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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl3
7 files changed, 34 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 638a0f4e15..02b2daf0ac 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -56,6 +56,10 @@ VARYING vec3 vary_norm;
VARYING vec4 vertex_color; //vertex color should be treated as sRGB
#endif
+#ifdef HAS_ALPHA_MASK
+uniform float minimum_alpha;
+#endif
+
uniform mat4 proj_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -191,7 +195,6 @@ void main()
#endif
vec4 diffuse_srgb = diffuse_tap;
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#ifdef FOR_IMPOSTOR
vec4 color;
@@ -200,30 +203,37 @@ void main()
float final_alpha = diffuse_srgb.a * vertex_color.a;
diffuse_srgb.rgb *= vertex_color.rgb;
- diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
// Insure we don't pollute depth with invis pixels in impostor rendering
//
- if (final_alpha < 0.01)
+ if (final_alpha < minimum_alpha)
{
discard;
}
-#else
-
+
+ color.rgb = diffuse_srgb.rgb;
+ color.a = final_alpha;
+
+#else // FOR_IMPOSTOR
+
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
float final_alpha = diffuse_linear.a;
#ifdef USE_VERTEX_COLOR
- if (vertex_color.a <= 0.0)
+ final_alpha *= vertex_color.a;
+
+ if (final_alpha < minimum_alpha)
{ // TODO: figure out how to get invisible faces out of
// render batches without breaking glow
discard;
}
- final_alpha *= vertex_color.a;
+
diffuse_srgb.rgb *= vertex_color.rgb;
diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
-#endif
+#endif // USE_VERTEX_COLOR
vec3 sunlit;
vec3 amblit;
@@ -255,13 +265,13 @@ void main()
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
-#endif
+#endif // !defined(AMBIENT_KILL)
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
-#endif
+#endif // !defined(SUNLIGHT_KILL)
vec3 post_sunlight = color.rgb;
@@ -293,7 +303,7 @@ vec3 post_atmo = color.rgb;
// sum local light contrib in linear colorspace
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
-#endif
+#endif // !defined(LOCAL_LIGHT_KILL)
// back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
@@ -312,7 +322,7 @@ vec3 post_atmo = color.rgb;
color = applyWaterFogView(pos.xyz, color);
#endif // WATER_FOG
-#endif
+#endif // #else // FOR_IMPOSTOR
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 2c139430e7..3bd6b693fa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -25,6 +25,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
@@ -71,7 +72,7 @@ void main()
vec3 ref = reflect(pos.xyz, -norm);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = transpose(normal_matrix) * ref.xyz;
+ vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index eb6e56e718..a58cc3d12d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -54,8 +54,7 @@ void main()
vec4 norm = texture2D(normalMap, vary_texcoord0.xy);
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
- col.rgb = linear_to_srgb(col.rgb);
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
- frag_data[2] = vec4(norm.xy,0,0);
+ frag_data[2] = norm;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 1855cfceeb..690821bb56 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -43,14 +43,14 @@ VARYING vec2 vary_texcoord0;
void fullbright_lighting()
{
- vec4 color = diffuseLookup(vary_texcoord0.xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
if (color.a < minimum_alpha)
{
discard;
}
- color.rgb *= vertex_color.rgb;
+ //color.rgb *= vertex_color.rgb;
color.rgb = pow(color.rgb, vec3(texture_gamma));
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index ace2574ac2..891515ab1e 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -25,6 +25,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
@@ -70,7 +71,7 @@ void main()
vec3 ref = reflect(pos.xyz, -norm);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = transpose(normal_matrix) * ref;
+ vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 4bb588335a..5886f47cbc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -51,30 +51,6 @@ float calcDirectionalLight(vec3 n, vec3 l)
return a;
}
-
-float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
-
- return da;
-}
//====================================================================================================
@@ -91,7 +67,8 @@ void main()
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
- col.rgb += light_diffuse[2].rgb*calcLocalLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcLocalLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz);
+ col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
+
vertex_color = col*color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 097e42d233..3ad7bcaa50 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -25,6 +25,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
@@ -69,7 +70,7 @@ void main()
vec3 ref = reflect(pos.xyz, -norm);
vary_texcoord0 = (texture_matrix0*vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = transpose(normal_matrix) * ref;
+ vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);