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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.glsl46
1 files changed, 13 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index aa0e73d058..97767964f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -39,10 +39,6 @@ out vec4 frag_color;
uniform sampler2D diffuseMap;
#endif
-#if INDEX_MODE == INDEXED
-vec4 diffuseLookup(vec2 texcoord);
-#endif
-
uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
@@ -54,34 +50,24 @@ 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;
#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 vec4 specular_color;
-
-
-uniform float shadow_offset;
-
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
+ float a = max(dot(n,l),0.0);
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;
@@ -105,10 +91,10 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
+ da *= max(dot(n, lv), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -123,18 +109,18 @@ void main()
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
- diff.rgb = pow(diff.rgb, vec3(2.2));
+
#if INDEX_MODE == NON_INDEXED_NO_COLOR
float vertex_color_alpha = 1.0;
#else
float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = vary_norm;
+ vec3 normal = vary_norm;
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;
@@ -142,12 +128,11 @@ 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)
@@ -155,14 +140,9 @@ 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;
}