diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
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" |