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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.glsl67
1 files changed, 52 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index eff94b143a..00717cd6a9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -25,6 +25,10 @@
#extension GL_ARB_texture_rectangle : enable
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -33,7 +37,13 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
+#if INDEX_MODE != INDEXED
+uniform sampler2D diffuseMap;
+#endif
+
+#if INDEX_MODE == INDEXED
vec4 diffuseLookup(vec2 texcoord);
+#endif
uniform vec2 screen_res;
@@ -45,11 +55,16 @@ VARYING vec3 vary_directional;
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;
-VARYING vec2 vary_texcoord0;
+#endif
-VARYING vec3 vary_norm;
uniform mat4 inv_proj;
uniform vec4 light_position[8];
@@ -57,13 +72,19 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
uniform float shadow_offset;
-float calcDirectionalLight(vec3 n, vec3 l)
+vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return a;
+ 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)
@@ -103,14 +124,29 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
- vec4 diff= diffuseLookup(vary_texcoord0.xy);
+#if INDEX_MODE == INDEXED
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
- vec3 n = vary_norm;
+#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;
+ 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(n, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+ vec3 dlight = calcDirectionalLight(normal, l);
+ dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
+ vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -118,10 +154,10 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], 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)
@@ -132,9 +168,10 @@ void main()
#else
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ 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;
frag_color = color;