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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl32
1 files changed, 12 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 00717cd6a9..e8cbf318a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -83,11 +83,11 @@ uniform float shadow_offset;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
+ float a = pow(max(dot(n,l),0.0), 0.7);
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;
@@ -114,7 +114,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -125,7 +125,7 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
#if INDEX_MODE == INDEXED
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff= diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
@@ -136,15 +136,14 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = vary_norm;
- normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
normal = vec3(dot(normal.xyz, vary_rotation[0]),
dot(normal.xyz, vary_rotation[1]),
dot(normal.xyz, vary_rotation[2]));
-
+
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
@@ -152,12 +151,11 @@ void main()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- vec3 light_col = vec3(0,0,0);
+ col = vec4(0,0,0,0);
+
+ #define LIGHT_LOOP(i) \
+ col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-#ifdef MAC_GEFORCE_HACK
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
@@ -165,14 +163,8 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#else
- for (int i = 2; i < 8; i++)
- {
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
- }
-#endif
- color.rgb += diff.rgb * vary_pointlight_col * light_col;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = color;
}