diff options
author | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 |
commit | 348a70181211b8fe37c569f8b3fb8324cc8c59ea (patch) | |
tree | 4b3e5ad42d549879c319bcf7e3fdfc0b60076dc9 /indra/newview/app_settings/shaders/class1/objects | |
parent | 554b14dedac5a51927bad57b475d8f5a571c1add (diff) |
SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/objects')
15 files changed, 92 insertions, 30 deletions
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8c38d5df2a..8494ffba52 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -54,5 +54,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 35feacb7b1..e984deb0c8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex(); ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; @@ -37,13 +37,13 @@ VARYING vec2 vary_texcoord0; void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; + + void main() { //transform vertex - vary_texture_index = texture_index; + passTextureIndex(); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -52,5 +52,5 @@ void main() vertex_color = emissive; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index f73760bfd4..5d6f14230c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec3 normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -49,5 +49,5 @@ void main() vertex_color = vec4(1,1,1,1); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 69cd858b4d..79b552ee1a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); @@ -63,5 +63,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a8e640018d..8d1bbf350d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -37,7 +37,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -59,5 +59,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 4de24fd46b..eff75435a9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -35,7 +35,7 @@ mat4 getObjectSkinnedTransform(); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -53,5 +53,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 7286e5e2f4..8b20c2a860 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -50,5 +50,5 @@ void main() vertex_color = diffuse_color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl new file mode 100644 index 0000000000..a95c9e0ab9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -0,0 +1,34 @@ +/** + * @file indexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +ATTRIBUTE float texture_index; + +VARYING float vary_texture_index; + +void passTextureIndex() +{ + vary_texture_index = texture_index; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl new file mode 100644 index 0000000000..2839171044 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl @@ -0,0 +1,30 @@ +/** + * @file nonindexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +void passTextureIndex() +{ + +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 282686a9b0..5dcfa87066 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 86a78b190c..4ca53a8f30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec3 vary_texcoord0; -VARYING float fog_depth; + void calcAtmospherics(vec3 inPositionEye); @@ -57,6 +57,6 @@ void main() vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 45a493e4f2..706627e175 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index aea0e25e60..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main() gl_Position = projection_matrix*vec4(pos, 1.0); - fog_depth = pos.z; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 4b6b219751..df9111f941 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); @@ -53,6 +53,4 @@ void main() vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vertex_color = color; - - fog_depth = pos.z; } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 250d99a9c7..fa01a27ec0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -37,7 +37,7 @@ void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -VARYING float fog_depth; + void main() { @@ -56,5 +56,5 @@ void main() vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); vertex_color = color; - fog_depth = pos.z; + } |