diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 14 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 22 | 
2 files changed, 18 insertions, 18 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 21c30012ab..e99ad5b474 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -50,9 +50,9 @@ uniform float waterFogKS;  uniform vec2 screenRes;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); @@ -62,9 +62,9 @@ void main()  	vec4 color;      //get detail normals -	vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;     +	vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +	vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; +	vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;      	vec3 wavef = normalize(wave1+wave2+wave3);  	//figure out distortion vector (ripply)    @@ -72,7 +72,7 @@ void main()  	distort = distort+wavef.xy*refScale;  #ifdef TRANSPARENT_WATER -	vec4 fb = texture2D(screenTex, distort); +	vec4 fb = texture(screenTex, distort);  #else      vec4 fb = vec4(waterFogColorLinear, 0.0);  #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 3d4f4fc17b..8fee259933 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  in vec3 vary_normal;  in vec3 vary_tangent; @@ -144,12 +144,12 @@ void main()      //get wave normals      vec2 bigwave = vec2(refCoord.w, view.w);      vec3 wave1_a = texture(bumpMap, bigwave, -2      ).xyz*2.0-1.0; -    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; +    vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;      vec3 wave1_b = texture(bumpMap2, bigwave      ).xyz*2.0-1.0; -    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;      //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); @@ -210,16 +210,16 @@ void main()      vec3 sunlit_linear = srgb_to_linear(sunlit);  #ifdef TRANSPARENT_WATER -    vec4 fb = texture2D(screenTex, distort2); -    float depth = texture2D(screenDepth, distort2).r; +    vec4 fb = texture(screenTex, distort2); +    float depth = texture(screenDepth, distort2).r;      vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));      if (refPos.z > pos.z-0.05)      {          //we sampled an above water sample, don't distort          distort2 = distort; -        fb = texture2D(screenTex, distort2); -        depth = texture2D(screenDepth, distort2).r; +        fb = texture(screenTex, distort2); +        depth = texture(screenDepth, distort2).r;          refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));      } | 
