diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 13 | 
1 files changed, 3 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 69bcca88b5..5faa94fb03 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -39,7 +39,6 @@ uniform sampler2DShadow shadowMap0;  uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2;  uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap;  #if INDEX_MODE != INDEXED  uniform sampler2D diffuseMap; @@ -77,10 +76,6 @@ 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) @@ -223,10 +218,7 @@ void main()  #endif  	vec3 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(normal, l);  	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; @@ -252,6 +244,7 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col * col.rgb; -	frag_color = color; +	frag_color = vec4(1,0,1,1); +	//frag_color = color;  } | 
