diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 29 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 60 | 
2 files changed, 49 insertions, 40 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index db58c19057..73c85c0419 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,10 +25,6 @@  #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 @@ -40,7 +36,7 @@ uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2;  uniform sampler2DShadow shadowMap3; -#if INDEX_MODE != INDEXED +#ifdef USE_DIFFUSE_TEX  uniform sampler2D diffuseMap;  #endif @@ -58,7 +54,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color;  #endif @@ -198,20 +194,23 @@ void main()  	}  	vec4 diff; -#if INDEX_MODE == INDEXED	 + +#ifdef USE_INDEXED_TEX  	diff = diffuseLookup(vary_texcoord0.xy); -#else +#endif + +#ifdef USE_DIFFUSE_TEX  	diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif -	diff.rgb = pow(diff.rgb, vec3(2.2)); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); +  	float vertex_color_alpha = 1.0; -#else -	float vertex_color_alpha = vertex_color.a; + +#ifdef USE_VERTEX_COLOR +	vertex_color_alpha = vertex_color.a;	  #endif  	vec3 normal = vary_norm; -	  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l);  	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; @@ -220,9 +219,9 @@ void main()  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); -  	color.rgb = scaleSoftClip(color.rgb); -	col = vec4(0,0,0,0); + +	col = vec4(0.0f,0.0f,0.0f,0.0f);    #define LIGHT_LOOP(i) \  		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); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 46fd8da4f8..127c1709b8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,10 +23,6 @@   * $/LicenseInfo$   */ -#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; @@ -34,25 +30,31 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if INDEX_MODE == INDEXED + +#ifdef USE_INDEXED_TEX  void passTextureIndex();  #endif +  ATTRIBUTE vec3 normal; -#if INDEX_MODE != NON_INDEXED_NO_COLOR + +#ifdef USE_VERTEX_COLOR  ATTRIBUTE vec4 diffuse_color;  #endif +  ATTRIBUTE vec2 texcoord0; -#if HAS_SKIN +#ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); -#elif IS_AVATAR_SKIN +#else +#ifdef IS_AVATAR_SKIN  mat4 getSkinnedTransform();  #endif +#endif  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -float calcDirectionalLight(vec3 n, vec3 l); +vec3 calcDirectionalLight(vec3 n, vec3 l);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -65,12 +67,11 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color;  #endif  VARYING vec2 vary_texcoord0; -  VARYING vec3 vary_norm;  uniform float near_clip; @@ -82,13 +83,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = max(dot(n,l),0.0); -        return a; +        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; @@ -115,7 +116,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(dot(n, lv), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main() @@ -124,7 +125,7 @@ void main()  	vec3 norm;  	//transform vertex -#if HAS_SKIN +#ifdef HAS_SKIN  	mat4 trans = getObjectSkinnedTransform();  	trans = modelview_matrix * trans; @@ -134,7 +135,9 @@ void main()  	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; -#elif IS_AVATAR_SKIN +#else + +#ifdef IS_AVATAR_SKIN  	mat4 trans = getSkinnedTransform();  	vec4 pos_in = vec4(position.xyz, 1.0);  	pos.x = dot(trans[0], pos_in); @@ -156,7 +159,9 @@ void main()  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif -#if INDEX_MODE == INDEXED +#endif + +#ifdef USE_INDEXED_TEX  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  #else @@ -169,37 +174,42 @@ void main()  	calcAtmospherics(pos.xyz); -#if INDEX_MODE == NON_INDEXED_NO_COLOR +#ifndef USE_VERTEX_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); -	vec3 dff = pow(diffuse_color.rgb, vec3(2.2)); +	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(vec3(0.)); +	col.rgb = atmosAmbient(col.rgb); -	vary_directional.rgb = atmosAffectDirectionalLight(1); +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	vary_ambient = col.rgb*dff;  	col.rgb = col.rgb*dff; -#if INDEX_MODE != NON_INDEXED_NO_COLOR +#ifdef USE_VERTEX_COLOR  	vertex_color = col;  #endif -#if HAS_SKIN +#ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif IS_AVATAR_SKIN +#else + +#ifdef 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 +  } | 
