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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl2
5 files changed, 13 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 4cca287356..c012efa056 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -51,19 +51,6 @@ VARYING vec2 vary_texcoord0;
uniform mat4 inv_proj;
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 46d42d2a4a..c1fb7b55d4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -37,7 +37,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
+ float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
if (alpha < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 6a3cba771b..7d3b06c56e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -34,15 +34,18 @@ VARYING vec4 post_pos;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+void passTextureIndex();
+
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
post_pos = pos;
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+ passTextureIndex();
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 60952ea38e..51110ae4df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -35,7 +35,6 @@ uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -60,9 +59,7 @@ uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
+uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
@@ -279,8 +276,7 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
+
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,6 +305,11 @@ void main()
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib);
col += spec_contrib;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ max(spec.a-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index e014e53d25..5522e6c41d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -52,7 +52,7 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
gl_FragData[0] = vec4(outColor.rgb, 0.0);
- gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
+ gl_FragData[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}