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diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
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+/**
+ * @file materialF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform sampler2D bumpMap;
+
+uniform sampler2D specularMap;
+uniform float env_intensity;
+uniform vec4 specular_color;
+
+#ifdef ALPHA_TEST
+uniform float minimum_alpha;
+#endif
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+
+ #ifdef ALPHA_TEST
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+ #endif
+
+ vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
+
+ vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
+
+ norm.xyz = norm.xyz * 2 - 1;
+
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
+
+ vec4 final_color = col;
+ final_color.rgb *= 1 - spec.a * env_intensity;
+
+ #ifndef EMISSIVE_MASK
+ final_color.a = 0;
+ #endif
+
+ vec4 final_specular = spec;
+ final_specular.rgb *= specular_color.rgb;
+ final_specular.a = specular_color.a * norm.a;
+
+ vec4 final_normal = vec4(normalize(tnorm), spec.a * env_intensity);
+ final_normal.xyz = final_normal.xyz * 0.5 + 0.5;
+
+ frag_data[0] = final_color;
+ frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = final_normal; // XYZ = Normal. W = Env. intensity.
+}