diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:17:36 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:17:36 -0600 | 
| commit | 623bb4d58c197fccc8a795426c5864104301cebe (patch) | |
| tree | d620b999d09002f3bdd83de8b595c74dd09becc8 /indra/newview/app_settings/shaders/class1 | |
| parent | fea731ecb3fbe0472777bfafa98156ebe75a5049 (diff) | |
SL-18772 Potential fix for failed shader load on Intel HD 3000
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 117 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 104 | 
2 files changed, 4 insertions, 217 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 6763e2de7b..8fdb5e7154 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,124 +23,11 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable + // debug stub -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D     noiseMap; -uniform sampler2D     lightFunc; - -uniform vec3  env_mat[3]; -uniform float sun_wash; -uniform int   light_count; -uniform vec4  light[LIGHT_COUNT]; -uniform vec4  light_col[LIGHT_COUNT]; - -uniform vec2  screen_res; -uniform float far_z; -uniform mat4  inv_proj; - -VARYING vec4 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); -float getDepth(vec2 tc); -vec2 getScreenCoord(vec4 clip);  void main()  { -#if defined(LOCAL_LIGHT_KILL) -    discard;  // Bail immediately -#endif - -    vec3 out_col = vec3(0, 0, 0); -    vec2 frag    = getScreenCoord(vary_fragcoord); -    vec3 pos     = getPosition(frag.xy).xyz; -    if (pos.z < far_z) -    { -        discard; -    } - -    vec3 norm = getNorm(frag.xy); - -    vec4 spec = texture2D(specularRect, frag.xy); -    vec3 diff = texture2D(diffuseRect, frag.xy).rgb; - -    float noise = texture2D(noiseMap, frag.xy).b; -    vec3  npos  = normalize(-pos); - -    // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop -    for (int i = 0; i < LIGHT_COUNT; ++i) -    { -        vec3  lv   = light[i].xyz - pos; -        float dist = length(lv); -        dist /= light[i].w; -        if (dist <= 1.0) -        { -            float da = dot(norm, lv); -            if (da > 0.0) -            { -                lv = normalize(lv); -                da = dot(norm, lv); - -                float fa         = light_col[i].a + 1.0; -                float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); -                dist_atten *= dist_atten; - -                // Tweak falloff slightly to match pre-EEP attenuation -                // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit -                dist_atten *= 2.0; - -                dist_atten *= noise; - -                float lit = da * dist_atten; - -                vec3 col = light_col[i].rgb * lit * diff; - -                if (spec.a > 0.0) -                { -                    lit        = min(da * 6.0, 1.0) * dist_atten; -                    vec3  h    = normalize(lv + npos); -                    float nh   = dot(norm, h); -                    float nv   = dot(norm, npos); -                    float vh   = dot(npos, h); -                    float sa   = nh; -                    float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5; - -                    float gtdenom = 2 * nh; -                    float gt      = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - -                    if (nh > 0.0) -                    { -                        float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); -                        col += lit * scol * light_col[i].rgb * spec.rgb; -                    } -                } - -                out_col += col; -            } -        } -    } - -    frag_color.rgb = out_col; -    frag_color.a   = 0.0; - -#ifdef IS_AMD_CARD -    // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage -    // awawy which leads to unfun crashes and artifacts. -    vec4 dummy1 = light[0]; -    vec4 dummy2 = light_col[0]; -    vec4 dummy3 = light[LIGHT_COUNT - 1]; -    vec4 dummy4 = light_col[LIGHT_COUNT - 1]; -#endif +    frag_color = vec4(0.5, 0.5, 0.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f07ef92b26..a025c4a1b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -22,111 +22,11 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR +// debug stub   out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D depthMap; - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform vec3 color; -uniform float falloff; -uniform float size; - -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; - -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); -float getDepth(vec2 pos); -vec3 srgb_to_linear(vec3 c);  void main()   { -    vec4 frag = vary_fragcoord; -    frag.xyz /= frag.w; -    frag.xyz = frag.xyz*0.5+0.5; -     -    vec3 pos = getPosition(frag.xy).xyz; -    vec3 lv = trans_center.xyz-pos; -    float dist = length(lv); -    dist /= size; -    if (dist > 1.0) -    { -        discard; -    } -     -    vec3 norm = getNorm(frag.xy); - -    float da = dot(norm, lv); -    if (da < 0.0) -    { -        discard; -    } -     -    lv = normalize(lv); -    da = dot(norm, lv); -     -    float noise = texture2D(noiseMap, frag.xy).b; -     -    vec3 col = texture2D(diffuseRect, frag.xy).rgb; - -    float fa = falloff+1.0; -    float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -    dist_atten *= dist_atten; -    dist_atten *= 2.0; -     -    float lit = da * dist_atten * noise; - -    col = color.rgb*lit*col; - -    vec4 spec = texture2D(specularRect, frag.xy); -    if (spec.a > 0.0) -    { -        lit = min(da*6.0, 1.0) * dist_atten; - -        vec3 npos = -normalize(pos); -        vec3 h = normalize(lv+npos); -        float nh = dot(norm, h); -        float nv = dot(norm, npos); -        float vh = dot(npos, h); -        float sa = nh; -        float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; -        float gtdenom = 2 * nh; -        float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - -        if (nh > 0.0) -        { -            float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -            col += lit*scol*color.rgb*spec.rgb; -        } -    } -     -    if (dot(col, col) <= 0.0) -    { -        discard; -    } -    final_color.rgb = vec3(getDepth(frag.xy)); - -    frag_color.rgb = col;    -    frag_color.a = 0.0; +    frag_color = vec4(0.0, 0.5, 0.5, 0.0);  } | 
