diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-08-19 16:34:34 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-08-19 16:34:34 -0500 | 
| commit | 233e42b3314c17b2e24334587d960af6e3dc963c (patch) | |
| tree | 480e571bf913bb0743c3c6c6ce846a69aa405504 /indra/newview/app_settings/shaders/class1 | |
| parent | 0e496309d6cb7581c9f69b7da244699c382750ac (diff) | |
| parent | 80398b3ccb0c4a6ff3ac20b3565619fe5cecc2f9 (diff) | |
merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
86 files changed, 3045 insertions, 374 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index c72da8d758..dca96910f2 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,8 +24,7 @@   */ - -attribute vec4 weight;  //1 +attribute vec4 weight;  uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index c2fe60ddaf..ec1a813790 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -31,31 +33,33 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	vec4 pos;  	vec3 norm; +	vec4 pos_in = vec4(position.xyz, 1.0); +  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm);  	gl_Position = gl_ProjectionMatrix * pos; -	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	//gl_Position = gl_ModelViewProjectionMatrix * position;  	gl_FogFragCoord = length(pos.xyz);  	calcAtmospherics(pos.xyz); -	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0)); +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0));  	gl_FrontColor = color;   } diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index 1a0866be0a..31db10ae85 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -24,6 +24,10 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -31,16 +35,17 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vec3 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)).xyz; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	 +	vec3 norm = normalize(gl_NormalMatrix * normal);  	calcAtmospherics(pos.xyz);  	vec4 specular = vec4(1.0); -	vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));	 +	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));	  	gl_FrontColor = color;  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 09688b2be2..6fef303723 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,7 +24,7 @@ -attribute vec4 object_weight;   +attribute vec4 weight4;    uniform mat4 matrixPalette[32]; @@ -32,8 +32,8 @@ mat4 getObjectSkinnedTransform()  {  	int i;  -	vec4 w = fract(object_weight); -	vec4 index = floor(object_weight); +	vec4 w = fract(weight4); +	vec4 index = floor(weight4);  	float scale = 1.0/(w.x+w.y+w.z+w.w);  	w *= scale; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl index e25d84a594..f07e5c124b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl @@ -23,21 +23,23 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  mat4 getSkinnedTransform();  void main()  {  	vec4 pos; -		 +	vec4 pos_in = vec4(position, 1.0);  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	gl_FrontColor = gl_Color; -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_FrontColor = diffuse_color; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	gl_Position = gl_ProjectionMatrix * pos;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..5d1306bfc9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,63 @@ +/**  + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +void main()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	vec4 pos = vec4(vary_position, 1.0); +	 +	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + +	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); + +	color.rgb += diff.rgb * vary_pointlight_col.rgb; + +	gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index d57b8f8525..2c2b58d59b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -23,6 +23,10 @@   */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getObjectSkinnedTransform(); @@ -76,7 +80,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	vec4 pos;  	vec3 norm; @@ -84,9 +88,9 @@ void main()  	mat4 trans = getObjectSkinnedTransform();  	trans = gl_ModelViewMatrix * trans; -	pos = trans * gl_Vertex; +	pos = trans * vec4(position.xyz, 1.0); -	norm = gl_Vertex.xyz + gl_Normal.xyz; +	norm = position.xyz + normal.xyz;  	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);  	vec4 frag_pos = gl_ProjectionMatrix * pos; @@ -97,7 +101,7 @@ void main()  	calcAtmospherics(pos.xyz); -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);  	// Collect normal lights  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -107,17 +111,17 @@ void main()  	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);  	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	vary_pointlight_col = col.rgb*diffuse_color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb*diffuse_color.rgb; +	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); -	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index f6a280462e..7a2f34ca1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,7 +23,10 @@   * $/LicenseInfo$   */ - +attribute vec4 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -80,22 +83,22 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz, 1.0); -	vary_texture_index = gl_Vertex.w; -	gl_Position = gl_ModelViewProjectionMatrix * vert;  +	vec4 vert = vec4(position.xyz, 1.0); +	vary_texture_index = position.w; +	vec4 pos = (gl_ModelViewMatrix * vert); +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vec4 pos = (gl_ModelViewMatrix * vert); -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 norm = normalize(gl_NormalMatrix * normal);  	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));  	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); +	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);  	// Collect normal lights  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -105,7 +108,7 @@ void main()  	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);  	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	vary_pointlight_col = col.rgb*diffuse_color.rgb;  	col.rgb = vec3(0,0,0); @@ -114,10 +117,10 @@ void main()  	vary_light = gl_LightSource[0].position.xyz; -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb*diffuse_color.rgb; +	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); -	col.rgb = col.rgb*gl_Color.rgb; +	col.rgb = col.rgb*diffuse_color.rgb;  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index bf4e79d815..e03615eebb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -22,21 +22,23 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);  	p.z = max(p.z, -p.w+0.01); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index f70ea4da52..e15727f6f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -77,20 +79,21 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	vec4 pos;  	vec3 norm;  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	vec4 pos_in = vec4(position.xyz, 1.0); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm);  	vec4 frag_pos = gl_ProjectionMatrix * pos; @@ -100,9 +103,7 @@ void main()  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);  	// Collect normal lights  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); @@ -112,17 +113,17 @@ void main()  	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);  	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	vary_pointlight_col = col.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb; +	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); -	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	col.rgb = min(col.rgb, 1.0);  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index d0f3397932..58efa47567 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -24,16 +24,20 @@   */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  varying vec3 vary_normal;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(gl_NormalMatrix * normal); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 3f30402583..a006b81ef7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -31,7 +31,7 @@ varying vec3 vary_normal;  void main()   { -	vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);  	if (diff.a < 0.2)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index c9a349f026..ba3cc82b39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -31,7 +31,6 @@ varying vec4 post_pos;  void main()   { -	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);  	gl_FragColor = vec4(1,1,1,1);  	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 3d2ad397df..543e998def 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,34 +27,35 @@  mat4 getSkinnedTransform(); -attribute vec4 weight; +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0;  varying vec4 post_pos;  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	vec4 pos;  	vec3 norm; +	vec4 pos_in = vec4(position.xyz, 1.0);  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm);  	pos = gl_ProjectionMatrix * pos;  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	 -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 37fcef81f3..66e9119e28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0;  mat4 getSkinnedTransform(); @@ -33,28 +35,26 @@ varying vec3 vary_normal;  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	vec4 pos;  	vec3 norm; +	vec4 pos_in = vec4(position.xyz, 1.0);  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm);  	vary_normal = norm;  	gl_Position = gl_ProjectionMatrix * pos; -	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	 -	 -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index e904b7ded0..0168c40ae5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,7 +23,7 @@   * $/LicenseInfo$   */ - +attribute vec3 position;  varying vec2 vary_fragcoord;  uniform vec2 screen_res; @@ -31,7 +31,7 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos;   	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 7d934e7ff8..421299d4a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -22,7 +22,11 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec2 texcoord2;  varying vec3 vary_mat0;  varying vec3 vary_mat1; @@ -32,17 +36,17 @@ mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); -	vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); +	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); +	vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);  	vec3 t = cross(b, n);  	vary_mat0 = vec3(t.x, b.x, n.x); @@ -50,5 +54,5 @@ void main()  	vary_mat2 = vec3(t.z, b.z, n.z);  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 92fd41554d..99ddeaf0b9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -23,7 +23,11 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; +attribute vec2 texcoord2;  varying vec3 vary_mat0;  varying vec3 vary_mat1; @@ -32,16 +36,16 @@ varying vec3 vary_mat2;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vec3 n = normalize(gl_NormalMatrix * gl_Normal); -	vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); +	vec3 n = normalize(gl_NormalMatrix * normal); +	vec3 b = normalize(gl_NormalMatrix * vec4(texcoord2,0,1).xyz);  	vec3 t = cross(b, n);  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y);  	vary_mat2 = vec3(t.z, b.z, n.z); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index c175a834c2..297b3904a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -23,7 +23,8 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec2 texcoord0;  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky @@ -59,12 +60,12 @@ void main()  {  	// World / view / projection -	gl_Position = ftransform(); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	// Get relative position -	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) @@ -160,7 +161,7 @@ void main()  	// Texture coords -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	gl_TexCoord[0].xy -= 0.5;  	gl_TexCoord[0].xy /= cloud_scale.x;  	gl_TexCoord[0].xy += 0.5; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 338d0ebb2b..26355731ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,5 +1,5 @@  /**  - * @file diffuseF.glsl + * @file diffuseAlphaMaskF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$ @@ -15,7 +15,7 @@ varying vec3 vary_normal;  void main()   { -	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl new file mode 100644 index 0000000000..dfc1b52c2e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -0,0 +1,30 @@ +/**  + * @file diffuseAlphaMaskNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main()  +{ +	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	 +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(col.rgb, 0.0); +	gl_FragData[1] = vec4(0,0,0,0); // spec +	vec3 nvn = normalize(vary_normal); +	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl new file mode 100644 index 0000000000..ff9578e253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -0,0 +1,23 @@ +/**  + * @file diffuseNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +varying vec3 vary_normal; +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	vary_normal = normalize(gl_NormalMatrix * normal); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 1470d7c9ca..02fb34af32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -24,27 +24,32 @@ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0; +  varying vec3 vary_normal;  mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; +	vec4 norm = vec4(position.xyz, 1.0); +	norm.xyz += normal.xyz;  	norm.xyz = (mat*norm).xyz;  	norm.xyz = normalize(norm.xyz-pos.xyz);  	vary_normal = norm.xyz; -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 7c5a4d35b3..553cfff52f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -24,6 +24,10 @@   */ +attribute vec4 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0;  varying vec3 vary_normal;  varying float vary_texture_index; @@ -31,11 +35,11 @@ varying float vary_texture_index;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vary_texture_index = gl_Vertex.w; -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_texture_index = position.w; +	vary_normal = normalize(gl_NormalMatrix * normal); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl new file mode 100644 index 0000000000..5a9a6196f3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -0,0 +1,28 @@ +/**  + * @file emissiveF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +#extension GL_ARB_texture_rectangle : enable + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + + +void main()  +{ +	float shadow = 1.0; + +	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; +	 +	color.rgb = fullbrightAtmosTransport(color.rgb); + +	color.rgb = fullbrightScaleSoftClip(color.rgb); + +	gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl new file mode 100644 index 0000000000..9841943fe6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -0,0 +1,38 @@ +/**  + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz, 1.0); +	vec4 pos = (gl_ModelViewMatrix * vert); +	vary_texture_index = position.w; + +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	 +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	calcAtmospherics(pos.xyz); +	 +	gl_FrontColor = vec4(0,0,0,emissive); + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index a4ff0b80e2..93571058dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -24,6 +24,9 @@   */ +attribute vec4 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -37,18 +40,17 @@ varying float vary_texture_index;  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz, 1.0); -	vary_texture_index = gl_Vertex.w; +	vec4 vert = vec4(position.xyz, 1.0); +	vec4 pos = (gl_ModelViewMatrix * vert); +	vary_texture_index = position.w; -	gl_Position = gl_ModelViewProjectionMatrix*vert;  +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vec4 pos = (gl_ModelViewMatrix * vert); -				  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_FogFragCoord = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 190e32b6a3..1a23be349e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -23,6 +23,9 @@   * $/LicenseInfo$   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  varying vec2 vary_fragcoord; @@ -32,11 +35,12 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  +	  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = gl_MultiTexCoord0; +	vec4 tex = vec4(texcoord0,0,1);  	tex.w = 1.0; -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 0cf8c68173..28ba2c432d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -23,13 +23,15 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 9f22175f84..3f2e07cf08 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -23,8 +23,9 @@   * $/LicenseInfo$   */ - - +  +attribute vec3 position; +attribute vec4 diffuse_color;  varying vec2 vary_fragcoord; @@ -33,9 +34,10 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos; +	  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 1362a48daf..39e60b6cc8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -24,15 +24,15 @@   */ +attribute vec3 position;  varying vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  	vary_fragcoord = pos;  	gl_Position = pos; -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 85b0ce5beb..c42935d815 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -55,7 +55,10 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -110,7 +113,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  vec4 getPosition(vec2 pos_screen)  { -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	float depth = texture2DRect(depthMap, pos_screen.xy).r;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -129,9 +132,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -145,16 +148,16 @@ void main()  	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));  	if (proj_tc.z < 0.0)  	{ -		discard; +		//discard;  	}  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  	if (dist_atten <= 0.0)  	{ -		discard; +		//discard;  	}  	lv = proj_origin-pos.xyz; @@ -182,7 +185,7 @@ void main()  			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -199,7 +202,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -232,7 +235,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 0771f9b91a..8c34a554c2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -38,7 +38,10 @@ uniform sampler2DRect depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -67,9 +70,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos; +	vec3 lv = center.xyz-pos;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -90,11 +93,11 @@ void main()  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	float lit = da * dist_atten * noise; -	col = gl_Color.rgb*lit*col; +	col = color.rgb*lit*col;  	vec4 spec = texture2DRect(specularRect, frag.xy);  	if (spec.a > 0.0) @@ -104,7 +107,7 @@ void main()  		{  			sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);  			sa *= noise; -			col += da*sa*gl_Color.rgb*spec.rgb; +			col += da*sa*color.rgb*spec.rgb;  		}  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index db1b9d3feb..afaf58020b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -23,23 +23,15 @@   * $/LicenseInfo$   */ +attribute vec3 position; - -varying vec4 vary_light;  varying vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  	vary_fragcoord = pos; -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; -	 -	vary_light = gl_MultiTexCoord0; -	  	gl_Position = pos; -		 -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 34e30a3070..e9122fc9d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -1,5 +1,5 @@  /**  - * @file postDeferredF.glsl + * @file postDeferredNoDoFF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,20 +23,2092 @@   * $/LicenseInfo$   */ +#extension GL_ARB_texture_rectangle : enable +#define FXAA_PC 1 +#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 -#extension GL_ARB_texture_rectangle : enable +/*============================================================================ + + +                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ +                           INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + +  #define FXAA_PC 1 +  #define FXAA_HLSL_5 1 +  #define FXAA_QUALITY__PRESET 12 + +Or, + +  #define FXAA_360 1 +   +Or, + +  #define FXAA_PS3 1 +   +Etc. + +(2.) +Then include this file, + +  #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same  +to enable easy porting between platforms. + +  return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + +  #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + +  FxaaFloat2 fxaaQualityRcpFrame, +  FxaaFloat4 fxaaConsoleRcpFrameOpt, +  FxaaFloat4 fxaaConsoleRcpFrameOpt2, +  FxaaFloat4 fxaaConsole360RcpFrameOpt2, +  FxaaFloat fxaaQualitySubpix, +  FxaaFloat fxaaQualityEdgeThreshold, +  FxaaFloat fxaaQualityEdgeThresholdMin, +  FxaaFloat fxaaConsoleEdgeSharpness, +  FxaaFloat fxaaConsoleEdgeThreshold, +  FxaaFloat fxaaConsoleEdgeThresholdMin, +  FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos"  +such that inputs in the pixel shader provide, + +  // {xy} = center of pixel +  FxaaFloat2 pos, + +  // {xy__} = upper left of pixel +  // {__zw} = lower right of pixel +  FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ +                    INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set,  + +  #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + +  color.rgb = ToneMap(color.rgb); // linear color output +  color.rgb = sqrt(color.rgb);    // gamma 2.0 color output +  return color; + +To use FXAA, + +  color.rgb = ToneMap(color.rgb);  // linear color output +  color.rgb = sqrt(color.rgb);     // gamma 2.0 color output +  color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma +  return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + +  color.rgb = ToneMap(color.rgb); // linear color output +  return color; + +To use FXAA, + +  color.rgb = ToneMap(color.rgb); // linear color output +  color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma +  return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ +                          BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable  +in a linear colorspace. + + +------------------------------------------------------------------------------ +                             COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, +   have the pass write out luma into alpha. +   Then blend into RGB only. +   FXAA should be able to run ok +   assuming the blending pass did not any add aliasing. +   This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + +                             INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 +    #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 +    #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT +    #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC +    // +    // FXAA Quality +    // The high quality PC algorithm. +    // +    #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE +    // +    // The console algorithm for PC is included +    // for developers targeting really low spec machines. +    // Likely better to just run FXAA_PC, and use a really low preset. +    // +    #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 +    #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 +    #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 +    #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 +    #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 +    #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA +    // +    // For those using non-linear color, +    // and either not able to get luma in alpha, or not wanting to, +    // this enables FXAA to run using green as a proxy for luma. +    // So with this enabled, no need to pack luma in alpha. +    // +    // This will turn off AA on anything which lacks some amount of green. +    // Pure red and blue or combination of only R and B, will get no AA. +    // +    // Might want to lower the settings for both, +    //    fxaaConsoleEdgeThresholdMin +    //    fxaaQualityEdgeThresholdMin +    // In order to insure AA does not get turned off on colors  +    // which contain a minor amount of green. +    // +    // 1 = On. +    // 0 = Off. +    // +    #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT +    // +    // Controls algorithm's early exit path. +    // On PS3 turning this ON adds 2 cycles to the shader. +    // On 360 turning this OFF adds 10ths of a millisecond to the shader. +    // Turning this off on console will result in a more blurry image. +    // So this defaults to on. +    // +    // 1 = On. +    // 0 = Off. +    // +    #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD +    // +    // Only valid for PC OpenGL currently. +    // Probably will not work when FXAA_GREEN_AS_LUMA = 1. +    // +    // 1 = Use discard on pixels which don't need AA. +    //     For APIs which enable concurrent TEX+ROP from same surface. +    // 0 = Return unchanged color on pixels which don't need AA. +    // +    #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET +    // +    // Used for GLSL 120 only. +    // +    // 1 = GL API supports fast pixel offsets +    // 0 = do not use fast pixel offsets +    // +    #ifdef GL_EXT_gpu_shader4 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifdef GL_NV_gpu_shader5 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifdef GL_ARB_gpu_shader5 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifndef FXAA_FAST_PIXEL_OFFSET +        #define FXAA_FAST_PIXEL_OFFSET 0 +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA +    // +    // 1 = API supports gather4 on alpha channel. +    // 0 = API does not support gather4 on alpha channel. +    // +    #if (FXAA_HLSL_5 == 1) +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifdef GL_ARB_gpu_shader5 +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifdef GL_NV_gpu_shader5 +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifndef FXAA_GATHER4_ALPHA +        #define FXAA_GATHER4_ALPHA 0 +    #endif +#endif + +/*============================================================================ +                      FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS +    // +    // Consoles the sharpness of edges on PS3 only. +    // Non-PS3 tuning is done with shader input. +    // +    // Due to the PS3 being ALU bound, +    // there are only two safe values here: 4 and 8. +    // These options use the shaders ability to a free *|/ by 2|4|8. +    // +    // 8.0 is sharper +    // 4.0 is softer +    // 2.0 is really soft (good for vector graphics inputs) +    // +    #if 1 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 +    #endif +    #if 0 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 +    #endif +    #if 0 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD +    // +    // Only effects PS3. +    // Non-PS3 tuning is done with shader input. +    // +    // The minimum amount of local contrast required to apply algorithm. +    // The console setting has a different mapping than the quality setting. +    // +    // This only applies when FXAA_EARLY_EXIT is 1. +    // +    // Due to the PS3 being ALU bound, +    // there are only two safe values here: 0.25 and 0.125. +    // These options use the shaders ability to a free *|/ by 2|4|8. +    // +    // 0.125 leaves less aliasing, but is softer +    // 0.25 leaves more aliasing, and is sharper +    // +    #if 1 +        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 +    #else +        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 +    #endif +#endif + +/*============================================================================ +                        FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET +    // +    // Choose the quality preset. +    // This needs to be compiled into the shader as it effects code. +    // Best option to include multiple presets is to  +    // in each shader define the preset, then include this file. +    //  +    // OPTIONS +    // ----------------------------------------------------------------------- +    // 10 to 15 - default medium dither (10=fastest, 15=highest quality) +    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) +    // 39       - no dither, very expensive  +    // +    // NOTES +    // ----------------------------------------------------------------------- +    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) +    // 13 = about same speed as FXAA 3.9 and better than 12 +    // 23 = closest to FXAA 3.9 visually and performance wise +    //  _ = the lowest digit is directly related to performance +    // _  = the highest digit is directly related to style +    //  +    #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + +                           FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ +                     FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) +    #define FXAA_QUALITY__PS 3 +    #define FXAA_QUALITY__P0 1.5 +    #define FXAA_QUALITY__P1 3.0 +    #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) +    #define FXAA_QUALITY__PS 4 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 3.0 +    #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) +    #define FXAA_QUALITY__PS 5 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 4.0 +    #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) +    #define FXAA_QUALITY__PS 6 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 4.0 +    #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) +    #define FXAA_QUALITY__PS 7 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 4.0 +    #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) +    #define FXAA_QUALITY__PS 8 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 4.0 +    #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ +                     FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) +    #define FXAA_QUALITY__PS 3 +    #define FXAA_QUALITY__P0 1.5 +    #define FXAA_QUALITY__P1 2.0 +    #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) +    #define FXAA_QUALITY__PS 4 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) +    #define FXAA_QUALITY__PS 5 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) +    #define FXAA_QUALITY__PS 6 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) +    #define FXAA_QUALITY__PS 7 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 3.0 +    #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) +    #define FXAA_QUALITY__PS 8 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 4.0 +    #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) +    #define FXAA_QUALITY__PS 9 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 4.0 +    #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) +    #define FXAA_QUALITY__PS 10 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 4.0 +    #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) +    #define FXAA_QUALITY__PS 11 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 4.0 +    #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) +    #define FXAA_QUALITY__PS 12 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 2.0 +    #define FXAA_QUALITY__P10 4.0 +    #define FXAA_QUALITY__P11 8.0 +#endif -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; +/*============================================================================ +                     FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) +    #define FXAA_QUALITY__PS 12 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.0 +    #define FXAA_QUALITY__P2 1.0 +    #define FXAA_QUALITY__P3 1.0 +    #define FXAA_QUALITY__P4 1.0 +    #define FXAA_QUALITY__P5 1.5 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 2.0 +    #define FXAA_QUALITY__P10 4.0 +    #define FXAA_QUALITY__P11 8.0 +#endif + + +/*============================================================================ + +                                API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) +    #define FxaaBool bool +    #define FxaaDiscard discard +    #define FxaaFloat float +    #define FxaaFloat2 vec2 +    #define FxaaFloat3 vec3 +    #define FxaaFloat4 vec4 +    #define FxaaHalf float +    #define FxaaHalf2 vec2 +    #define FxaaHalf3 vec3 +    #define FxaaHalf4 vec4 +    #define FxaaInt2 ivec2 +    #define FxaaSat(x) clamp(x, 0.0, 1.0) +    #define FxaaTex sampler2D +#else +    #define FxaaBool bool +    #define FxaaDiscard clip(-1) +    #define FxaaFloat float +    #define FxaaFloat2 float2 +    #define FxaaFloat3 float3 +    #define FxaaFloat4 float4 +    #define FxaaHalf half +    #define FxaaHalf2 half2 +    #define FxaaHalf3 half3 +    #define FxaaHalf4 half4 +    #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) +    // Requires, +    //  #version 120 +    // And at least, +    //  #extension GL_EXT_gpu_shader4 : enable +    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) +    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) +    #if (FXAA_FAST_PIXEL_OFFSET == 1) +        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) +    #else +        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) +    #endif +    #if (FXAA_GATHER4_ALPHA == 1) +        // use #extension GL_ARB_gpu_shader5 : enable +        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) +        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) +        #define FxaaTexGreen4(t, p) textureGather(t, p, 1) +        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) +    // Requires "#version 130" or better +    #define FxaaTexTop(t, p) textureLod(t, p, 0.0) +    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) +    #if (FXAA_GATHER4_ALPHA == 1) +        // use #extension GL_ARB_gpu_shader5 : enable +        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) +        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) +        #define FxaaTexGreen4(t, p) textureGather(t, p, 1) +        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) +    #define FxaaInt2 float2 +    #define FxaaTex sampler2D +    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) +    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) +    #define FxaaInt2 int2 +    struct FxaaTex { SamplerState smpl; Texture2D tex; }; +    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) +    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) +    #define FxaaInt2 int2 +    struct FxaaTex { SamplerState smpl; Texture2D tex; }; +    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) +    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) +    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) +    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) +    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ +                   GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) +    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else +    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif     + + + + +/*============================================================================ + +                             FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( +    // +    // Use noperspective interpolation here (turn off perspective interpolation). +    // {xy} = center of pixel +    FxaaFloat2 pos, +    // +    // Used only for FXAA Console, and not used on the 360 version. +    // Use noperspective interpolation here (turn off perspective interpolation). +    // {xy__} = upper left of pixel +    // {__zw} = lower right of pixel +    FxaaFloat4 fxaaConsolePosPos, +    // +    // Input color texture. +    // {rgb_} = color in linear or perceptual color space +    // if (FXAA_GREEN_AS_LUMA == 0) +    //     {___a} = luma in perceptual color space (not linear) +    FxaaTex tex, +    // +    // Only used on the optimized 360 version of FXAA Console. +    // For everything but 360, just use the same input here as for "tex". +    // For 360, same texture, just alias with a 2nd sampler. +    // This sampler needs to have an exponent bias of -1. +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    // +    // Only used on the optimized 360 version of FXAA Console. +    // For everything but 360, just use the same input here as for "tex". +    // For 360, same texture, just alias with a 3nd sampler. +    // This sampler needs to have an exponent bias of -2. +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    // +    // Only used on FXAA Quality. +    // This must be from a constant/uniform. +    // {x_} = 1.0/screenWidthInPixels +    // {_y} = 1.0/screenHeightInPixels +    FxaaFloat2 fxaaQualityRcpFrame, +    // +    // Only used on FXAA Console. +    // This must be from a constant/uniform. +    // This effects sub-pixel AA quality and inversely sharpness. +    //   Where N ranges between, +    //     N = 0.50 (default) +    //     N = 0.33 (sharper) +    // {x___} = -N/screenWidthInPixels   +    // {_y__} = -N/screenHeightInPixels +    // {__z_} =  N/screenWidthInPixels   +    // {___w} =  N/screenHeightInPixels  +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    // +    // Only used on FXAA Console. +    // Not used on 360, but used on PS3 and PC. +    // This must be from a constant/uniform. +    // {x___} = -2.0/screenWidthInPixels   +    // {_y__} = -2.0/screenHeightInPixels +    // {__z_} =  2.0/screenWidthInPixels   +    // {___w} =  2.0/screenHeightInPixels  +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    // +    // Only used on FXAA Console. +    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. +    // This must be from a constant/uniform. +    // {x___} =  8.0/screenWidthInPixels   +    // {_y__} =  8.0/screenHeightInPixels +    // {__z_} = -4.0/screenWidthInPixels   +    // {___w} = -4.0/screenHeightInPixels  +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__SUBPIX define. +    // It is here now to allow easier tuning. +    // Choose the amount of sub-pixel aliasing removal. +    // This can effect sharpness. +    //   1.00 - upper limit (softer) +    //   0.75 - default amount of filtering +    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal) +    //   0.25 - almost off +    //   0.00 - completely off +    FxaaFloat fxaaQualitySubpix, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. +    // It is here now to allow easier tuning. +    // The minimum amount of local contrast required to apply algorithm. +    //   0.333 - too little (faster) +    //   0.250 - low quality +    //   0.166 - default +    //   0.125 - high quality  +    //   0.063 - overkill (slower) +    FxaaFloat fxaaQualityEdgeThreshold, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. +    // It is here now to allow easier tuning. +    // Trims the algorithm from processing darks. +    //   0.0833 - upper limit (default, the start of visible unfiltered edges) +    //   0.0625 - high quality (faster) +    //   0.0312 - visible limit (slower) +    // Special notes when using FXAA_GREEN_AS_LUMA, +    //   Likely want to set this to zero. +    //   As colors that are mostly not-green +    //   will appear very dark in the green channel! +    //   Tune by looking at mostly non-green content, +    //   then start at zero and increase until aliasing is a problem. +    FxaaFloat fxaaQualityEdgeThresholdMin, +    //  +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. +    // It is here now to allow easier tuning. +    // This does not effect PS3, as this needs to be compiled in. +    //   Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. +    //   Due to the PS3 being ALU bound, +    //   there are only three safe values here: 2 and 4 and 8. +    //   These options use the shaders ability to a free *|/ by 2|4|8. +    // For all other platforms can be a non-power of two. +    //   8.0 is sharper (default!!!) +    //   4.0 is softer +    //   2.0 is really soft (good only for vector graphics inputs) +    FxaaFloat fxaaConsoleEdgeSharpness, +    // +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. +    // It is here now to allow easier tuning. +    // This does not effect PS3, as this needs to be compiled in. +    //   Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. +    //   Due to the PS3 being ALU bound, +    //   there are only two safe values here: 1/4 and 1/8. +    //   These options use the shaders ability to a free *|/ by 2|4|8. +    // The console setting has a different mapping than the quality setting. +    // Other platforms can use other values. +    //   0.125 leaves less aliasing, but is softer (default!!!) +    //   0.25 leaves more aliasing, and is sharper +    FxaaFloat fxaaConsoleEdgeThreshold, +    // +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. +    // It is here now to allow easier tuning. +    // Trims the algorithm from processing darks. +    // The console setting has a different mapping than the quality setting. +    // This only applies when FXAA_EARLY_EXIT is 1. +    // This does not apply to PS3,  +    // PS3 was simplified to avoid more shader instructions. +    //   0.06 - faster but more aliasing in darks +    //   0.05 - default +    //   0.04 - slower and less aliasing in darks +    // Special notes when using FXAA_GREEN_AS_LUMA, +    //   Likely want to set this to zero. +    //   As colors that are mostly not-green +    //   will appear very dark in the green channel! +    //   Tune by looking at mostly non-green content, +    //   then start at zero and increase until aliasing is a problem. +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    //     +    // Extra constants for 360 FXAA Console only. +    // Use zeros or anything else for other platforms. +    // These must be in physical constant registers and NOT immedates. +    // Immedates will result in compiler un-optimizing. +    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posM; +    posM.x = pos.x; +    posM.y = pos.y; +    #if (FXAA_GATHER4_ALPHA == 1) +        #if (FXAA_DISCARD == 0) +            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); +            #if (FXAA_GREEN_AS_LUMA == 0) +                #define lumaM rgbyM.w +            #else +                #define lumaM rgbyM.y +            #endif +        #endif +        #if (FXAA_GREEN_AS_LUMA == 0) +            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); +            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); +        #else +            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); +            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); +        #endif +        #if (FXAA_DISCARD == 1) +            #define lumaM luma4A.w +        #endif +        #define lumaE luma4A.z +        #define lumaS luma4A.x +        #define lumaSE luma4A.y +        #define lumaNW luma4B.w +        #define lumaN luma4B.z +        #define lumaW luma4B.x +    #else +        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); +        #if (FXAA_GREEN_AS_LUMA == 0) +            #define lumaM rgbyM.w +        #else +            #define lumaM rgbyM.y +        #endif +        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat maxSM = max(lumaS, lumaM); +    FxaaFloat minSM = min(lumaS, lumaM); +    FxaaFloat maxESM = max(lumaE, maxSM); +    FxaaFloat minESM = min(lumaE, minSM); +    FxaaFloat maxWN = max(lumaN, lumaW); +    FxaaFloat minWN = min(lumaN, lumaW); +    FxaaFloat rangeMax = max(maxWN, maxESM); +    FxaaFloat rangeMin = min(minWN, minESM); +    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; +    FxaaFloat range = rangeMax - rangeMin; +    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); +    FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ +    if(earlyExit) +        #if (FXAA_DISCARD == 1) +            FxaaDiscard; +        #else +            return rgbyM; +        #endif +/*--------------------------------------------------------------------------*/ +    #if (FXAA_GATHER4_ALPHA == 0) +        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); +    #else +        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNS = lumaN + lumaS; +    FxaaFloat lumaWE = lumaW + lumaE; +    FxaaFloat subpixRcpRange = 1.0/range; +    FxaaFloat subpixNSWE = lumaNS + lumaWE; +    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; +    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNESE = lumaNE + lumaSE; +    FxaaFloat lumaNWNE = lumaNW + lumaNE; +    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; +    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNWSW = lumaNW + lumaSW; +    FxaaFloat lumaSWSE = lumaSW + lumaSE; +    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); +    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); +    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; +    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; +    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; +    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ +    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; +    FxaaFloat lengthSign = fxaaQualityRcpFrame.x; +    FxaaBool horzSpan = edgeHorz >= edgeVert; +    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ +    if(!horzSpan) lumaN = lumaW; +    if(!horzSpan) lumaS = lumaE; +    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; +    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ +    FxaaFloat gradientN = lumaN - lumaM; +    FxaaFloat gradientS = lumaS - lumaM; +    FxaaFloat lumaNN = lumaN + lumaM; +    FxaaFloat lumaSS = lumaS + lumaM; +    FxaaBool pairN = abs(gradientN) >= abs(gradientS); +    FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); +    if(pairN) lengthSign = -lengthSign; +    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posB; +    posB.x = posM.x; +    posB.y = posM.y; +    FxaaFloat2 offNP; +    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; +    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; +    if(!horzSpan) posB.x += lengthSign * 0.5; +    if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posN; +    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; +    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; +    FxaaFloat2 posP; +    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; +    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; +    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; +    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); +    FxaaFloat subpixE = subpixC * subpixC; +    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ +    if(!pairN) lumaNN = lumaSS; +    FxaaFloat gradientScaled = gradient * 1.0/4.0; +    FxaaFloat lumaMM = lumaM - lumaNN * 0.5; +    FxaaFloat subpixF = subpixD * subpixE; +    FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ +    lumaEndN -= lumaNN * 0.5; +    lumaEndP -= lumaNN * 0.5; +    FxaaBool doneN = abs(lumaEndN) >= gradientScaled; +    FxaaBool doneP = abs(lumaEndP) >= gradientScaled; +    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; +    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; +    FxaaBool doneNP = (!doneN) || (!doneP); +    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; +    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ +    if(doneNP) { +        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +        doneN = abs(lumaEndN) >= gradientScaled; +        doneP = abs(lumaEndP) >= gradientScaled; +        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; +        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; +        doneNP = (!doneN) || (!doneP); +        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; +        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ +        #if (FXAA_QUALITY__PS > 3) +        if(doneNP) { +            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +            doneN = abs(lumaEndN) >= gradientScaled; +            doneP = abs(lumaEndP) >= gradientScaled; +            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; +            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; +            doneNP = (!doneN) || (!doneP); +            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; +            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ +            #if (FXAA_QUALITY__PS > 4) +            if(doneNP) { +                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                doneN = abs(lumaEndN) >= gradientScaled; +                doneP = abs(lumaEndP) >= gradientScaled; +                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; +                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; +                doneNP = (!doneN) || (!doneP); +                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; +                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ +                #if (FXAA_QUALITY__PS > 5) +                if(doneNP) { +                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                    doneN = abs(lumaEndN) >= gradientScaled; +                    doneP = abs(lumaEndP) >= gradientScaled; +                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; +                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; +                    doneNP = (!doneN) || (!doneP); +                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; +                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ +                    #if (FXAA_QUALITY__PS > 6) +                    if(doneNP) { +                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                        doneN = abs(lumaEndN) >= gradientScaled; +                        doneP = abs(lumaEndP) >= gradientScaled; +                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; +                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; +                        doneNP = (!doneN) || (!doneP); +                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; +                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ +                        #if (FXAA_QUALITY__PS > 7) +                        if(doneNP) { +                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                            doneN = abs(lumaEndN) >= gradientScaled; +                            doneP = abs(lumaEndP) >= gradientScaled; +                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; +                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; +                            doneNP = (!doneN) || (!doneP); +                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; +                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ +    #if (FXAA_QUALITY__PS > 8) +    if(doneNP) { +        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +        doneN = abs(lumaEndN) >= gradientScaled; +        doneP = abs(lumaEndP) >= gradientScaled; +        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; +        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; +        doneNP = (!doneN) || (!doneP); +        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; +        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ +        #if (FXAA_QUALITY__PS > 9) +        if(doneNP) { +            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +            doneN = abs(lumaEndN) >= gradientScaled; +            doneP = abs(lumaEndP) >= gradientScaled; +            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; +            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; +            doneNP = (!doneN) || (!doneP); +            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; +            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ +            #if (FXAA_QUALITY__PS > 10) +            if(doneNP) { +                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                doneN = abs(lumaEndN) >= gradientScaled; +                doneP = abs(lumaEndP) >= gradientScaled; +                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; +                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; +                doneNP = (!doneN) || (!doneP); +                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; +                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ +                #if (FXAA_QUALITY__PS > 11) +                if(doneNP) { +                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                    doneN = abs(lumaEndN) >= gradientScaled; +                    doneP = abs(lumaEndP) >= gradientScaled; +                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; +                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; +                    doneNP = (!doneN) || (!doneP); +                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; +                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ +                    #if (FXAA_QUALITY__PS > 12) +                    if(doneNP) { +                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                        doneN = abs(lumaEndN) >= gradientScaled; +                        doneP = abs(lumaEndP) >= gradientScaled; +                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; +                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; +                        doneNP = (!doneN) || (!doneP); +                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; +                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ +                    } +                    #endif +/*--------------------------------------------------------------------------*/ +                } +                #endif +/*--------------------------------------------------------------------------*/ +            } +            #endif +/*--------------------------------------------------------------------------*/ +        } +        #endif +/*--------------------------------------------------------------------------*/ +    } +    #endif +/*--------------------------------------------------------------------------*/ +                        } +                        #endif +/*--------------------------------------------------------------------------*/ +                    } +                    #endif +/*--------------------------------------------------------------------------*/ +                } +                #endif +/*--------------------------------------------------------------------------*/ +            } +            #endif +/*--------------------------------------------------------------------------*/ +        } +        #endif +/*--------------------------------------------------------------------------*/ +    } +/*--------------------------------------------------------------------------*/ +    FxaaFloat dstN = posM.x - posN.x; +    FxaaFloat dstP = posP.x - posM.x; +    if(!horzSpan) dstN = posM.y - posN.y; +    if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ +    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; +    FxaaFloat spanLength = (dstP + dstN); +    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; +    FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ +    FxaaBool directionN = dstN < dstP; +    FxaaFloat dst = min(dstN, dstP); +    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; +    FxaaFloat subpixG = subpixF * subpixF; +    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; +    FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ +    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; +    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); +    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; +    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; +    #if (FXAA_DISCARD == 1) +        return FxaaTexTop(tex, posM); +    #else +        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); +    #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + +                         FXAA3 CONSOLE - PC VERSION +                          +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with +    #define FXAA_QUALITY__PRESET 10 +Or  +    #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); +    FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); +    FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); +    FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); +    #if (FXAA_GREEN_AS_LUMA == 0) +        FxaaFloat lumaM = rgbyM.w; +    #else +        FxaaFloat lumaM = rgbyM.y; +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); +    lumaNe += 1.0/384.0; +    FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); +    FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); +    FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMinM = min(lumaMin, lumaM); +    FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); +    FxaaFloat lumaMaxM = max(lumaMax, lumaM); +    FxaaFloat dirSwMinusNe = lumaSw - lumaNe; +    FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; +    FxaaFloat dirSeMinusNw = lumaSe - lumaNw; +    if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 dir; +    dir.x = dirSwMinusNe + dirSeMinusNw; +    dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 dir1 = normalize(dir.xy); +    FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); +    FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; +    FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); +    FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; +    FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ +    #if (FXAA_GREEN_AS_LUMA == 0) +        FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); +    #else +        FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); +    #endif +    if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; +    return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +                      FXAA3 CONSOLE - 360 PIXEL SHADER  + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    float4 lumaNwNeSwSe; +    #if (FXAA_GREEN_AS_LUMA == 0) +        asm {  +            tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false +        }; +    #else +        asm {  +            tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false +        }; +    #endif +/*--------------------------------------------------------------------------*/ +    lumaNwNeSwSe.y += 1.0/384.0; +    float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); +    float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); +    float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); +    float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ +    float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        float lumaMinM = min(lumaMin, rgbyM.w); +        float lumaMaxM = max(lumaMax, rgbyM.w); +    #else +        float lumaMinM = min(lumaMin, rgbyM.y); +        float lumaMaxM = max(lumaMax, rgbyM.y); +    #endif         +    if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ +    float2 dir; +    dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); +    dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); +    dir = normalize(dir); +/*--------------------------------------------------------------------------*/ +    float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ +    float4 dir2; +    float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; +    dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); +    dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ +    float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); +    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); +    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); +    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +    float4 rgbyA = rgbyN1 + rgbyP1; +    float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ +    float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; +    rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; +    return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +         FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + +  --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ +                             NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: +  0: texpkb h0.w(TRUE), v5.zyxx, #0 +  2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x +  4: texpkb h0.w(TRUE), v5.xwxx, #0 +  6: addh h0.z(TRUE), -h2, h0.w +  7: texpkb h1.w(TRUE), v5, #0 +  9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass |  Unit  |  uOp |  PC:  Op +-----+--------+------+------------------------- +   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |   SCB1 |  add |   2:  ADDh h2.z, h0.--w-, const.--x-; +     |        |      | +   2 | SCT0/1 |  mov |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |    TEX |  txl |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |   SCB1 |  add |   6:  ADDh h0.z,-h2, h0.--w-; +     |        |      | +   3 | SCT0/1 |  mov |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0; +     |    TEX |  txl |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0; +     |   SCB0 |  add |   9:  ADDh h0.x, h0.z---,-h1.w---; +     |   SCB1 |  add |  10:  ADDh h3.w, h0.---z, h1; +     |        |      | +   4 | SCT0/1 |  mov |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |    TEX |  txl |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |   SCB0 |  add |  14:  ADDh h0.x, h2.w---, h0; +     |   SCB1 |  add |  13:  ADDh h0.z, h3.--w-,-h2.--w-; +     |        |      | +   5 |   SCT1 |  mov |  15:  NRMh h1.xz, h0; +     |    SRB |  nrm |  15:  NRMh h1.xz, h0; +     |   SCB0 |  min |  16:  MINh*8 h0.x, |h1|, |h1.z---|; +     |   SCB1 |  max |  17:  MAXh h4.w, h0, h1; +     |        |      | +   6 |   SCT0 |  div |  18:  DIVx h2.xy, h1.xz--, h0; +     |   SCT1 |  mov |  19:  MOVr r1.zw, g[TEX0].--xy; +     |   SCB0 |  mad |  20:  MADr r2.xz,-h1, const.z-w-, r1.z-w-; +     |   SCB1 |  min |  22:  MINh h5.w, h0, h1; +     |        |      | +   7 | SCT0/1 |  mov |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0; +     |    TEX |  txl |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0; +     |   SCB0 |  max |  27:  MAXh h4.x, h2.z---, h2.w---; +     |   SCB1 |  mad |  25:  MADr r0.zw, h1.--xz, const, r1; +     |        |      | +   8 | SCT0/1 |  mov |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0; +     |    TEX |  txl |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0; +     | SCB0/1 |  add |  30:  ADDh/2 h1, h0, h1; +     |        |      | +   9 |   SCT0 |  mad |  31:  MADr r0.xy,-h2, const.xy--, r1.zw--; +     |   SCT1 |  mov |  33:  TXLr h0, r0, const.zzzz, TEX0; +     |    TEX |  txl |  33:  TXLr h0, r0, const.zzzz, TEX0; +     |   SCB1 |  min |  35:  MINh h4.z, h2, h2.--w-; +     |        |      | +  10 |   SCT0 |  mad |  37:  MADr r1.xy, h2, const.xy--, r1.zw--; +     |   SCT1 |  mov |  39:  TXLr h2, r1, const.zzzz, TEX0; +     |    TEX |  txl |  39:  TXLr h2, r1, const.zzzz, TEX0; +     | SCB0/1 |  add |  41:  ADDh/2 h0, h0, h2; +     |        |      | +  11 |   SCT0 |  min |  43:  MINh h2.x, h5.w---, h4.z---; +     |   SCT1 |  max |  42:  MAXh h2.w, h4, h4.---x; +     | SCB0/1 |  add |  44:  ADDh/2 h0, h0, h1; +     |        |      | +  12 |   SCT0 |  set |  45:  SLTh h2.x, h0.w---, h2; +     |   SCT1 |  set |  46:  SGTh h2.w, h0, h2; +     | SCB0/1 |  mul |  47:  MOVh h0, h0; +     |        |      | +  13 |   SCT0 |  mad |  48:  ADDxc0_s rc, h2, h2.w---; +     | SCB0/1 |  mul |  49:  MOVh h0(NE0.xxxx), h1; +  +Pass   SCT  TEX  SCB +  1:   0% 100%  25% +  2:   0% 100%  25% +  3:   0% 100%  50% +  4:   0% 100%  50% +  5:   0%   0%  50% +  6: 100%   0%  75% +  7:   0% 100%  75% +  8:   0% 100% 100% +  9:   0% 100%  25% + 10:   0% 100% 100% + 11:  50%   0% 100% + 12:  50%   0% 100% + 13:  25%   0% 100% + +MEAN:  17%  61%  67% + +Pass   SCT0  SCT1   TEX  SCB0  SCB1 +  1:    0%    0%  100%    0%  100% +  2:    0%    0%  100%    0%  100% +  3:    0%    0%  100%  100%  100% +  4:    0%    0%  100%  100%  100% +  5:    0%    0%    0%  100%  100% +  6:  100%  100%    0%  100%  100% +  7:    0%    0%  100%  100%  100% +  8:    0%    0%  100%  100%  100% +  9:    0%    0%  100%    0%  100% + 10:    0%    0%  100%  100%  100% + 11:  100%  100%    0%  100%  100% + 12:  100%  100%    0%  100%  100% + 13:  100%    0%    0%  100%  100% + +MEAN:   30%   23%   61%   76%  100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) +    half4 dir; +    half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        lumaNe.w += half(1.0/512.0); +        dir.x = -lumaNe.w; +        dir.z = -lumaNe.w; +    #else +        lumaNe.y += half(1.0/512.0); +        dir.x = -lumaNe.y; +        dir.z = -lumaNe.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (2) +    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x += lumaSw.w; +        dir.z += lumaSw.w; +    #else +        dir.x += lumaSw.y; +        dir.z += lumaSw.y; +    #endif         +/*--------------------------------------------------------------------------*/ +// (3) +    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x -= lumaNw.w; +        dir.z += lumaNw.w; +    #else +        dir.x -= lumaNw.y; +        dir.z += lumaNw.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (4) +    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x += lumaSe.w; +        dir.z -= lumaSe.w; +    #else +        dir.x += lumaSe.y; +        dir.z -= lumaSe.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (5) +    half4 dir1_pos; +    dir1_pos.xy = normalize(dir.xyz).xz; +    half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) +    half4 dir2_pos; +    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); +    dir1_pos.zw = pos.xy; +    dir2_pos.zw = pos.xy; +    half4 temp1N; +    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) +    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); +    half4 rgby1; +    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) +    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); +    rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) +    half4 temp2N; +    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) +    half4 rgby2; +    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); +    rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) +    // compilier moves these scalar ops up to other cycles +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); +        half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); +    #else +        half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); +        half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); +    #endif         +    rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) +    #if (FXAA_GREEN_AS_LUMA == 0) +        bool twoTapLt = rgby2.w < lumaMin; +        bool twoTapGt = rgby2.w > lumaMax; +    #else +        bool twoTapLt = rgby2.y < lumaMin; +        bool twoTapGt = rgby2.y > lumaMax; +    #endif +/*--------------------------------------------------------------------------*/ +// (13) +    if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ +    return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +       FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ +                             NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: +  0: texpkb h0.w(TRUE), v5.zyxx, #0 +  2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x +  4: texpkb h1.w(TRUE), v5.xwxx, #0 +  6: addh h0.x(TRUE), h1.w, -h2.y +  7: texpkb h2.w(TRUE), v5.zwzz, #0 +  9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass |  Unit  |  uOp |  PC:  Op +-----+--------+------+------------------------- +   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |   SCB0 |  add |   2:  ADDh h2.y, h0.-w--, const.-x--; +     |        |      | +   2 | SCT0/1 |  mov |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |    TEX |  txl |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |   SCB0 |  add |   6:  ADDh h0.x, h1.w---,-h2.y---; +     |        |      | +   3 | SCT0/1 |  mov |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |    TEX |  txl |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |   SCB0 |  max |  10:  MAXh h5.x, h2.y---, h2.w---; +     |   SCB1 |  min |   9:  MINh h4.w, h2.---y, h2; +     |        |      | +   4 | SCT0/1 |  mov |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0; +     |    TEX |  txl |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0; +     |   SCB0 |  add |  14:  ADDh h0.x, h0.w---, h0; +     |   SCB1 |  add |  13:  ADDh h3.w,-h0, h0.---x; +     |        |      | +   5 |   SCT0 |  mad |  16:  ADDh h0.x, h2.w---, h3.w---; +     |   SCT1 |  mad |  15:  ADDh h0.z,-h2.--w-, h0.--x-; +     |   SCB0 |  min |  17:  MINh h5.y, h0.-w--, h1.-w--; +     |        |      | +   6 |   SCT1 |  mov |  18:  NRMh h2.xz, h0; +     |    SRB |  nrm |  18:  NRMh h2.xz, h0; +     |   SCB1 |  min |  19:  MINh*8 h2.w, |h2.---x|, |h2.---z|; +     |        |      | +   7 |   SCT0 |  div |  20:  DIVx h4.xy, h2.xz--, h2.ww--; +     |   SCT1 |  mov |  21:  MOVr r1.zw, g[TEX0].--xy; +     |   SCB1 |  max |  22:  MAXh h2.w, h0, h1; +     |        |      | +   8 |   SCT0 |  mad |  24:  MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; +     |   SCT1 |  mov |  26:  TXLr h0, r0, const.xxxx, TEX0; +     |    TEX |  txl |  26:  TXLr h0, r0, const.xxxx, TEX0; +     |   SCB0 |  max |  28:  MAXh h5.x, h2.w---, h5; +     |   SCB1 |  min |  29:  MINh h5.w, h5.---y, h4; +     |        |      | +   9 |   SCT0 |  mad |  30:  MADr r1.xy, h2.xz--, const.zw--, r1.zw--; +     |   SCT1 |  mov |  32:  TXLr h2, r1, const.xxxx, TEX0; +     |    TEX |  txl |  32:  TXLr h2, r1, const.xxxx, TEX0; +     | SCB0/1 |  add |  34:  ADDh/2 h2, h0, h2; +     |        |      | +  10 | SCT0/1 |  mov |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0; +     |    TEX |  txl |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0; +     |   SCB0 |  max |  37:  MAXh h5.y, h5.-x--, h1.-w--; +     |   SCB1 |  min |  38:  MINh h4.w, h1, h5; +     |        |      | +  11 |   SCT0 |  mad |  39:  MADr r0.xy,-h4, const.xy--, r1.zw--; +     |   SCT1 |  mov |  41:  TXLr h0, r0, const.zzzz, TEX0; +     |    TEX |  txl |  41:  TXLr h0, r0, const.zzzz, TEX0; +     |   SCB0 |  mad |  44:  MADr r2.xy, h4, const.xy--, r1.zw--; +     |   SCB1 |  add |  43:  ADDh*8 h5.z, h5.--y-,-h4.--w-; +     |        |      | +  12 | SCT0/1 |  mov |  46:  TXLr h3, r2, const.xxxx, TEX0; +     |    TEX |  txl |  46:  TXLr h3, r2, const.xxxx, TEX0; +     | SCB0/1 |  add |  48:  ADDh/2 h0, h0, h3; +     |        |      | +  13 | SCT0/1 |  mad |  49:  ADDh/2 h3, h0, h2; +     | SCB0/1 |  mul |  50:  MOVh h0, h3; +     |        |      | +  14 |   SCT0 |  set |  51:  SLTh h3.x, h3.w---, h5.w---; +     |   SCT1 |  set |  52:  SGTh h3.w, h3, h5.---x; +     |   SCB0 |  set |  54:  SLThc0 rc, h5.z---, h5; +     |   SCB1 |  add |  53:  ADDxc0_s rc, h3.---x, h3; +     |        |      | +  15 | SCT0/1 |  mul |  55:  MOVh h0(NE0.wwww), h2; +     | SCB0/1 |  mul |  56:  MOVh h0(NE0.xxxx), h1; +  +Pass   SCT  TEX  SCB +  1:   0% 100%  25% +  2:   0% 100%  25% +  3:   0% 100%  50% +  4:   0% 100%  50% +  5:  50%   0%  25% +  6:   0%   0%  25% +  7: 100%   0%  25% +  8:   0% 100%  50% +  9:   0% 100% 100% + 10:   0% 100%  50% + 11:   0% 100%  75% + 12:   0% 100% 100% + 13: 100%   0% 100% + 14:  50%   0%  50% + 15: 100%   0% 100% + +MEAN:  26%  60%  56% + +Pass   SCT0  SCT1   TEX  SCB0  SCB1 +  1:    0%    0%  100%  100%    0% +  2:    0%    0%  100%  100%    0% +  3:    0%    0%  100%  100%  100% +  4:    0%    0%  100%  100%  100% +  5:  100%  100%    0%  100%    0% +  6:    0%    0%    0%    0%  100% +  7:  100%  100%    0%    0%  100% +  8:    0%    0%  100%  100%  100% +  9:    0%    0%  100%  100%  100% + 10:    0%    0%  100%  100%  100% + 11:    0%    0%  100%  100%  100% + 12:    0%    0%  100%  100%  100% + 13:  100%  100%    0%  100%  100% + 14:  100%  100%    0%  100%  100% + 15:  100%  100%    0%  100%  100% + +MEAN:   33%   33%   60%   86%   80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) +    half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaNe = rgbyNe.w + half(1.0/512.0); +    #else +        half lumaNe = rgbyNe.y + half(1.0/512.0); +    #endif +/*--------------------------------------------------------------------------*/ +// (2) +    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaSwNegNe = lumaSw.w - lumaNe; +    #else +        half lumaSwNegNe = lumaSw.y - lumaNe; +    #endif +/*--------------------------------------------------------------------------*/ +// (3) +    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); +        half lumaMinNwSw = min(lumaNw.w, lumaSw.w); +    #else +        half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); +        half lumaMinNwSw = min(lumaNw.y, lumaSw.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (4) +    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half dirZ =  lumaNw.w + lumaSwNegNe; +        half dirX = -lumaNw.w + lumaSwNegNe; +    #else +        half dirZ =  lumaNw.y + lumaSwNegNe; +        half dirX = -lumaNw.y + lumaSwNegNe; +    #endif +/*--------------------------------------------------------------------------*/ +// (5) +    half3 dir; +    dir.y = 0.0; +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x =  lumaSe.w + dirX; +        dir.z = -lumaSe.w + dirZ; +        half lumaMinNeSe = min(lumaNe, lumaSe.w); +    #else +        dir.x =  lumaSe.y + dirX; +        dir.z = -lumaSe.y + dirZ; +        half lumaMinNeSe = min(lumaNe, lumaSe.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (6) +    half4 dir1_pos; +    dir1_pos.xy = normalize(dir).xz; +    half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) +    half4 dir2_pos; +    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); +    dir1_pos.zw = pos.xy; +    dir2_pos.zw = pos.xy; +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxNeSe = max(lumaNe, lumaSe.w); +    #else +        half lumaMaxNeSe = max(lumaNe, lumaSe.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (8) +    half4 temp1N; +    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); +    half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); +    half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) +    half4 rgby1; +    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); +    rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) +    half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxM = max(lumaMax, rgbyM.w); +        half lumaMinM = min(lumaMin, rgbyM.w); +    #else +        half lumaMaxM = max(lumaMax, rgbyM.y); +        half lumaMinM = min(lumaMin, rgbyM.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (11) +    half4 temp2N; +    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +    half4 rgby2; +    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) +    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); +    rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) +    rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) +    #if (FXAA_GREEN_AS_LUMA == 0) +        bool twoTapLt = rgby2.w < lumaMin; +        bool twoTapGt = rgby2.w > lumaMax; +    #else +        bool twoTapLt = rgby2.y < lumaMin; +        bool twoTapGt = rgby2.y > lumaMax; +    #endif +    bool earlyExit = lumaRangeM < lumaMax; +    bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) +    if(twoTap) rgby2 = rgby1; +    if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ +    return rgby2; } +/*==========================================================================*/ +#endif + +uniform sampler2D diffuseMap; + +uniform vec2 rcp_screen_res; +uniform vec4 rcp_frame_opt; +uniform vec4 rcp_frame_opt2;  uniform vec2 screen_res;  varying vec2 vary_fragcoord; +varying vec2 vary_tc;  void main()   { -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	vec4 diff =			FxaaPixelShader(vary_tc,			//pos +										vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos +										diffuseMap,					//tex +										diffuseMap,					 +										diffuseMap, +										rcp_screen_res,				//fxaaQualityRcpFrame +										vec4(0,0,0,0),				//fxaaConsoleRcpFrameOpt +										rcp_frame_opt,				//fxaaConsoleRcpFrameOpt2 +										rcp_frame_opt2,				//fxaaConsole360RcpFrameOpt2 +										0.75,						//fxaaQualitySubpix +										0.166,						//fxaaQualityEdgeThreshold +										0.0833,						//fxaaQualityEdgeThresholdMin +										8.0,						//fxaaConsoleEdgeSharpness +										0.125,						//fxaaConsoleEdgeThreshold +										0.05,						//fxaaConsoleEdgeThresholdMin +										vec4(0,0,0,0));				//fxaaConsole360ConstDir + + + +	//diff = texture2D(diffuseMap, vary_tc); +	 +	gl_FragColor = diff; -	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); -	gl_FragColor = diff + bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index cb83dda795..74a9df64e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,15 +23,20 @@   * $/LicenseInfo$   */ - +attribute vec3 position;  varying vec2 vary_fragcoord; +varying vec2 vary_tc; + +uniform vec2 tc_scale; +  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos;	 +	vary_tc = (pos.xy*0.5+0.5)*tc_scale;  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index 6231ee68b7..a3751be1fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -23,6 +23,7 @@   * $/LicenseInfo$   */ +attribute vec3 position;  varying vec2 vary_fragcoord; @@ -31,7 +32,7 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos; 	  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 58e9bcec58..6bbbfdd8ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -5,19 +5,21 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  varying vec4 post_pos;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 66fee10887..c6bdee6e76 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -23,14 +23,14 @@   * $/LicenseInfo$   */ - +attribute vec3 position;  varying vec4 post_pos;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; +	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0);  	post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 3a44bb6d26..23171fe940 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -23,7 +23,8 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky @@ -57,12 +58,12 @@ void main()  {  	// World / view / projection -	gl_Position = ftransform(); -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = vec4(texcoord0,0,1);  	// Get relative position -	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); -	//vec3 P = gl_Vertex.xyz + vec3(0,50,0); +	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	//vec3 P = position.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 855d89ebe6..8116b7cdbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -63,7 +63,7 @@ uniform vec3 env_mat[3];  //uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; -varying vec4 vary_light; +uniform vec3 sun_dir;  varying vec2 vary_fragcoord;  vec3 vary_PositionEye; @@ -283,7 +283,7 @@ void main()  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; -	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -304,7 +304,7 @@ void main()  			// the old infinite-sky shiny reflection  			//  			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -			float sa = dot(refnormpersp, vary_light.xyz); +			float sa = dot(refnormpersp, sun_dir.xyz);  			vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;  			// add the two types of shiny together @@ -324,5 +324,6 @@ void main()  	}  	gl_FragColor.rgb = col; +  	gl_FragColor.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index fed238510a..4b6b3c242e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -24,21 +24,16 @@   */ +attribute vec3 position;  uniform vec2 screen_res; -varying vec4 vary_light;  varying vec2 vary_fragcoord;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	 -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; -	 -	vary_light = gl_MultiTexCoord0; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 7363bd6715..e69fa074c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -31,7 +31,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2D projectionMap; @@ -50,7 +49,10 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -78,9 +80,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -100,7 +102,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	lv = proj_origin-pos.xyz; @@ -126,7 +128,7 @@ void main()  			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -145,7 +147,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -174,7 +176,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 84adf6bc41..dbd2b5595a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -24,12 +24,14 @@   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 2f880d65dd..4a69192fc3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -42,7 +42,6 @@ uniform float ssao_factor;  uniform float ssao_factor_inv;  varying vec2 vary_fragcoord; -varying vec4 vary_light;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index e7ab11c6ed..d19e67b67d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -23,9 +23,8 @@   * $/LicenseInfo$   */ +attribute vec3 position; - -varying vec4 vary_light;  varying vec2 vary_fragcoord;  uniform vec2 screen_res; @@ -33,13 +32,8 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; +	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  -	vary_light = gl_MultiTexCoord0; -		 -	gl_FrontColor = gl_Color; +	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index fc19a73709..793106f2cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -23,7 +23,11 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1;  varying vec3 vary_normal; @@ -44,14 +48,14 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(gl_NormalMatrix * normal);  	// Transform and pass tex coords - 	gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + 	gl_TexCoord[0].xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; -	vec4 t = gl_MultiTexCoord1; +	vec4 t = vec4(texcoord1,0,1);  	gl_TexCoord[0].zw = t.xy;  	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 56a149523e..a6406bdc12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -29,10 +29,18 @@ uniform sampler2D diffuseMap;  varying vec3 vary_normal; +uniform float minimum_alpha; +uniform float maximum_alpha; +  void main()   {  	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); -	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0);  	gl_FragData[1] = vec4(0,0,0,0);  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..9f0b902c96 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,27 @@ +/**  + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec4 post_pos; + +void main()  +{ +	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; + +	if (alpha < minimum_alpha || alpha > maximum_alpha) +	{ +		discard; +	} + +	gl_FragColor = vec4(1,1,1,1); +	 +	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..42ce2f5226 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -0,0 +1,23 @@ +/**  + * @file treeShadowV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; +attribute vec2 texcoord0; + +varying vec4 post_pos; + +void main() +{ +	//transform vertex +	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	 +	post_pos = pos; +	 +	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +	 +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 01401028d6..2ec7398024 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -24,16 +24,19 @@   */ +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0;  varying vec3 vary_normal;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(gl_NormalMatrix * normal); -	gl_FrontColor = gl_Color; +	gl_FrontColor = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 9d415ade85..2f808b25db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -24,6 +24,8 @@   */ +attribute vec3 position; +  void calcAtmospherics(vec3 inPositionEye); @@ -47,25 +49,25 @@ float wave(vec2 v, float t, float f, vec2 d, float s)  void main()  {  	//transform vertex -	vec4 position = gl_Vertex; +	vec4 pos = vec4(position.xyz, 1.0);  	mat4 modelViewProj = gl_ModelViewProjectionMatrix;  	vec4 oPosition;  	//get view vector  	vec3 oEyeVec; -	oEyeVec.xyz = position.xyz-eyeVec; +	oEyeVec.xyz = pos.xyz-eyeVec;  	float d = length(oEyeVec.xy);  	float ld = min(d, 2560.0); -	position.xy = eyeVec.xy + oEyeVec.xy/d*ld; +	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;  	view.xyz = oEyeVec;  	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	  	d *= d; -	oPosition = position; +	oPosition = vec4(position, 1.0);  	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);  	vary_position = gl_ModelViewMatrix * oPosition;  	oPosition = modelViewProj * oPosition; @@ -73,17 +75,16 @@ void main()  	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);  	//get wave position parameter (create sweeping horizontal waves) -	vec3 v = position.xyz; +	vec3 v = pos.xyz;  	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;  	//push position for further horizon effect. -	position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); -	position.w = 1.0; -	position = position*gl_ModelViewMatrix; -	 -	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); -	 +	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); +	pos.w = 1.0; +	pos = gl_ModelViewMatrix*pos; +	calcAtmospherics(pos.xyz); +		  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055;  	//get two normal map (detail map) texture coordinates diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index e827863436..c5ca9f4804 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -37,7 +37,6 @@ uniform float warmthAmount;  void main()  {  	vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);	 -  	/// CALCULATING LUMINANCE (Using NTSC lum weights)  	/// http://en.wikipedia.org/wiki/Luma_%28video%29  	float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); @@ -45,4 +44,5 @@ void main()  	gl_FragColor.rgb = col.rgb;   	gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); +	  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 8db6d1bf24..b5f6cb62d9 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -23,11 +23,13 @@   * $/LicenseInfo$   */ +attribute vec3 position; +attribute vec2 texcoord0;  void main()   { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); -	gl_TexCoord[0].xy = gl_MultiTexCoord0.xy; +	gl_TexCoord[0].xy = texcoord0;  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index a5aacc0196..e8fd7a796d 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -23,20 +23,21 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec2 texcoord0;  uniform vec2 glowDelta;  void main()   { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0); -	gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5); -	gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5); -	gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5); -	gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5); -	gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5); -	gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5); -	gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5); -	gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5); +	gl_TexCoord[0].xy = texcoord0 + glowDelta*(-3.5); +	gl_TexCoord[1].xy = texcoord0 + glowDelta*(-2.5); +	gl_TexCoord[2].xy = texcoord0 + glowDelta*(-1.5); +	gl_TexCoord[3].xy = texcoord0 + glowDelta*(-0.5); +	gl_TexCoord[0].zw = texcoord0 + glowDelta*(0.5); +	gl_TexCoord[1].zw = texcoord0 + glowDelta*(1.5); +	gl_TexCoord[2].zw = texcoord0 + glowDelta*(2.5); +	gl_TexCoord[3].zw = texcoord0 + glowDelta*(3.5);  } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 917891c063..8facc1ca96 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -23,6 +23,13 @@   * $/LicenseInfo$   */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; +attribute vec2 texcoord2; +attribute vec2 texcoord3;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -44,17 +51,17 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); -	vec4 pos = gl_ModelViewMatrix * gl_Vertex; -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec4 pos = gl_ModelViewMatrix * position; +	vec3 norm = normalize(gl_NormalMatrix * normal); -	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color); +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color);  	gl_FrontColor = color; -	gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); -	gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1; -	gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); -	gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3; +	gl_TexCoord[0] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); +	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(texcoord1,0,1); +	gl_TexCoord[2] = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); +	gl_TexCoord[3] = gl_TextureMatrix[3]*vec4(texcoord3,0,1);  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 610c06fbbc..b99fab2c0f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -24,6 +24,7 @@   */ +attribute vec3 position;  void calcAtmospherics(vec3 inPositionEye); @@ -45,7 +46,6 @@ float wave(vec2 v, float t, float f, vec2 d, float s)  void main()  {  	//transform vertex -	vec4 position = gl_Vertex;  	mat4 modelViewProj = gl_ModelViewProjectionMatrix;  	vec4 oPosition; @@ -63,7 +63,7 @@ void main()  	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	  	d *= d; -	oPosition = position; +	oPosition = vec4(position, 1.0);  	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);  	oPosition = modelViewProj * oPosition;  	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -73,11 +73,12 @@ void main()  	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;  	//push position for further horizon effect. -	position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); -	position.w = 1.0; -	position = position*gl_ModelViewMatrix; +	vec4 pos; +	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); +	pos.w = 1.0; +	pos = gl_ModelViewMatrix*pos; -	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); +	calcAtmospherics(pos.xyz);  	//pass wave parameters to pixel shader diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl index c4c896c35c..df67f76ad5 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl @@ -23,12 +23,15 @@   * $/LicenseInfo$   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = vec4(texcoord0,0,1); +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl new file mode 100644 index 0000000000..6639f88047 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -0,0 +1,23 @@ +/**  + * @file glowcombineFXAAF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2D glowMap; +uniform sampler2DRect screenMap; + +uniform vec2 screen_res; +varying vec2 vary_tc; + +void main()  +{ +	vec3 col = texture2D(glowMap, vary_tc).rgb + +					texture2DRect(screenMap, vary_tc*screen_res).rgb; + +	 +	gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl new file mode 100644 index 0000000000..f54876135e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -0,0 +1,19 @@ +/**  + * @file glowcombineFXAAV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; + +varying vec2 vary_tc; + +void main() +{ +	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	gl_Position = pos; + +	vary_tc = pos.xy*0.5+0.5; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index 4c6360f71d..303535ee31 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -23,11 +23,14 @@   * $/LicenseInfo$   */ +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec2 texcoord1;  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_MultiTexCoord0; -	gl_TexCoord[1] = gl_MultiTexCoord1; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = vec4(texcoord0,0,1); +	gl_TexCoord[1] = vec4(texcoord1,0,1);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index a3cb5225ba..4c0455502f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -24,10 +24,10 @@   */ - +uniform vec4 highlight_color;  uniform sampler2D diffuseMap;  void main()   { -	gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	gl_FragColor = highlight_color*texture2D(diffuseMap, gl_TexCoord[0].xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index da3bea6d06..1d312313a8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -23,23 +23,13 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec2 texcoord0;  void main()  {  	//transform vertex -	gl_Position = ftransform(); -	vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; -	pos = normalize(pos); -	float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal)); -	d *= d; -	d = 1.0 - d; -	d *= d; -		 -	d = min(d, gl_Color.a*2.0); -			 -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_FrontColor.rgb = gl_Color.rgb; -	gl_FrontColor.a = max(d, gl_Color.a); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index 915e452e0f..62fe4a2ce5 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -23,8 +23,10 @@   * $/LicenseInfo$   */ +attribute vec3 position; +  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl new file mode 100644 index 0000000000..a5442c9bf4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -0,0 +1,13 @@ +/**  + * @file onetexturenocolorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +uniform sampler2D tex0; + +void main()  +{ +	gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl new file mode 100644 index 0000000000..7df45e90e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -0,0 +1,18 @@ +/**  + * @file onetexturenocolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec3 position; +attribute vec2 texcoord0; + + +void main() +{ +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); +	gl_TexCoord[0] = vec4(texcoord0,0,1); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index fedf6ae546..be03d19290 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -23,12 +23,14 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_FrontColor = gl_Color; -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_FrontColor = diffuse_color; +	gl_TexCoord[0] = vec4(texcoord0,0,1);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl index 94aa964be6..80c57e7766 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl @@ -24,11 +24,14 @@   */ +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec2 texcoord1;  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_MultiTexCoord0; -	gl_TexCoord[1] = gl_MultiTexCoord1; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = vec4(texcoord0,0,1); +	gl_TexCoord[1] = vec4(texcoord1,0,1);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index b1b90d0b5e..faef21689e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -24,11 +24,15 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +  void main()  { -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -	gl_TexCoord[0] = gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); +	gl_TexCoord[0] =  gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index c50ed86315..bb6f0aa5e8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -24,11 +24,16 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0; +attribute vec2 texcoord1; +  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex; -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; -	gl_FrontColor = gl_Color; +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	gl_TexCoord[1] = gl_TextureMatrix[1] * vec4(texcoord1,0,1); +	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl new file mode 100644 index 0000000000..78668711ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -0,0 +1,33 @@ +/**  + * @file emissiveSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +attribute vec3 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +void main() +{ +	//transform vertex +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	mat4 mat = getObjectSkinnedTransform(); +	 +	mat = gl_ModelViewMatrix * mat; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; +	 +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(0,0,0,emissive); +	 +	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +		 +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl new file mode 100644 index 0000000000..05d7cc397f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -0,0 +1,29 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	vary_texture_index = position.w; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(0,0,0,emissive); + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl new file mode 100644 index 0000000000..57d98038e0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -0,0 +1,27 @@ +/** + * @file fullbrightNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +   +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	vec4 pos = (gl_ModelViewMatrix * vert); +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(1,1,1,1); + +	gl_FogFragCoord = 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 e1a7f263f7..ebbcb2f719 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -23,6 +23,10 @@   */ +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -32,21 +36,21 @@ void main()  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; +	vec4 norm = vec4(position.xyz, 1.0); +	norm.xyz += normal.xyz;  	norm.xyz = (mat*norm).xyz;  	norm.xyz = normalize(norm.xyz-pos.xyz);  	vec3 ref = reflect(pos.xyz, -norm.xyz); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 36b00dfbc1..e8126daee0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -24,6 +24,10 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec3 normal; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -32,18 +36,18 @@ uniform vec4 origin;  void main()  {  	//transform vertex -	gl_Position = ftransform(); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); -	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 norm = normalize(gl_NormalMatrix * normal);  	vec3 ref = reflect(pos.xyz, -norm); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0); +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0));  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_FogFragCoord = 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 b540054c56..276f423eea 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -23,6 +23,9 @@   */ +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -30,21 +33,16 @@ mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; -	norm.xyz = (mat*norm).xyz; -	norm.xyz = normalize(norm.xyz-pos.xyz); -		  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 22f731ffde..159e34f044 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -23,21 +23,24 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  void main()  {  	//transform vertex -	gl_Position = ftransform(); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); -	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); +  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	gl_FogFragCoord = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 13597ee439..d6946d0de6 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -8,14 +8,11 @@  uniform float minimum_alpha;  uniform float maximum_alpha; -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -  uniform sampler2D diffuseMap;  void main()  { -	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color; +	vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy);  	if (color.a < minimum_alpha || color.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index 724b86a1b7..f1c307c459 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -5,12 +5,14 @@   * $/LicenseInfo$   */ -  + + +attribute vec3 position; +attribute vec2 texcoord0; +  void main()  {  	//transform vertex -	gl_Position = ftransform(); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	 -	gl_FrontColor = gl_Color; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1);  } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl new file mode 100644 index 0000000000..555c59c37e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -0,0 +1,30 @@ +/**  + * @file previewV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +		 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl index f5fd4ededd..f0bea5f3e7 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl @@ -22,7 +22,10 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -33,21 +36,21 @@ void main()  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; +	vec4 norm = vec4(position.xyz, 1.0); +	norm.xyz += normal.xyz;  	norm.xyz = (mat*norm).xyz;  	norm.xyz = normalize(norm.xyz-pos.xyz);  	vec3 ref = reflect(pos.xyz, -norm.xyz); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);  	calcAtmospherics(pos.xyz); -	vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); +	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));  	gl_FrontColor = color;  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 13a58f0d4a..e8b6b71b3d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -23,7 +23,10 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -32,14 +35,14 @@ uniform vec4 origin;  void main()  {  	//transform vertex -	gl_Position = ftransform(); +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); -	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 norm = normalize(gl_NormalMatrix * normal);  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	gl_FrontColor = diffuse_color;  	vec3 ref = reflect(pos.xyz, -norm); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl new file mode 100644 index 0000000000..54c262885e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -0,0 +1,30 @@ +/**  + * @file simpleNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +		 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = 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 ad171f7b43..14c4a3aa8d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -22,7 +22,10 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -31,21 +34,21 @@ mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	mat4 mat = getObjectSkinnedTransform();  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; +	vec4 norm = vec4(position.xyz, 1.0); +	norm.xyz += normal.xyz;  	norm.xyz = (mat*norm).xyz;  	norm.xyz = normalize(norm.xyz-pos.xyz);  	calcAtmospherics(pos.xyz); -	vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.)); +	vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));  	gl_FrontColor = color;  	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index dc1794e132..bbc170b1af 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -23,7 +23,10 @@   * $/LicenseInfo$   */ - +attribute vec3 position; +attribute vec3 normal; +attribute vec4 diffuse_color; +attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -31,16 +34,15 @@ void calcAtmospherics(vec3 inPositionEye);  void main()  {  	//transform vertex -	gl_Position = ftransform(); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	 -	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); -	 -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +		 +	vec3 norm = normalize(gl_NormalMatrix * normal);  	calcAtmospherics(pos.xyz); -	vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); +	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	gl_FrontColor = color;  	gl_FogFragCoord = pos.z; diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl new file mode 100644 index 0000000000..1e9e7f4b0b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -0,0 +1,35 @@ +/**  + * @file treeV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	 +	gl_Position = gl_ModelViewProjectionMatrix*vert; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); +	 +	vec4 pos = (gl_ModelViewMatrix * vert); +	 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} | 
