diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 34 |
1 files changed, 13 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index e5341386bd..77e3b92385 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -52,11 +52,7 @@ vec3 legacy_adjust(vec3 c); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -77,9 +73,9 @@ uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; -VARYING vec3 vary_position; +in vec3 vary_position; uniform mat4 proj_mat; uniform mat4 inv_proj; @@ -167,7 +163,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe if (nh > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; @@ -184,11 +180,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe } #else -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif #endif uniform sampler2D diffuseMap; //always in sRGB space @@ -200,7 +192,7 @@ uniform sampler2D bumpMap; #ifdef HAS_SPECULAR_MAP uniform sampler2D specularMap; -VARYING vec2 vary_texcoord2; +in vec2 vary_texcoord2; #endif uniform float env_intensity; @@ -214,13 +206,13 @@ uniform float minimum_alpha; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord1; #else -VARYING vec3 vary_normal; +in vec3 vary_normal; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); @@ -228,7 +220,7 @@ vec2 encode_normal(vec3 n); vec3 getNormal(inout float glossiness) { #ifdef HAS_NORMAL_MAP - vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy); + vec4 vNt = texture(bumpMap, vary_texcoord1.xy); glossiness *= vNt.a; vNt.xyz = vNt.xyz * 2 - 1; float sign = vary_sign; @@ -247,7 +239,7 @@ vec3 getNormal(inout float glossiness) vec4 getSpecular() { #ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); + vec4 spec = texture(specularMap, vary_texcoord2.xy); spec.rgb *= specular_color.rgb; #else vec4 spec = vec4(specular_color.rgb, 1.0); @@ -301,7 +293,7 @@ void main() waterClip(); // diffcol == diffuse map combined with vertex color - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; alphaMask(diffcol.a); @@ -364,7 +356,7 @@ void main() if (glossiness > 0.0) // specular reflection { float sa = dot(normalize(refnormpersp), light_dir.xyz); - vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); + vec3 dumbshiny = sunlit_linear * shadow * (texture(lightFunc, vec2(sa, glossiness)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -395,7 +387,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); - float scol = shadow*fres*texture2D(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); + float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; } |