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, 8 insertions, 17 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 50b43f6a8d..84e83d4c8b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,14 +60,10 @@ VARYING vec3 vary_ambient;  VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; +VARYING vec4 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];  @@ -216,7 +212,7 @@ void main()  	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));  #ifdef USE_VERTEX_COLOR -	float vertex_color_alpha = vertex_color.a;	 +	float vertex_color_alpha = vary_pointlight_col.a;	  #else  	float vertex_color_alpha = 1.0;  #endif @@ -225,7 +221,7 @@ void main()  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l) * 2.6; -	dlight = dlight * vary_directional.rgb * vary_pointlight_col; +	dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;  #if HAS_SHADOW  	vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); @@ -250,7 +246,7 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * vary_pointlight_col * col.rgb; +	color.rgb += diff.rgb * vary_pointlight_col.rgb * 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 77d02b36ff..9cc2eb0cf3 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -69,11 +69,8 @@ VARYING vec3 vary_ambient;  VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; +VARYING vec4 vary_pointlight_col; -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif  VARYING vec2 vary_texcoord0; @@ -186,9 +183,9 @@ void main() -	vary_pointlight_col = diff; +	vary_pointlight_col.rgb = diff; +	vary_pointlight_col.a = vertex_color.a; -	  	col.rgb = vec3(0,0,0);  	// Add windlight lights @@ -200,9 +197,7 @@ 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); | 
