diff options
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl | 4 |
2 files changed, 7 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 2999abacef..0afd1a9672 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -234,14 +234,14 @@ void main() diffcol.rgb = srgb_to_linear(diffcol.rgb);
#endif
-#if HAS_SPECULAR_MAP != 0
+#ifdef HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
spec.rgb *= specular_color.rgb;
#else
vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
-#if HAS_NORMAL_MAP
+#ifdef HAS_NORMAL_MAP
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = norm.xyz * 2 - 1;
@@ -268,7 +268,7 @@ void main() vec4 final_specular = spec;
-#if HAS_SPECULAR_MAP != 0
+#ifdef HAS_SPECULAR_MAP
vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
final_specular.a = specular_color.a * norm.a;
#else
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 79b552ee1a..1e244d9dfd 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,6 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; +VARYING vec4 vary_position; void calcAtmospherics(vec3 inPositionEye); @@ -46,6 +47,9 @@ void main() mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + mat4 mvp = modelview_matrix * projection_matrix; + vary_position = mvp * vec4(position, 1.0); vec4 norm = vec4(position.xyz, 1.0); norm.xyz += normal.xyz; |