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path: root/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl77
1 files changed, 0 insertions, 77 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
deleted file mode 100644
index 21ddc2fad8..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,77 +0,0 @@
-/**
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-varying vec4 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-
-void main()
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
- norm = normalize(norm);
-
- gl_Position = gl_ProjectionMatrix * pos;
- vary_position = pos;
- vary_normal = norm;
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
-
- // Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
-
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
-
- gl_FrontColor = col;
-
- gl_FogFragCoord = pos.z;
-
-}
-
-