abbdfe54 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -38,7 +38,9 @@ ATTRIBUTE vec3 position;  void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR  ATTRIBUTE vec4 diffuse_color; +#endif  ATTRIBUTE vec2 texcoord0;  #if HAS_SKIN @@ -167,6 +169,10 @@ void main()  	calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR +	vec4 diffuse_color = vec4(1,1,1,1); +#endif +  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index e9895a6e10..fe058cf094 100644 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -484,7 +484,7 @@ void LLDrawable::makeActive()  	}  	llassert(isAvatar() || isRoot() || mParent->isActive()); -	} +}  void LLDrawable::makeStatic(BOOL warning_enabled) diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 2442e04a42..499f6a848c 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1588,8 +1588,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;  		gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;  		gDeferredAvatarAlphaProgram.mShaderFiles.clear(); -		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB)); -		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); +		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); +		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); +		gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3"); +		gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0"); +		gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");  		gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); | 
