diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 12 | ||||
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 13 | 
2 files changed, 17 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 84e83d4c8b..50b43f6a8d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,10 +60,14 @@ VARYING vec3 vary_ambient;  VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position; -VARYING vec4 vary_pointlight_col; +VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; +#endif +  uniform vec4 light_position[8];  uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];  @@ -212,7 +216,7 @@ void main()  	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));  #ifdef USE_VERTEX_COLOR -	float vertex_color_alpha = vary_pointlight_col.a;	 +	float vertex_color_alpha = vertex_color.a;	  #else  	float vertex_color_alpha = 1.0;  #endif @@ -221,7 +225,7 @@ void main()  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l) * 2.6; -	dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb; +	dlight = dlight * vary_directional.rgb * vary_pointlight_col;  #if HAS_SHADOW  	vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); @@ -246,7 +250,7 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb; +	color.rgb += diff.rgb * vary_pointlight_col * col.rgb;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index dc497e063b..77d02b36ff 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -69,8 +69,11 @@ VARYING vec3 vary_ambient;  VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position; -VARYING vec4 vary_pointlight_col; +VARYING vec3 vary_pointlight_col; +#ifdef USE_VERTEX_COLOR +VARYING vec4 vertex_color; +#endif  VARYING vec2 vary_texcoord0; @@ -183,9 +186,9 @@ void main() -	vary_pointlight_col.rgb = diff; -	vary_pointlight_col.a = col.a; +	vary_pointlight_col = diff; +	  	col.rgb = vec3(0,0,0);  	// Add windlight lights @@ -197,7 +200,9 @@ void main()  	col.rgb = col.rgb*diff.rgb; - +#ifdef USE_VERTEX_COLOR +	vertex_color = col; +#endif  #ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); | 
