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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl4
5 files changed, 19 insertions, 42 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 111e88c6e9..5faa94fb03 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -45,6 +45,7 @@ uniform sampler2D diffuseMap;
#endif
uniform vec2 screen_res;
+uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -66,7 +67,6 @@ VARYING vec4 vertex_color;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
-uniform vec2 shadow_res;
uniform float shadow_bias;
uniform mat4 inv_proj;
@@ -84,7 +84,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
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;
@@ -111,7 +111,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
@@ -204,10 +204,11 @@ void main()
shadow = 1.0;
}
-#if INDEX_MODE == INDEXED
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff;
+#if INDEX_MODE == INDEXED
+ diff = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#if INDEX_MODE == NON_INDEXED_NO_COLOR
@@ -216,7 +217,7 @@ void main()
float vertex_color_alpha = vertex_color.a;
#endif
- vec3 normal = vary_norm;
+ vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
@@ -228,11 +229,10 @@ void main()
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- vec3 light_col = vec3(0,0,0);
+ col = vec4(0,0,0,0);
-#ifdef MAC_GEFORCE_HACK
#define LIGHT_LOOP(i) \
- 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);
+ col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -241,14 +241,8 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#else
- for (int i = 2; i < 8; i++)
- {
- 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;
+ color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
frag_color = vec4(1,0,1,1);
//frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 39a5a9894d..9670d59399 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
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;
@@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
vec4 getPosition(vec2 pos_screen)
@@ -217,7 +217,6 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if 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);
@@ -228,12 +227,6 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#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);
- }
-#endif
color.rgb += diff.rgb * vary_pointlight_col * light_col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 566aefea6a..fae279fba0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -72,7 +72,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
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;
@@ -99,7 +99,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(pow(dot(n, lv), 0.7), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
vec4 getPosition(vec2 pos_screen)
@@ -224,8 +224,7 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
vec3 light_col = vec3(0,0,0);
-#if MAC_GEFORCE_HACK
- #define LIGHT_LOOP(i)
+ #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_LOOP(1)
@@ -235,12 +234,7 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#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);
- }
-#endif
+
color.rgb += diff.rgb * vary_pointlight_col * light_col;
frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index b3ab8fd510..90b6856c5c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -213,9 +213,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = da * dist_atten * noise;
-
- lit = pow(lit, 0.7);
+ lit = pow(da,0.7) * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 43fc5dbc5e..5fd6f0afb7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -214,9 +214,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = da * dist_atten * noise;
-
- lit = pow(lit, 0.7);
+ lit = pow(da, 0.7) * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;