diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 19 | 
1 files changed, 10 insertions, 9 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index e6b63657e6..b9cd611105 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -53,7 +53,7 @@ mat4 getSkinnedTransform();  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -float calcDirectionalLight(vec3 n, vec3 l); +vec3 calcDirectionalLight(vec3 n, vec3 l);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -86,13 +86,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = max(dot(n,l),0.0); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -119,14 +119,13 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(dot(n, lv), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main()  {  	vec4 pos;  	vec3 norm; -	  	//transform vertex  #if HAS_SKIN  	mat4 trans = getObjectSkinnedTransform(); @@ -159,6 +158,7 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif +  	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;  	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;  #if INDEX_MODE == INDEXED @@ -190,10 +190,11 @@ void main()  	col.rgb = vec3(0,0,0);  	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = atmosAmbient(col.rgb);  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = atmosAffectDirectionalLight(1); + +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	col.rgb = col.rgb*diffuse_color.rgb;  #if INDEX_MODE != NON_INDEXED_NO_COLOR @@ -208,5 +209,5 @@ void main()  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #endif -	 +  } | 
