diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 9 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 19 | 
2 files changed, 12 insertions, 16 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 8c9fe95590..e8cbf318a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -136,8 +136,7 @@ void main()  	float vertex_color_alpha = vertex_color.a;  #endif -	vec3 normal = vary_norm; -	normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; +	vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;  	normal = vec3(dot(normal.xyz, vary_rotation[0]),  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); @@ -152,10 +151,10 @@ void main()  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	col = vec3(0,0,0); +	col = vec4(0,0,0,0);     #define LIGHT_LOOP(i) \ -	col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +	col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1)  	LIGHT_LOOP(2) @@ -165,7 +164,7 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * vary_pointlight_col * col; +	color.rgb += diff.rgb * vary_pointlight_col * col.rgb;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e55023c384..69bcca88b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -68,7 +68,6 @@ VARYING vec4 vertex_color;  uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip; -uniform vec2 shadow_res;  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -210,11 +209,11 @@ void main()  		shadow = 1.0;  	} -#if INDEX_MODE == INDEXED -	 -	vec4 diff = diffuseLookup(vary_texcoord0.xy); +	vec4 diff; +#if INDEX_MODE == INDEXED	 +	diff = diffuseLookup(vary_texcoord0.xy);  #else -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +	diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif  #if INDEX_MODE == NON_INDEXED_NO_COLOR @@ -223,8 +222,7 @@ void main()  	float vertex_color_alpha = vertex_color.a;  #endif -	vec3 normal = vary_norm; -	normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; +	vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;  	normal = vec3(dot(normal.xyz, vary_rotation[0]),  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); @@ -232,7 +230,6 @@ void main()  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l);  	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; -	vec4 diff = diffuseLookup(vary_texcoord0.xy);  	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);  	vec4 color = diff * col; @@ -240,10 +237,10 @@ void main()  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	col = vec3(0,0,0); +	col = vec4(0,0,0,0);    #define LIGHT_LOOP(i) \ -		col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1)  	LIGHT_LOOP(2) @@ -253,7 +250,7 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * vary_pointlight_col * col; +	color.rgb += diff.rgb * vary_pointlight_col * col.rgb;  	frag_color = color;  } | 
