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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl64
1 files changed, 51 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 1a25ea97b7..486e806434 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -25,25 +25,27 @@
#extension GL_ARB_texture_rectangle : enable
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
+#if INDEX_MODE != INDEXED
+uniform sampler2D diffuseMap;
+#endif
+
uniform vec2 screen_res;
-uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -53,8 +55,19 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
+VARYING mat3 vary_rotation;
+#if INDEX_MODE != NON_INDEXED_NO_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -64,6 +77,12 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
+uniform sampler2D bumpMap;
+uniform samplerCube environmentMap;
+uniform mat3 env_mat;
+
+uniform vec4 specular_color;
+
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = pow(max(dot(n,l),0.0), 0.7);
@@ -189,13 +208,31 @@ void main()
{
shadow = 1.0;
}
- vec3 n = vary_norm;
+
+#if INDEX_MODE == INDEXED
+
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#if INDEX_MODE == NON_INDEXED_NO_COLOR
+ float vertex_color_alpha = 1.0;
+#else
+ float vertex_color_alpha = vertex_color.a;
+#endif
+
+ vec3 normal = vary_norm;
+ normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
+ normal = vec3(dot(normal.xyz, vary_rotation[0]),
+ dot(normal.xyz, vary_rotation[1]),
+ dot(normal.xyz, vary_rotation[2]));
+
vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
+ vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a);
+ vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -203,9 +240,9 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
+#ifdef MAC_GEFORCE_HACK
#define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -217,9 +254,10 @@ void main()
#else
for (int i = 2; i < 8; i++)
{
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
}
#endif
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;