diff options
author | Dave Parks <davep@lindenlab.com> | 2011-08-10 13:01:14 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-08-10 13:01:14 -0500 |
commit | 2ee815478043c4d5845f094f744a055707dba0e0 (patch) | |
tree | 7a34bf2b60eaf609af9f3e8dab20268ed720d75c /indra/newview/app_settings/shaders/class2 | |
parent | f076bdf609ec1fe114a7d0222a318483c97c7a26 (diff) |
SH-2238, SH-2223, SH-SH-2242 glVertexAttrib throughout main render pipeline complete, preview renders and debug displays still pending. Also fixed a render glitch and a crash (JIRAs listed).
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
9 files changed, 182 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..294a000ab5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,121 @@ +/** + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; +uniform vec2 shadow_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 float shadow_bias; + +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.xyz /= pos.w; + pos.w = 1.0; + return pos; +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias; + + float cs = shadow2DRect(shadowMap, stc.xyz).x; + float shadow = cs; + + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); + shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); + + return shadow/5.0; +} + + +void main() +{ + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + frag *= screen_res; + + float shadow = 1.0; + vec4 pos = vec4(vary_position, 1.0); + + vec4 spos = pos; + + if (spos.z > -shadow_clip.w) + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 1.5); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 1.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 1.5); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.5); + } + } + + vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + + vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 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/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 97fe7029e1..a446239a22 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -68,11 +68,11 @@ void main() mat = gl_ModelViewMatrix * mat; - vec3 pos = (mat*position).xyz; + vec3 pos = (mat*vec4(position, 1.0)).xyz; gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); - vec4 n = position; + vec4 n = vec4(position, 1.0); n.xyz += normal.xyz; n.xyz = (mat*n).xyz; n.xyz = normalize(n.xyz-pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 65c3e5da10..8102578bb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -8,7 +8,6 @@ attribute vec3 position; attribute vec3 normal; -attribute vec4 diffuse_color; attribute vec2 texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -89,9 +88,7 @@ void main() calcAtmospherics(pos.xyz); - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_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); @@ -101,17 +98,17 @@ 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*diffuse_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*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))); + vary_ambient = col.rgb; + vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); + col.rgb = min(col.rgb, 1.0); gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f54186ffca..a16be0c8b4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -36,7 +36,10 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform float size; +uniform vec3 color; +uniform float falloff; varying vec4 vary_fragcoord; uniform vec2 screen_res; @@ -110,9 +113,9 @@ 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; @@ -143,7 +146,7 @@ void main() 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) { @@ -175,7 +178,7 @@ 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; @@ -192,7 +195,7 @@ 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; } @@ -225,7 +228,7 @@ 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*shadow; + col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f0c9b01671..cbac299e44 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -47,7 +47,8 @@ uniform mat3 ssao_effect_mat; uniform mat4 inv_proj; uniform vec2 screen_res; -varying vec4 vary_light; +uniform vec3 sun_dir; + varying vec2 vary_fragcoord; vec3 vary_PositionEye; @@ -264,7 +265,7 @@ 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); @@ -291,7 +292,7 @@ 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*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; // add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d2e3415d91..9534f1d79c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -7,12 +7,11 @@ attribute vec3 position; -attribute vec2 texcoord0; uniform vec2 screen_res; -varying vec4 vary_light; varying vec2 vary_fragcoord; + void main() { //transform vertex @@ -21,6 +20,4 @@ void main() vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; - - vary_light = vec4(texcoord0,0,1); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d53850b489..699fcdb0f3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -30,7 +30,7 @@ uniform float ssao_factor; uniform float ssao_factor_inv; varying vec2 vary_fragcoord; -varying vec4 vary_light; +uniform vec3 sun_dir; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -167,10 +167,10 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; - vec3 offset = vary_light.xyz * (1.0-dp_directional_light); + vec3 offset = sun_dir.xyz * (1.0-dp_directional_light); vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 6795b55dc6..39cca9589e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -6,9 +6,6 @@ */ attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; varying vec4 vary_light; @@ -23,10 +20,4 @@ void main() gl_Position = pos; vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vary_light = vec4(texcoord0,0,1); - - gl_FrontColor = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..d2a83c9724 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -0,0 +1,36 @@ +/** + * @file simpleNonIndexedV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ + + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + +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, diffuse_color, vec4(0.)); + gl_FrontColor = color; + + gl_FogFragCoord = pos.z; +} |