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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl66
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
-
}