diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
12 files changed, 23 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 3f90600ace..0fa0edfd67 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -41,7 +41,7 @@ void main() vec4 p = projection_matrix * vec4(pos, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) p.z = max(p.z, -p.w+0.01); gl_Position = p; #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 8e46425ea8..50020a50d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -41,7 +41,7 @@ void main() { frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index bde1ad4e9f..91b25613e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -53,7 +53,7 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl index fa6926b007..d93baa03c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -55,7 +55,7 @@ uniform vec3 sun_dir; uniform float sun_size; uniform float far_z; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -114,7 +114,7 @@ void main() frag_color = vec4(alpha1, alpha1, alpha1, 1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl index cb27b2c2c5..effb070f93 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -49,7 +49,7 @@ void main() pos = modelview_projection_matrix * pre_pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl index 12bc690553..44f2a73e1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -49,7 +49,7 @@ void main() frag_color = vec4(alpha, alpha, alpha, 1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl index 11411a605c..f45c343066 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -52,7 +52,7 @@ void main() pos_w = pos.w; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index ae1b19a35c..1791d3e315 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -62,7 +62,7 @@ void main() frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 11411a605c..f45c343066 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -52,7 +52,7 @@ void main() pos_w = pos.w; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index ef153dfc5b..0e74d2eb8a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -40,7 +40,7 @@ void main() vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 242aef821d..22d42d38c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -31,7 +31,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -39,7 +39,7 @@ void main() { frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index cc77a4cea0..41a89fb8b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING vec4 post_pos; #endif @@ -36,7 +36,7 @@ void main() //transform vertex vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); |