From 57725bd6a14f471cae1a0f4ac7485ab9ccd8bfc6 Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Sun, 29 May 2011 00:41:28 -0500
Subject: SH-1682 indexd diffuse fragment shader for deferred rendering

---
 .../shaders/class1/deferred/diffuseIndexedF.glsl   | 50 ++++++++++++++++++++++
 1 file changed, 50 insertions(+)
 create mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl

diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
new file mode 100644
index 0000000000..1bbaeb44ff
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -0,0 +1,50 @@
+/** 
+ * @file diffuseIndexedF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+ 
+#version 120
+
+varying float vary_texture_index;
+varying vec3 vary_normal;
+
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+uniform sampler2D tex2;
+uniform sampler2D tex3;
+uniform sampler2D tex4;
+uniform sampler2D tex5;
+uniform sampler2D tex6;
+uniform sampler2D tex7;
+
+vec4 diffuseLookup(vec2 texcoord)
+{
+	switch (int(vary_texture_index+0.25))
+	{
+		case 0: return texture2D(tex0, texcoord);
+		case 1: return texture2D(tex1, texcoord);
+		case 2: return texture2D(tex2, texcoord);
+		case 3: return texture2D(tex3, texcoord);
+		case 4: return texture2D(tex4, texcoord);
+		case 5: return texture2D(tex5, texcoord);
+		case 6: return texture2D(tex6, texcoord);
+		case 7: return texture2D(tex7, texcoord);
+	}
+
+	return vec4(0,0,0,0);
+}
+
+void main() 
+{
+	vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb;
+
+	//col = vec3(vary_texture_index*0.25, 0, 0);
+	
+	gl_FragData[0] = vec4(col, 0.0);
+	gl_FragData[1] = gl_Color.aaaa; // spec
+	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+	vec3 nvn = normalize(vary_normal);
+	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+}
-- 
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