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authorDave Parks <davep@lindenlab.com>2023-02-03 19:45:31 -0600
committerDave Parks <davep@lindenlab.com>2023-02-03 19:45:31 -0600
commit1c2410b8af62254e96d60b2ae2e411d4756215e4 (patch)
treec702253a1458a34dfa4149717948a3413dc017f7 /indra/newview/app_settings/shaders/class2
parenteb341f856cb55155cce5e6749cef44707badb137 (diff)
SL-19148 Decruft followthrough -- decruft shader tree and some remaining forward rendering code.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/indirect.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl298
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl159
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl292
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl170
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl60
8 files changed, 0 insertions, 1137 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
deleted file mode 100644
index 563c5f562b..0000000000
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file eyeballV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);
-void calcAtmospherics(vec3 inPositionEye);
-
-void main()
-{
- //transform vertex
- vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
-
- calcAtmospherics(pos.xyz);
-
- // vec4 specular = specularColor;
- vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
-
- vertex_color = color;
-
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
deleted file mode 100644
index 67b98e0fb1..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
+++ /dev/null
@@ -1,32 +0,0 @@
-/**
- * @file class2/deferred/indirect.glsl
- *
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-
-vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen)
-{
- return ambient * calcAmbientOcclusion(pos, norm, pos_screen);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
deleted file mode 100644
index ba419e7a65..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ /dev/null
@@ -1,298 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
-uniform sampler2D lightFunc;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-uniform vec3 center;
-uniform float size;
-uniform vec3 color;
-uniform float falloff;
-
-VARYING vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec3 srgb_to_linear(vec3 cs);
-vec3 getNorm(vec2 pos_screen);
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-vec4 getPosition(vec2 pos_screen);
-
-void main()
-{
-
- vec3 col = vec3(0,0,0);
-
-#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
-
- if (dist >= size)
- {
- discard;
- }
- dist /= size;
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2D(lightMap, frag.xy);
- shadow = (proj_shadow_idx==0)?shd.b:shd.a;
- shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
- }
-
- vec3 norm = texture2D(normalMap, frag.xy).xyz;
-
- float envIntensity = norm.z;
-
- norm = getNorm(frag.xy);
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- proj_tc.xyz /= proj_tc.w;
-
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
-
- vec4 spec = texture2D(specularRect, frag.xy);
-
- vec3 dlit = vec3(0, 0, 0);
-
- float noise = texture2D(noiseMap, frag.xy).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float amb_da = proj_ambiance;
- float lit = 0.0;
-
- if (da > 0.0)
- {
- lit = da * dist_atten * noise;
-
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex*shadow;
-
- // unshadowed for consistency between forward and deferred?
- amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- // use unshadowed for consistency between forward and deferred?
- amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
- amb_da *= dist_atten * noise;
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- if (spec.a > 0.0)
- {
- vec3 npos = -normalize(pos);
- dlit *= min(da*6.0, 1.0) * dist_atten;
-
- //vec3 ref = dot(pos+lv, norm);
- 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);
- vec3 speccol = dlit*scol*spec.rgb*shadow;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
- }
- }
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
- }
- }
- }
- }
-#endif
-
- //not sure why, but this line prevents MATBUG-194
- col = max(col, vec3(0.0));
-
- //output linear
- frag_color.rgb = col;
- frag_color.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
deleted file mode 100644
index fab227f5a4..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ /dev/null
@@ -1,159 +0,0 @@
-/**
- * @file class2/deferred/softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D normalMap;
-uniform sampler2D lightMap;
-uniform sampler2D depthMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-uniform int sun_up_factor;
-VARYING vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec3 getNorm(vec2 pos_screen);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-float getDepth(vec2 pos_screen);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-float getAmbientClamp();
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-vec3 linear_to_srgb(vec3 c);
-vec3 srgb_to_linear(vec3 c);
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- float depth = getDepth(tc.xy);
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2D(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- float light_gamma = 1.0 / 1.3;
- da = pow(da, light_gamma);
-
- vec4 diffuse = texture2D(diffuseRect, tc);
- diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
- vec4 spec = texture2D(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- vec3 color = vec3(0);
- float bloom = 0.0;
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
- calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
-
- color.rgb = amblit;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
- color.rgb *= ambient;
-
- vec3 sun_contrib = min(da, scol) * sunlit;
- color.rgb += sun_contrib;
- color.rgb *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- float sa = dot(refnormpersp, light_dir.xyz);
- vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- color.rgb += spec_contrib;
- }
-
- color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { // add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- color = mix(color.rgb, reflected_color, envIntensity);
- }
-
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
- {
- color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
- }
-
-#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom));
- color = fogged.rgb;
- bloom = fogged.a;
-#endif
-
- // convert to linear as fullscreen lights need to sum in linear colorspace
- // and will be gamma (re)corrected downstream...
- frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb);
- frag_color.a = bloom;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
deleted file mode 100644
index e6a627fbf7..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ /dev/null
@@ -1,292 +0,0 @@
-/**
- * @file spotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightMap;
-uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
-uniform sampler2D lightFunc;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-
-uniform float size;
-uniform vec3 color;
-uniform float falloff;
-
-VARYING vec3 trans_center;
-VARYING vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 c);
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-vec4 getPosition(vec2 pos_screen);
-
-void main()
-{
- vec3 col = vec3(0,0,0);
-
-#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
- 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.xyz;
- float dist = length(lv);
-
- if (dist >= size)
- {
- discard;
- }
- dist /= size;
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2D(lightMap, frag.xy);
- shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
- shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
- }
-
- vec3 norm = texture2D(normalMap, frag.xy).xyz;
- float envIntensity = norm.z;
- norm = getNorm(frag.xy);
-
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- proj_tc.xyz /= proj_tc.w;
-
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
- vec4 spec = texture2D(specularRect, frag.xy);
- vec3 dlit = vec3(0, 0, 0);
-
- float noise = texture2D(noiseMap, frag.xy).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float amb_da = proj_ambiance;
- float lit = 0.0;
-
- if (da > 0.0)
- {
- lit = da * dist_atten * noise;
-
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex*shadow;
-
- amb_da += (da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
- amb_da *= dist_atten * noise;
- amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
- }
-
- if (spec.a > 0.0)
- {
- dlit *= min(da*6.0, 1.0) * dist_atten;
- vec3 npos = -normalize(pos);
-
- //vec3 ref = dot(pos+lv, norm);
- 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);
- vec3 speccol = dlit*scol*spec.rgb*shadow;
- speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
- }
- }
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
- }
- }
- }
- }
-#endif
-
- //not sure why, but this line prevents MATBUG-194
- col = max(col, vec3(0.0));
-
- //output linear colors as gamma correction happens down stream
- frag_color.rgb = col;
- frag_color.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
deleted file mode 100644
index d485379a56..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ /dev/null
@@ -1,170 +0,0 @@
-/**
- * @file waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-//class2/environment/waterF.glsl
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D bumpMap2;
-uniform float blend_factor;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
-{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
-}
-
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec2 bigwave = vec2(refCoord.w, view.w);
- vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
- vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
-
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
-
-
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- frag_color = color;
-
-#if defined(WATER_EDGE)
- gl_FragDepth = 0.9999847f;
-#endif
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
deleted file mode 100644
index 89d9d1bde3..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ /dev/null
@@ -1,64 +0,0 @@
-/**
- * @file class2\lighting\sumLightsSpecularV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
-vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
-
-vec3 atmosAmbient();
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 atmosGetDiffuseSunlightColor();
-vec3 scaleDownLight(vec3 light);
-
-uniform vec4 light_position[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
-{
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- vec3 view = normalize(pos);
-
- /// collect all the specular values from each calcXXXLightSpecular() function
- vec4 specularSum = vec4(0.0);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
- col.rgb = scaleDownLight(col.rgb);
-
- // Add windlight lights
- col.rgb += atmosAmbient();
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
- col.rgb += specularColor.rgb;
-
- return col;
-}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
deleted file mode 100644
index 30ca88afd2..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ /dev/null
@@ -1,60 +0,0 @@
-/**
- * @file class2\lighting\sumLightsV.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight);
-
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
-{
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb = scaleDownLight(col.rgb);
-
-#if defined(LOCAL_LIGHT_KILL)
- col.rgb = vec3(0);
-i#endif
-
- // Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
-
-#if !defined(SUNLIGHT_KILL)
- col.rgb = min(col.rgb*color.rgb, 1.0);
-#endif
-
- return col;
-}
-