From da84f5552731e1ece3a463c4c385bb327f1048a1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 12:40:53 -0500 Subject: SH-2243 work in progress -- don't use deprecated shader state --- indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index da76a977b6..1a041c26ca 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,13 +23,14 @@ * $/LicenseInfo$ */ - +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; void default_lighting_water() { - vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); gl_FragColor = color; } -- cgit v1.2.3 From 8a1baaea6c0462b645499e8e7b88345e46b92621 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Sep 2011 17:08:39 -0500 Subject: SH-2243 work in progress -- don't use gl_FragColor or gl_FragData for outputs -- no more deprecation warnings on nvidia --- indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 1a041c26ca..27d05baaa7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -22,6 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + +#ifndef gl_FragColor +out vec4 gl_FragColor; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -- cgit v1.2.3 From 183fe0d14c48ebeb174567304cea197e7ea443fa Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 24 Sep 2011 03:09:32 -0500 Subject: SH-2244 Fix for shaders not compiling on pre-GL-3.0 ATI drivers --- indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 27d05baaa7..2908d77443 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,7 +23,7 @@ * $/LicenseInfo$ */ -#ifndef gl_FragColor +#ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; #endif -- cgit v1.2.3 From 7238714634e72dacc4b09c1c4ee98b16fb0c91fe Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2011 19:32:56 -0500 Subject: SH-2507 Potential fix for basic shaders causing objects to disappear with some drivers (prune shader tree of unused shaders while we're at it) --- .../shaders/class1/lighting/lightWaterF.glsl | 16 ++++++++++------ 1 file changed, 10 insertions(+), 6 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 2908d77443..e9537d1e9d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -25,16 +25,20 @@ #ifdef DEFINE_GL_FRAGCOLOR out vec4 gl_FragColor; -#endif - +#endif + VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2D diffuseMap; +vec3 atmosLighting(vec3 light); +vec4 applyWaterFog(vec4 color); -void default_lighting_water() +void default_lighting_water() { - vec4 color = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragColor = color; + vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; + + color.rgb = atmosLighting(color.rgb); + + gl_FragColor = applyWaterFog(color); } -- cgit v1.2.3