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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl22
2 files changed, 17 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 55d15ce847..71e8e430e5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -46,10 +46,14 @@ ATTRIBUTE vec2 texcoord2;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
+#endif
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 6475d8d003..88095a81e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-#if HAS_SKIN
+#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
@@ -64,7 +64,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
@@ -89,7 +89,7 @@ void main()
vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#if HAS_NORMAL_MAP
vec3 b = normalize((mat*vec4(binormal.xyz+position.xyz,1.0)).xyz-pos.xyz);
@@ -98,10 +98,11 @@ void main()
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
-#else //HAS_NORMAL_MAP
-vary_normal = n;
-#endif //HAS_NORMAL_MAP
-#else //HAS_SKIN
+#else
+ vary_normal = n;
+#endif
+
+#else
vec3 n = normalize(normal_matrix * normal);
#if HAS_NORMAL_MAP
vec3 b = normalize(normal_matrix * binormal);
@@ -110,10 +111,11 @@ vary_normal = n;
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
-#else //HAS_NORMAL_MAP
+#else
vary_normal = n;
-#endif //HAS_NORMAL_MAP
-#endif //HAS_SKIN
+#endif
+
+#endif
vertex_color = diffuse_color;
}