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authorDave Parks <davep@lindenlab.com>2011-09-29 19:32:56 -0500
committerDave Parks <davep@lindenlab.com>2011-09-29 19:32:56 -0500
commit7238714634e72dacc4b09c1c4ee98b16fb0c91fe (patch)
tree89500aeb877bcf5b3d00f0c96ec0f0321834de1e /indra/newview/app_settings/shaders/class1/environment
parent973fefc8d9014f6389b4c3f9633ce398fdf5399e (diff)
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)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl73
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl80
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl50
6 files changed, 234 insertions, 103 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index f0837dd4ca..18f6d91804 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -27,22 +27,38 @@
out vec4 gl_FragColor;
#endif
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-void main()
+vec3 atmosLighting(vec3 light);
+
+vec3 scaleSoftClip(vec3 color);
+
+void main()
{
- float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
- vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
- texture2D(detail0, vary_texcoord0.xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index d4a62db684..f183b885d1 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -25,9 +25,6 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
-uniform mat4 texture_matrix1;
-uniform mat4 texture_matrix2;
-uniform mat4 texture_matrix3;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
@@ -39,14 +36,12 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
ATTRIBUTE vec2 texcoord1;
-ATTRIBUTE vec2 texcoord2;
-ATTRIBUTE vec2 texcoord3;
VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+void calcAtmospherics(vec3 inPositionEye);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
@@ -68,16 +63,26 @@ void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- vec4 pos = modelview_matrix * vec4(position, 1.0);
+
+ vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
-
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);
+
+ calcAtmospherics(pos.xyz);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0));
vertex_color = color;
+
+ // Transform and pass tex coords
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy;
- vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy;
- vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy;
- vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy;
+ vec4 t = vec4(texcoord1,0,1);
+
+ vary_texcoord0.zw = t.xy;
+ vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index b84f29423f..e5c7ced52c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -1,4 +1,4 @@
-/**
+/**
* @file terrainWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
@@ -27,24 +27,39 @@
out vec4 gl_FragColor;
#endif
-// this class1 shader is just a copy of terrainF
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
+vec3 atmosLighting(vec3 light);
-void main()
+vec4 applyWaterFog(vec4 color);
+
+void main()
{
- float a = texture2D(alphaRamp, vary_texcoord1.xy).a;
- vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb,
- texture2D(detail0, vary_texcoord0.xy).rgb,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a;
+ float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ gl_FragColor = outColor;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 2e138d35bf..1fdb90f792 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -30,31 +30,75 @@ out vec4 gl_FragColor;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-void main()
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
- vec4 color;
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
- //get bigwave normal
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef+dcol)*0.5;
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ //return vec4(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
//figure out distortion vector (ripply)
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -62,6 +106,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
- gl_FragColor.a = fb.a;
+ gl_FragColor = applyWaterFog(fb,view.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 1512074dda..444c896d38 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -29,16 +29,13 @@ out vec4 gl_FragColor;
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
-vec3 applyWaterFog(vec4 inColor);
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
-uniform float scaledAngle;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
@@ -49,7 +46,7 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec4 fogCol;
+
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -58,58 +55,83 @@ VARYING vec4 view;
void main()
{
- vec3 viewVec = view.xyz;
vec4 color;
- float dist = length(viewVec.xy);
+ float dist = length(view.xy);
//normalize view vector
- viewVec = normalize(viewVec);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef + dcol) * 0.5;
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
- wavef = normalize(wavef);
-
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
//get base fresnel components
- float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
float dist2 = dist;
dist = max(dist, 5.0);
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
//get reflected color
- vec2 refdistort = wavef.xy*dot(normScale, vec3(0.333));
- vec2 refvec = distort+refdistort/dist;
- vec4 refcol = texture2D(refTex, refvec);
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
//get specular component
float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
+
//harden specular
- spec = pow(spec, lightExp);
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
- color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
- //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
+ color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 45bd5c8b42..4bdfce9260 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -25,20 +25,50 @@
-
+uniform vec4 lightnorm;
+uniform vec4 waterPlane;
uniform vec4 waterFogColor;
-uniform float waterFogEnd;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec3 getPositionEye();
vec4 applyWaterFog(vec4 color)
{
- // GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth);
- // GL_EXP Fog
- // float fog = exp(-gl_Fog.density * fog_depth);
- // GL_LINEAR Fog
- float fog = (waterFogEnd - fog_depth) * gl_Fog.scale;
- fog = clamp(fog, 0.0, 1.0);
- color.rgb = mix(waterFogColor.rgb, color.rgb, fog);
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(getPositionEye() - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
return color;
}