diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 66 |
1 files changed, 27 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 45f3946467..dc4dd5d5e9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,6 +23,10 @@ * $/LicenseInfo$ */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 projection_matrix; @@ -30,24 +34,20 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#ifdef INDEX_MODE +#if INDEX_MODE == INDEXED void passTextureIndex(); #endif ATTRIBUTE vec3 normal; +#if INDEX_MODE != NON_INDEXED_NO_COLOR ATTRIBUTE vec4 diffuse_color; +#endif ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; - -#ifdef HAS_SKIN +#if HAS_SKIN mat4 getObjectSkinnedTransform(); -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN mat4 getSkinnedTransform(); #endif -#endif vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -65,16 +65,13 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; VARYING vec3 vary_norm; -VARYING mat3 vary_rotation; uniform float near_clip; uniform float shadow_offset; @@ -127,7 +124,7 @@ void main() vec3 norm; //transform vertex -#ifdef HAS_SKIN +#if HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -137,8 +134,7 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -159,11 +155,8 @@ void main() pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#endif - - vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; - vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; -#ifdef INDEX_MODE + +#if INDEX_MODE == INDEXED passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -174,44 +167,39 @@ void main() float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - vec3 n = norm; - vec3 b = normalize(normal_matrix * binormal); - vec3 t = cross(b, n); - - vary_rotation[0] = vec3(t.x, b.x, n.x); - vary_rotation[1] = vec3(t.y, b.y, n.y); - vary_rotation[2] = vec3(t.z, b.z, n.z); - calcAtmospherics(pos.xyz); +#if INDEX_MODE == NON_INDEXED_NO_COLOR + vec4 diffuse_color = vec4(1,1,1,1); +#endif + //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vary_pointlight_col = diffuse_color.rgb; + vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); + + vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights col.rgb = atmosAmbient(col.rgb); - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1.0f); + vary_directional.rgb = atmosAffectDirectionalLight(1); + vary_ambient = col.rgb*dff; - col.rgb = col.rgb*diffuse_color.rgb; + col.rgb = col.rgb*dff; -#ifdef INDEX_MODE_USE_COLOR +#if INDEX_MODE != NON_INDEXED_NO_COLOR vertex_color = col; #endif -#ifdef HAS_SKIN +#if HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else -#ifdef IS_AVATAR_SKIN +#elif IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif -#endif - } |