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-rw-r--r--linden/indra/newview/app_settings/shaders/class2/objects/alphaF.glsl18
-rw-r--r--linden/indra/newview/app_settings/shaders/class2/objects/alphaV.glsl24
-rw-r--r--linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyF.glsl29
-rw-r--r--linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyV.glsl31
4 files changed, 102 insertions, 0 deletions
diff --git a/linden/indra/newview/app_settings/shaders/class2/objects/alphaF.glsl b/linden/indra/newview/app_settings/shaders/class2/objects/alphaF.glsl
new file mode 100644
index 0000000..97feb55
--- /dev/null
+++ b/linden/indra/newview/app_settings/shaders/class2/objects/alphaF.glsl
@@ -0,0 +1,18 @@
1vec4 getLightColor();
2void applyScatter(inout vec3 col);
3
4uniform samplerCube environmentMap;
5uniform sampler2D diffuseMap;
6
7void main()
8{
9 vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
10 vec3 ref = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
11 vec4 specular = gl_TexCoord[2];
12 vec3 col = mix(getLightColor().rgb * diff.rgb, ref, specular.a)+specular.rgb*diff.rgb;
13
14 applyScatter(col);
15
16 gl_FragColor.rgb = col.rgb;
17 gl_FragColor.a = diff.a*gl_Color.a;
18}
diff --git a/linden/indra/newview/app_settings/shaders/class2/objects/alphaV.glsl b/linden/indra/newview/app_settings/shaders/class2/objects/alphaV.glsl
new file mode 100644
index 0000000..baf5323
--- /dev/null
+++ b/linden/indra/newview/app_settings/shaders/class2/objects/alphaV.glsl
@@ -0,0 +1,24 @@
1vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
2void default_scatter(vec3 viewVec, vec3 lightDir);
3
4attribute vec4 materialColor;
5attribute vec4 specularColor;
6
7void main()
8{
9 //transform vertex
10 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
11 gl_TexCoord[0] = gl_MultiTexCoord0;
12
13 vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
14 vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
15 vec4 spec = specularColor;
16 gl_FrontColor.rgb = calcLightingSpecular(pos, norm, materialColor, spec, gl_Color).rgb;
17 gl_FrontColor.a = materialColor.a;
18 gl_TexCoord[2] = spec;
19 vec3 ref = reflect(pos,norm);
20 gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1);
21
22 default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
23}
24
diff --git a/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyF.glsl b/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyF.glsl
new file mode 100644
index 0000000..7462bb1
--- /dev/null
+++ b/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyF.glsl
@@ -0,0 +1,29 @@
1vec4 getLightColor();
2void applyScatter(inout vec3 col);
3
4uniform samplerCube environmentMap;
5uniform sampler2D diffuseMap;
6uniform sampler2D bumpMap;
7
8
9void main()
10{
11 vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);
12 vec3 ref = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
13
14 vec4 specular = gl_TexCoord[3];
15
16 float b = texture2D(bumpMap, gl_TexCoord[0].xy).a;
17 b -= texture2D(bumpMap, gl_TexCoord[2].xy).a;
18
19 vec3 col = mix(getLightColor().rgb * diff.rgb, ref, specular.a)+specular.rgb*diff.rgb;
20 col += col * b;
21 float m = (col.r + col.g + col.b);
22 m *= 1.0/3.0;
23 col = mix(col, vec3(m), -specular.a*specular.a);
24
25 applyScatter(col);
26
27 gl_FragColor.rgb = col;
28 gl_FragColor.a = diff.a;
29}
diff --git a/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyV.glsl b/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyV.glsl
new file mode 100644
index 0000000..037b282
--- /dev/null
+++ b/linden/indra/newview/app_settings/shaders/class2/objects/bumpshinyV.glsl
@@ -0,0 +1,31 @@
1vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
2void default_scatter(vec3 viewVec, vec3 lightDir);
3
4attribute vec4 materialColor;
5attribute vec4 specularColor;
6attribute vec4 binormal;
7
8void main()
9{
10 //transform vertex
11 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
12 gl_TexCoord[0] = gl_MultiTexCoord0;
13
14 vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
15 vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
16 vec3 binorm = normalize(gl_NormalMatrix * binormal.xyz);
17 vec3 tangent = cross(binorm, norm);
18 binorm.xy = vec2(dot(tangent, gl_LightSource[0].position.xyz),
19 dot(binorm, gl_LightSource[0].position.xyz))*1.0/128.0;
20
21 vec4 spec = specularColor;
22 gl_FrontColor.rgb = calcLightingSpecular(pos, norm, materialColor, spec, gl_Color).rgb;
23 gl_TexCoord[3] = spec;
24 gl_FrontColor.a = materialColor.a;
25 vec3 ref = reflect(pos,norm);
26 gl_TexCoord[1].xyz = (gl_TextureMatrix[1]*vec4(ref,1.0)).xyz;
27 gl_TexCoord[2].xy = binorm.xy + gl_MultiTexCoord0.xy;
28
29 default_scatter(pos.xyz, gl_LightSource[0].position.xyz);
30}
31