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path: root/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl23
1 files changed, 12 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 3274153a46..8618159313 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -44,13 +44,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
@@ -90,6 +90,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip_point);
+vec2 getScreenCoord(vec4 clip_point);
vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(vec2 tc, float lod);
@@ -110,7 +111,7 @@ void main()
discard;
#else
vec3 final_color = vec3(0,0,0);
- vec2 tc = getScreenXY(vary_fragcoord);
+ vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv;
@@ -125,7 +126,7 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, tc);
+ vec4 shd = texture2D(lightMap, tc);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
@@ -146,15 +147,15 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
- vec4 spec = texture2DRect(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
vec3 amb_rgb = vec3(0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;