diff options
| author | Graham Linden <graham@lindenlab.com> | 2018-11-09 18:31:29 +0000 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2018-11-09 18:31:29 +0000 | 
| commit | db270df7cc00c1e2519749831e7e98c2c10e3ee6 (patch) | |
| tree | 7638f00884b1b2ec7ee4d08159ddcb967db9a928 /indra/newview/app_settings/shaders/class1 | |
| parent | 2929998982f37221a58b9fa8037748a2e905f4b1 (diff) | |
Back out changes causing broken shadows and other render shenanigans.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
19 files changed, 293 insertions, 41 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index c4caed4d71..767fad016c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,5 +38,12 @@ mat4 getSkinnedTransform()  	ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);  	ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);  	ret[3] = vec4(0,0,0,1); +  	return ret; + +#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 = matrixPalette[0]; +	vec4 dummy2 = matrixPalette[44]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 94de2f7b53..90bf2851c9 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,5 +61,12 @@ mat4 getObjectSkinnedTransform()  	ret[3] = vec4(trans, 1.0);  	return ret; + +#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. +   mat3x4 dummy1 = matrixPalette[0]; +   mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; +#endif +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index a325faaad7..3ec2ea12da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -89,7 +89,9 @@ vec2 encode_normal (vec3 n);  vec3 decode_normal (vec2 enc);  vec3 scaleSoftClipFrag(vec3 l); +vec3 atmosFragAmbient(vec3 light, vec3 sunlit);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -162,8 +164,6 @@ void main()  	float shadow = 1.0; -    vec3 norm = vary_norm;  -  #if HAS_SHADOW  	vec4 spos = pos; @@ -268,10 +268,13 @@ void main()  	vec4 gamma_diff = diff;	  	diff.rgb = srgb_to_linear(diff.rgb); -    vec3 sunlit; -    vec3 amblit; -    vec3 additive; -    vec3 atten; +	vec3 norm = vary_norm;  + +        vec3 sunlit; +        vec3 amblit; +        vec3 additive; +        vec3 atten; +  	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec2 abnormal	= encode_normal(norm.xyz); @@ -287,7 +290,7 @@ void main()  	vec4 color = vec4(0,0,0,0); -	color.rgb = (color.rgb * 0.5) + amblit; +	color.rgb = atmosFragAmbient(color.rgb, amblit);  	color.a   = final_alpha;  	float ambient = abs(da); @@ -296,7 +299,7 @@ void main()  	ambient = (1.0-ambient);  	color.rgb *= ambient; -	color.rgb += (final_da * sunlit); +	color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);  	color.rgb *= gamma_diff.rgb;  	//color.rgb = mix(diff.rgb, color.rgb, final_alpha); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 394ae80e53..506118d381 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -73,7 +73,7 @@ void main()  	vec3 norm;  	//transform vertex -#if defined(HAS_SKIN) +#ifdef HAS_SKIN  	mat4 trans = getObjectSkinnedTransform();  	trans = modelview_matrix * trans; @@ -83,7 +83,9 @@ void main()  	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; -#elif defined(IS_AVATAR_SKIN) +#else + +#ifdef IS_AVATAR_SKIN  	mat4 trans = getSkinnedTransform();  	vec4 pos_in = vec4(position.xyz, 1.0);  	pos.x = dot(trans[0], pos_in); @@ -105,11 +107,14 @@ void main()  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif +#endif +  #ifdef USE_INDEXED_TEX  	passTextureIndex();  #endif  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	  	vary_norm = norm;  	vary_position = pos.xyz; @@ -117,14 +122,18 @@ void main()  	vertex_color = diffuse_color;  #endif -#if defined(HAS_SKIN) +#ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif defined(IS_AVATAR_SKIN) +#else + +#ifdef IS_AVATAR_SKIN  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #else  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #endif +#endif +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 7c9382d474..b56abb66d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,6 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; @@ -44,7 +45,22 @@ uniform float kern_scale;  VARYING vec2 vary_fragcoord; -vec4 getPosition(vec2 pos_screen); +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	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; +} +  vec3 decode_normal (vec2 enc);  void main()  @@ -103,5 +119,11 @@ void main()  	col.y *= col.y;  	frag_color = col; + +#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. +	vec3 dummy1 = kern[0]; +	vec3 dummy2 = kern[3]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index def149d86d..6ba16b169c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -32,9 +32,11 @@ out vec4 frag_data[3];  #endif  uniform float minimum_alpha; + +  uniform sampler2D diffuseMap; -uniform sampler2D specularMap;  uniform sampler2D normalMap; +uniform sampler2D specularMap;  VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 1e566b77bf..c1c17532b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -40,6 +40,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl); +vec3 atmosFragAmbient(vec3 l, vec3 ambient);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -175,6 +176,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  } +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	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; +} + +  #else  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -219,8 +233,6 @@ vec3 decode_normal (vec2 enc);  void main()   { -    vec2 pos_screen = vary_texcoord0.xy; -  	vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);  	diffcol.rgb *= vertex_color.rgb; @@ -378,7 +390,7 @@ void main()  		  final_da = min(final_da, 1.0f);  		  final_da = pow(final_da, 1.0/1.3); -	col.rgb = (col * 0.5) + amblit; +	col.rgb = atmosFragAmbient(col, amblit);  	float ambient = min(abs(da), 1.0);  	ambient *= 0.5; @@ -432,6 +444,9 @@ void main()  		glare += cur_glare;  	} +	//col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); +	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a); +  	col = atmosFragLighting(col, additive, atten);  	col = scaleSoftClipFrag(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index eb65c28645..d1ac19270d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -59,7 +59,18 @@ uniform mat4 inv_proj;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	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()   { @@ -137,4 +148,12 @@ void main()  	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  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3aa7a3a449..1d75322b4c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -128,7 +128,19 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	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()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index df48a66fab..13b803e03e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -57,7 +57,19 @@ uniform mat4 inv_proj;  uniform vec4 viewport;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = (pos_screen.xy-viewport.xy)*2.0; +	sc /= viewport.zw; +	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()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 3da8531442..a5625fbc16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file pointLightV.glsl + * @file pointLightF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index c2963046c5..e33254304b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -49,7 +49,18 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen); +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()   { @@ -90,4 +101,10 @@ void main()  	col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;  	frag_color.rgb = col; + +#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. +	vec2 dummy1 = kern[0]; +	vec2 dummy2 = kern[31]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cac3e75f1f..5627275df6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,17 +69,33 @@ vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	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; +} + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	return getPosition_d(pos_screen, depth); +} +  void main()   {  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r; -	vec4 pos = getPositionWithDepth(tc, depth); +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z;  	norm.xyz = decode_normal(norm.xy); // unpack norm @@ -140,25 +156,27 @@ void main()  		if (envIntensity > 0.0)  		{ //add environmentmap  			vec3 env_vec = env_mat * refnormpersp; +			 +			  			vec3 refcol = textureCube(environmentMap, env_vec).rgb; -			col = mix(col.rgb, refcol, envIntensity);   + +			col = mix(col.rgb, refcol,  +				envIntensity);    		}  		if (norm.w < 0.5)  		{  			col = atmosFragLighting(col, additive, atten); -			col = scaleSoftClipFrag(col);  		}  		#ifdef WATER_FOG -			vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); +			vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));  			col = fogged.rgb;  			bloom = fogged.a;  		#endif  		col = srgb_to_linear(col); -		//col = vec3(1,0,1);  		//col.g = envIntensity;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 5655c6f99f..b59fcbe017 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -30,7 +30,6 @@ ATTRIBUTE vec3 position;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; -  void main()  {  	//transform vertex diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 022bcbabca..2b6428963d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -132,7 +132,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	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()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl index bc3324f543..00ba0e8fad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -48,6 +48,7 @@ vec3 srgb_to_linear(vec3 cs)  	bvec3 lte = lessThanEqual(cs,vec3(0.04045));  	return mix(high_range, low_range, lte); +  }  vec3 linear_to_srgb(vec3 cl) @@ -58,4 +59,6 @@ vec3 linear_to_srgb(vec3 cl)  	bvec3 lt = lessThan(cl,vec3(0.0031308));  	return mix(high_range, low_range, lt); +  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 006a49d9a0..403df87853 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,26 +35,102 @@ out vec4 frag_color;  //class 1 -- no shadow, SSAO only +uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; +  // Inputs +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; +  VARYING vec2 vary_fragcoord; +uniform mat4 inv_proj; +uniform vec2 screen_res; +  vec3 decode_normal (vec2 enc); -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	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; +}  //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; +	 +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +	float angle_hidden = 0.0; +	int points = 0; +		 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +		 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +			 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +			 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +			 +		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +			 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		points = points + int(diff.z > -1.0); +	} +		 +	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +		 +	ret = (1.0 - (float(points != 0) * angle_hidden)); +	 +	return min(ret, 1.0); +}  void main()   { -	vec2 pos_screen = vary_fragcoord.xy;	 -	vec4 pos        = getPosition(pos_screen); -	vec3 norm       = getNorm(pos_screen); - +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); +		  	frag_color[0] = 1.0; -	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); +	frag_color[1] = calcAmbientOcclusion(pos, norm);  	frag_color[2] = 1.0;   	frag_color[3] = 1.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 69543b93ea..73f6d9fec3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -41,6 +41,15 @@ uniform sampler2D bumpMap2;  uniform float blend_factor;  uniform sampler2D screenTex;  uniform sampler2D refTex; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2D noiseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +  uniform float sunAngle;  uniform float sunAngle2;  uniform vec3 lightDir; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 2b8cf9d8df..c1cc3679a7 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -23,10 +23,21 @@   * $/LicenseInfo$   */ +vec3 atmosFragAmbient(vec3 light, vec3 sunlit) +{ +    /* stub function for fallback compatibility on class1 hardware */ +    return light; +} +  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  { -	/* stub function for fallback compatibility on class1 hardware */ -   return light; +    /* stub function for fallback compatibility on class1 hardware */ +	return light; +} + +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +{ +   return light * sunlit;  }  vec3 atmosLighting(vec3 light) | 
