diff options
Diffstat (limited to 'indra/newview/app_settings')
5 files changed, 20 insertions, 50 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index eff94b143a..4942abbadf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,13 +60,13 @@ uniform vec3 light_diffuse[8]; uniform float shadow_offset; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } void main() @@ -118,7 +118,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK #define LIGHT_LOOP(i) \ light_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); @@ -129,12 +128,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_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); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index e872dadcc1..cccc7275ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -56,13 +56,13 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -126,7 +126,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK + #define LIGHT_LOOP(i) \ light_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); @@ -137,12 +137,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_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); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; 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 1a25ea97b7..b71b8c0dfc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } float pcfShadow(sampler2DShadow shadowMap, vec4 stc) @@ -203,7 +203,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK #define LIGHT_LOOP(i) \ light_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); @@ -214,12 +213,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_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); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 39a5a9894d..9670d59399 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -217,7 +217,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK #define LIGHT_LOOP(i) \ light_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); @@ -228,12 +227,6 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_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); - } -#endif color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 566aefea6a..fae279fba0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -72,7 +72,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a, a, a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -99,7 +99,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -224,8 +224,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK - #define LIGHT_LOOP(i) + #define LIGHT_LOOP(i) \ light_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); LIGHT_LOOP(1) @@ -235,12 +234,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_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); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; |