diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
20 files changed, 518 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl new file mode 100644 index 0000000000..eef6556fba --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -0,0 +1,30 @@ +/** + * @file objectSkinV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +attribute vec4 object_weight; + +uniform mat4 matrixPalette[64]; + +mat4 getObjectSkinnedTransform() +{ + int i; + + vec4 w = fract(object_weight); + vec4 index = floor(object_weight); + + float scale = 1.0/(w.x+w.y+w.z+w.w); + w *= scale; + + mat4 mat = matrixPalette[int(index.x)]*w.x; + mat += matrixPalette[int(index.y)]*w.y; + mat += matrixPalette[int(index.z)]*w.z; + mat += matrixPalette[int(index.w)]*w.w; + + return mat; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 171a0e76f7..aad21c309b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -22,7 +22,6 @@ varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_fragcoord; varying vec3 vary_position; -varying vec3 vary_light; uniform mat4 inv_proj; @@ -55,7 +54,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); //gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl new file mode 100644 index 0000000000..fde0e97713 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -0,0 +1,75 @@ +/** + * @file alphaSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +mat4 getObjectSkinnedTransform(); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_position; +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_normal; +varying vec3 vary_light; + +void main() +{ + gl_TexCoord[0] = gl_MultiTexCoord0; + + vec4 pos; + vec3 norm; + + mat4 trans = getObjectSkinnedTransform(); + trans = gl_ModelViewMatrix * trans; + + pos = trans * gl_Vertex; + + norm = gl_Vertex.xyz + gl_Normal.xyz; + norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); + + gl_Position = gl_ProjectionMatrix * pos; + + vary_position = pos.xyz; + vary_normal = norm; + + calcAtmospherics(pos.xyz); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb = scaleDownLight(col.rgb); + + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + + vary_light = gl_LightSource[0].position.xyz; + + vary_ambient = col.rgb*gl_Color.rgb; + vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + + col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + + gl_FrontColor = col; + + gl_FogFragCoord = pos.z; +} + + diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index fabbce0824..9cbc5fac73 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -36,7 +36,7 @@ void main() vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); - vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias); + vary_position = pos.xyz; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl new file mode 100644 index 0000000000..085ffddeec --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -0,0 +1,16 @@ +/** + * @file avatarShadowF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2D diffuseMap; + + +void main() +{ + //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); + gl_FragColor = vec4(1,1,1,1); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl new file mode 100644 index 0000000000..1626e21cd8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -0,0 +1,25 @@ +/** + * @file diffuseSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + gl_FrontColor = gl_Color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 21ddc2fad8..e565952c3f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -17,7 +17,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); -varying vec4 vary_position; +varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; @@ -41,7 +41,7 @@ void main() norm = normalize(norm); gl_Position = gl_ProjectionMatrix * pos; - vary_position = pos; + vary_position = pos.xyz; vary_normal = norm; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl new file mode 100644 index 0000000000..d884f2e4a5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -0,0 +1,37 @@ +/** + * @file bumpV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +varying vec3 vary_mat0; +varying vec3 vary_mat1; +varying vec3 vary_mat2; + +mat4 getObjectSkinnedTransform(); + +void main() +{ + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + + vec3 pos = (mat*gl_Vertex).xyz; + + + vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); + vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); + vec3 t = cross(b, n); + + vary_mat0 = vec3(t.x, b.x, n.x); + vary_mat1 = vec3(t.y, b.y, n.y); + vary_mat2 = vec3(t.z, b.z, n.z); + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + gl_FrontColor = gl_Color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl new file mode 100644 index 0000000000..9a45c03237 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -0,0 +1,33 @@ +/** + * @file diffuseSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +varying vec3 vary_normal; + +mat4 getObjectSkinnedTransform(); + +void main() +{ + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + vec4 norm = gl_Vertex; + norm.xyz += gl_Normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + vary_normal = norm.xyz; + + gl_FrontColor = gl_Color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl new file mode 100644 index 0000000000..4cde013eef --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -0,0 +1,15 @@ +/** + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +void fullbright_shiny_lighting_water() +{ + gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl new file mode 100644 index 0000000000..f0baeeeee5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -0,0 +1,39 @@ +/** + * @file shinySimpleSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +attribute vec4 object_weight; + +void main() +{ + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + vec4 norm = gl_Vertex; + norm.xyz += gl_Normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + vec3 ref = reflect(pos.xyz, -norm.xyz); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl new file mode 100644 index 0000000000..5e6e4c16b7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl @@ -0,0 +1,13 @@ +/** + * @file fullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +void fullbright_shiny_lighting_water(); + +void main() +{ + fullbright_shiny_lighting_water(); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl new file mode 100644 index 0000000000..02ff3cc2a9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -0,0 +1,37 @@ +/** + * @file fullbrightSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +attribute vec4 object_weight; + +void main() +{ + //transform vertex + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + vec4 norm = gl_Vertex; + norm.xyz += gl_Normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + calcAtmospherics(pos.xyz); + + gl_FrontColor = gl_Color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl new file mode 100644 index 0000000000..4146646058 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -0,0 +1,39 @@ +/** + * @file shinySimpleSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +attribute vec4 object_weight; + +void main() +{ + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + vec4 norm = gl_Vertex; + norm.xyz += gl_Normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + vec3 ref = reflect(pos.xyz, -norm.xyz); + + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + gl_FrontColor = color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 074892c98e..0aa313e0df 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -12,7 +12,7 @@ uniform vec4 origin; void main() { //transform vertex - gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = ftransform(); vec4 pos = (gl_ModelViewMatrix * gl_Vertex); vec3 norm = normalize(gl_NormalMatrix * gl_Normal); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl new file mode 100644 index 0000000000..59944b8861 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -0,0 +1,39 @@ +/** + * @file simpleV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#version 120 + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +attribute vec4 object_weight; + +void main() +{ + //transform vertex + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + vec3 pos = (mat*gl_Vertex).xyz; + + vec4 norm = gl_Vertex; + norm.xyz += gl_Normal.xyz; + norm.xyz = (mat*norm).xyz; + norm.xyz = normalize(norm.xyz-pos.xyz); + + calcAtmospherics(pos.xyz); + + vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); + gl_FrontColor = color; + + gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); + + gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e2d7cd94da..553a5d2f4f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -115,7 +115,7 @@ void main() //gl_FragColor = gl_Color; gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1)*shadow; + //gl_FragColor = vec4(1,shadow,1,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl new file mode 100644 index 0000000000..dc4663677b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -0,0 +1,84 @@ +/** + * @file alphaSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +mat4 getObjectSkinnedTransform(); +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_light; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +void main() +{ + gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + + mat4 mat = getObjectSkinnedTransform(); + + mat = gl_ModelViewMatrix * mat; + + vec3 pos = (mat*gl_Vertex).xyz; + + gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); + + vec4 n = gl_Vertex; + n.xyz += gl_Normal.xyz; + n.xyz = (mat*n).xyz; + n.xyz = normalize(n.xyz-pos.xyz); + + vec3 norm = n.xyz; + + float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); + vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; + + calcAtmospherics(pos.xyz); + + //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); + col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); + col.rgb = scaleDownLight(col.rgb); + + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + + vary_light = gl_LightSource[0].position.xyz; + + vary_ambient = col.rgb*gl_Color.rgb; + vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); + + col.rgb = min(col.rgb*gl_Color.rgb, 1.0); + + gl_FrontColor = col; + + gl_FogFragCoord = pos.z; + + pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz; + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); + +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index d7d1111ba8..2b2d40c2ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -21,6 +21,7 @@ varying vec3 vary_position; varying vec3 vary_ambient; varying vec3 vary_directional; varying vec3 vary_normal; +varying vec3 vary_fragcoord; uniform float near_clip; uniform float shadow_offset; @@ -77,7 +78,7 @@ void main() gl_FrontColor = col; gl_FogFragCoord = pos.z; - + vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); } diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl new file mode 100644 index 0000000000..eca9a567f6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -0,0 +1,29 @@ +/** + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ + vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); + color.rgb *= gl_Color.rgb; + + vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb; + color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + + color.rgb = fullbrightShinyAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.a = max(color.a, gl_Color.a); + + gl_FragColor = applyWaterFog(color); +} + |