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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl8
4 files changed, 17 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index e8cbf318a1..057c0a1ec9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -37,11 +37,11 @@ out vec4 frag_color;
uniform sampler2DRect depthMap;
-#if INDEX_MODE != INDEXED
+#if !INDEX_MODE || INDEX_MODE_NO_COLOR
uniform sampler2D diffuseMap;
#endif
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
vec4 diffuseLookup(vec2 texcoord);
#endif
@@ -61,7 +61,7 @@ VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
VARYING vec4 vertex_color;
#endif
@@ -124,13 +124,13 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
vec4 diff= diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+#if INDEX_MODE_NO_COLOR
float vertex_color_alpha = 1.0;
#else
float vertex_color_alpha = vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index b9cd611105..7506123a94 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
@@ -66,7 +66,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
VARYING vec4 vertex_color;
#endif
@@ -161,7 +161,7 @@ void main()
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -197,7 +197,7 @@ void main()
vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
col.rgb = col.rgb*diffuse_color.rgb;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
vertex_color = col;
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 69bcca88b5..e2fd52b8ad 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
-#if INDEX_MODE != INDEXED
+#if !INDEX_MODE || INDEX_MODE_NO_COLOR
uniform sampler2D diffuseMap;
#endif
@@ -62,7 +62,7 @@ VARYING vec2 vary_texcoord2;
VARYING vec3 vary_norm;
VARYING mat3 vary_rotation;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
VARYING vec4 vertex_color;
#endif
@@ -210,13 +210,13 @@ void main()
}
vec4 diff;
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
diff = diffuseLookup(vary_texcoord0.xy);
#else
diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+#if INDEX_MODE_NO_COLOR
float vertex_color_alpha = 1.0;
#else
float vertex_color_alpha = vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 5f2961c90e..7c71e605c7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
void passTextureIndex();
#endif
ATTRIBUTE vec3 normal;
@@ -67,7 +67,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
VARYING vec4 vertex_color;
#endif
@@ -162,7 +162,7 @@ void main()
#endif
vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#if INDEX_MODE == INDEXED
+#if INDEX_MODE
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -198,7 +198,7 @@ void main()
col.rgb = col.rgb*diffuse_color.rgb;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#if !INDEX_MODE_NO_COLOR
vertex_color = col;
#endif