diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 12 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 10 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 5 | 
3 files changed, 3 insertions, 24 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 20dc03d7a5..15408b3475 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -53,9 +53,7 @@ VARYING vec3 vary_position;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; -#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; -#endif  uniform mat4 proj_mat;  uniform mat4 inv_proj; @@ -191,12 +189,9 @@ void main()      color.rgb = diffuse_srgb.rgb;      color.a = 1.0; -#ifdef USE_VERTEX_COLOR      float final_alpha = diffuse_srgb.a * vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; -#else -    float final_alpha = diffuse_srgb.a; -#endif +    diffuse_linear.rgb *= vertex_color.rgb;      // Insure we don't pollute depth with invis pixels in impostor rendering      // @@ -206,12 +201,9 @@ void main()      }  #else -#ifdef USE_VERTEX_COLOR      float final_alpha = diffuse_linear.a * vertex_color.a; +    diffuse_srgb.rgb *= vertex_color.rgb;      diffuse_linear.rgb *= vertex_color.rgb; -#else -    float final_alpha = diffuse_linear.a; -#endif      vec3 sunlit;      vec3 amblit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 506118d381..619c4e9738 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -40,11 +40,7 @@ void passTextureIndex();  #endif  ATTRIBUTE vec3 normal; - -#ifdef USE_VERTEX_COLOR  ATTRIBUTE vec4 diffuse_color; -#endif -  ATTRIBUTE vec2 texcoord0;  #ifdef HAS_SKIN @@ -57,11 +53,7 @@ mat4 getSkinnedTransform();  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position; - -#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; -#endif -  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; @@ -118,9 +110,7 @@ void main()  	vary_norm = norm;  	vary_position = pos.xyz; -#ifdef USE_VERTEX_COLOR  	vertex_color = diffuse_color; -#endif  #ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 55973aac2c..bd8064999f 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1483,7 +1483,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedAlphaProgram.clearPermutations();  		gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");  		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); -		gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); +  		if (use_sun_shadow)  		{  			gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1"); @@ -1955,7 +1955,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          {              gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");          } -        gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");          if (ambient_kill)          { @@ -2010,7 +2009,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAlphaImpostorProgram.clearPermutations();          gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); -        gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");          gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");          if (use_sun_shadow) @@ -2060,7 +2058,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaWaterProgram.clearPermutations();  		gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");  		gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1"); -		gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");  		if (use_sun_shadow)  		{  			gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1"); | 
