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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
4 files changed, 12 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index 83b0ba096c..43863dd37a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -26,6 +26,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
in vec3 position;
in vec3 normal;
@@ -35,10 +36,12 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
//transform vertex
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
index ea04ce1cae..51d05cd507 100644
--- a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
@@ -32,15 +32,15 @@
out vec4 vertex_color;
in vec4 normal_g[];
-#if HAS_ATTRIBUTE_TANGENT == 1
+#ifdef HAS_ATTRIBUTE_TANGENT
in vec4 tangent_g[];
#endif
-layout(TRIANGLES) in;
-#if HAS_ATTRIBUTE_TANGENT == 1
-layout(LINE_STRIP, max_vertices = 12) out;
+layout(triangles) in;
+#ifdef HAS_ATTRIBUTE_TANGENT
+layout(line_strip, max_vertices = 12) out;
#else
-layout(LINE_STRIP, max_vertices = 6) out;
+layout(line_strip, max_vertices = 6) out;
#endif
void triangle_normal_debug(int i)
@@ -55,7 +55,7 @@ void triangle_normal_debug(int i)
EmitVertex();
EndPrimitive();
-#if HAS_ATTRIBUTE_TANGENT == 1
+#ifdef HAS_ATTRIBUTE_TANGENT
// Tangent
vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
gl_Position = gl_in[i].gl_Position;
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
index d1596b9d2a..b198bc2485 100644
--- a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
@@ -26,7 +26,7 @@
in vec3 position;
in vec3 normal;
out vec4 normal_g;
-#if HAS_ATTRIBUTE_TANGENT == 1
+#ifdef HAS_ATTRIBUTE_TANGENT
in vec4 tangent;
out vec4 tangent_g;
#endif
@@ -67,7 +67,7 @@ void main()
gl_Position = projection_matrix * world_pos;
normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat);
-#if HAS_ATTRIBUTE_TANGENT == 1
+#ifdef HAS_ATTRIBUTE_TANGENT
tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index a1da4b1f9a..8769cc0239 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
- haze_glow = pow(haze_glow, glow.z);
+ haze_glow = clamp(pow(haze_glow, glow.z), -10, 10);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// add "minimum anti-solar illumination"