diff options
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 5 insertions, 43 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index f63e2f7198..94ce8a658a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -56,8 +56,6 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col;  VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm;  VARYING mat3 vary_rotation; @@ -135,11 +133,8 @@ void main()  	float vertex_color_alpha = vertex_color.a;  #endif -	vec3 normal = vec3(0,0,1);  -	normal = vec3(dot(normal.xyz, vary_rotation[0]), -				dot(normal.xyz, vary_rotation[1]), -				dot(normal.xyz, vary_rotation[2])); - +	vec3 normal = vary_norm;  +	  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l);  	dlight = dlight * vary_directional.rgb * vary_pointlight_col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index e6b63657e6..76277069d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -40,9 +40,6 @@ void passTextureIndex();  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2;  #if HAS_SKIN  mat4 getObjectSkinnedTransform(); @@ -71,11 +68,8 @@ VARYING vec4 vertex_color;  #endif  VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm; -VARYING mat3 vary_rotation;  uniform float near_clip;  uniform float shadow_offset; @@ -159,8 +153,7 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif -	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +	  #if INDEX_MODE == INDEXED  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -169,17 +162,7 @@ void main()  #endif  	vary_norm = norm; -	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); -	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; -	vec3 n = norm; -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); - -	vary_rotation[0] = vec3(t.x, b.x, n.x); -	vary_rotation[1] = vec3(t.y, b.y, n.y); -	vary_rotation[2] = vec3(t.z, b.z, n.z); -  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 293613e74c..c765962352 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -217,7 +217,7 @@ void main()  	float vertex_color_alpha = vertex_color.a;  #endif -	vec3 normal = vec3(0,0,1);  +	vec3 normal = vary_norm;  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5f2961c90e..63953b37bf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -40,10 +40,6 @@ void passTextureIndex();  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; -  #if HAS_SKIN  mat4 getObjectSkinnedTransform(); @@ -72,11 +68,8 @@ VARYING vec4 vertex_color;  #endif  VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm; -VARYING mat3 vary_rotation;  uniform float near_clip;  uniform float shadow_offset; @@ -160,8 +153,7 @@ void main()  	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif -	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +	  #if INDEX_MODE == INDEXED  	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -173,14 +165,6 @@ void main()  	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));  	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; -	vec3 n = norm; -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); - -	vary_rotation[0] = vec3(t.x, b.x, n.x); -	vary_rotation[1] = vec3(t.y, b.y, n.y); -	vary_rotation[2] = vec3(t.z, b.z, n.z); -  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); | 
