Make use of vertex_color selectable per shader with alphaF/alphaV again

meow-7.2.2
Graham Linden 2013-07-25 12:13:21 -07:00
parent 6d21cd2ae1
commit 3045dd6c51
3 changed files with 22 additions and 3 deletions

View File

@ -77,7 +77,10 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
vec3 vary_PositionEye;
vec3 vary_SunlitColor;
@ -476,13 +479,17 @@ void main()
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef USE_VERTEX_COLOR
float final_alpha = diff.a * vertex_color.a;
diff.rgb *= vertex_color.rgb;
#else
float final_alpha = diff.a;
#endif
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);
float final_alpha = diff.a * vertex_color.a;
vec3 norm = vary_norm;
calcAtmospherics(pos.xyz, 1.0);

View File

@ -41,7 +41,10 @@ void passTextureIndex();
ATTRIBUTE vec3 normal;
#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
ATTRIBUTE vec2 texcoord0;
#ifdef HAS_SKIN
@ -54,7 +57,11 @@ mat4 getSkinnedTransform();
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
@ -112,8 +119,10 @@ void main()
vary_norm = norm;
vary_position = pos.xyz;
#ifdef USE_VERTEX_COLOR
vertex_color = diffuse_color;
#endif
#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
#else

View File

@ -1274,6 +1274,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
@ -1528,6 +1529,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@ -1559,6 +1561,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];