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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl89
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl57
3 files changed, 154 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 6e5cc69e39..aaf1e5e572 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -31,9 +31,6 @@ out vec4 frag_data[3];
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-uniform sampler2D specularMap;
-uniform float env_intensity;
-uniform vec4 specular_color;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
@@ -45,17 +42,15 @@ VARYING vec2 vary_texcoord0;
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
- vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
- vec4 norm = texture2D(bumpMap, vary_texcoord0.xy);
- norm.xyz = norm.xyz * 2 - 1;
+ vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
-
- frag_data[0] = vec4(col * (1 - spec.a * env_intensity), 0);
- frag_data[1] = vec4(spec.xyz * specular_color.xyz, specular_color.a * norm.a); // spec
+ vec3 tnorm = vec3(dot(norm,vary_mat0),
+ dot(norm,vary_mat1),
+ dot(norm,vary_mat2));
+
+ frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, spec.a * env_intensity);
+ frag_data[2] = vec4(nvn.xyz * 0.5 + 0.5, vertex_color.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
new file mode 100644
index 0000000000..4f7fc6a411
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -0,0 +1,89 @@
+/**
+ * @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.
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
new file mode 100644
index 0000000000..c8d38bb8f7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file bumpV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 binormal;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 n = normalize(normal_matrix * normal);
+ vec3 b = normalize(normal_matrix * binormal);
+ vec3 t = cross(b, n);
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
+
+ vertex_color = diffuse_color;
+}