diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 61 |
1 files changed, 20 insertions, 41 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 71e8e430e5..a4b4cd51e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -34,30 +34,25 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#ifdef INDEX_MODE +#if INDEX_MODE == INDEXED void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; -#ifdef HAS_SKIN +#if HAS_SKIN mat4 getObjectSkinnedTransform(); -#else - -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif -#endif - vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); -vec3 calcDirectionalLight(vec3 n, vec3 l); +float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -70,20 +65,15 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -130,8 +120,9 @@ void main() { vec4 pos; vec3 norm; + //transform vertex -#ifdef HAS_SKIN +#if HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -141,8 +132,7 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -163,12 +153,8 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#endif - - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; - -#ifdef INDEX_MODE + +#if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -176,19 +162,13 @@ void main() #endif vary_norm = norm; - float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); - vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - - vec3 n = norm; - vec3 b = normalize(normal_matrix * binormal); - vec3 t = cross(b, n); - - vary_rotation[0] = vec3(t.x, b.x, n.x); - vary_rotation[1] = vec3(t.y, b.y, n.y); - vary_rotation[2] = vec3(t.z, b.z, n.z); + 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); @@ -204,18 +184,17 @@ void main() vary_directional.rgb = atmosAffectDirectionalLight(1.0f); col.rgb = col.rgb*diffuse_color.rgb; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; #endif -#ifdef HAS_SKIN +#if HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif -#endif + } |