Simplify ifdefs in alpha shaders for Mac
parent
83f3fd0dd6
commit
8ed49bb828
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@ -37,11 +37,11 @@ out vec4 frag_color;
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uniform sampler2DRect depthMap;
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#if INDEX_MODE != INDEXED
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#if !INDEX_MODE || INDEX_MODE_NO_COLOR
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uniform sampler2D diffuseMap;
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#endif
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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vec4 diffuseLookup(vec2 texcoord);
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#endif
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@ -61,7 +61,7 @@ VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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@ -124,13 +124,13 @@ void main()
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vec4 pos = vec4(vary_position, 1.0);
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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vec4 diff= diffuseLookup(vary_texcoord0.xy);
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#else
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vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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#if INDEX_MODE_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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void passTextureIndex();
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#endif
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ATTRIBUTE vec3 normal;
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@ -66,7 +66,7 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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@ -161,7 +161,7 @@ void main()
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vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
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vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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#else
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@ -197,7 +197,7 @@ void main()
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vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
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col.rgb = col.rgb*diffuse_color.rgb;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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vertex_color = col;
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#endif
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@ -41,7 +41,7 @@ uniform sampler2DShadow shadowMap2;
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uniform sampler2DShadow shadowMap3;
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uniform sampler2DRect depthMap;
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#if INDEX_MODE != INDEXED
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#if !INDEX_MODE || INDEX_MODE_NO_COLOR
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uniform sampler2D diffuseMap;
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#endif
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@ -62,7 +62,7 @@ VARYING vec2 vary_texcoord2;
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VARYING vec3 vary_norm;
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VARYING mat3 vary_rotation;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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@ -210,13 +210,13 @@ void main()
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}
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vec4 diff;
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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diff = diffuseLookup(vary_texcoord0.xy);
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#else
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diff = texture2D(diffuseMap,vary_texcoord0.xy);
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#endif
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#if INDEX_MODE == NON_INDEXED_NO_COLOR
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#if INDEX_MODE_NO_COLOR
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float vertex_color_alpha = 1.0;
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#else
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float vertex_color_alpha = vertex_color.a;
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@ -34,7 +34,7 @@ uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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void passTextureIndex();
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#endif
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ATTRIBUTE vec3 normal;
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@ -67,7 +67,7 @@ VARYING vec3 vary_fragcoord;
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VARYING vec3 vary_position;
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VARYING vec3 vary_pointlight_col;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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VARYING vec4 vertex_color;
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#endif
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@ -162,7 +162,7 @@ void main()
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#endif
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vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
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vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
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#if INDEX_MODE == INDEXED
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#if INDEX_MODE
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passTextureIndex();
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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#else
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@ -198,7 +198,7 @@ void main()
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col.rgb = col.rgb*diffuse_color.rgb;
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#if INDEX_MODE != NON_INDEXED_NO_COLOR
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#if !INDEX_MODE_NO_COLOR
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vertex_color = col;
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#endif
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@ -1221,7 +1221,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
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gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
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gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "0");
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gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE_NO_COLOR", "0");
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gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
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gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
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success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
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