diff options
| author | Dave Parks <davep@lindenlab.com> | 2022-10-11 20:20:39 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2022-10-11 20:20:39 -0500 | 
| commit | b6e576c7c2a1cb395092cc66b1836157872b131f (patch) | |
| tree | c9a5ae181ff96637021ed994cab07e9a748984a0 /indra/newview/app_settings/shaders/class2 | |
| parent | dafa93304335c3c48042e4b5a014dea2480f253f (diff) | |
SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
5 files changed, 83 insertions, 83 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 4379024680..668f70c3ab 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -32,13 +32,13 @@ uniform mat4 modelview_projection_matrix;  // Inputs  uniform vec3 camPosLocal; -uniform vec4  lightnorm; -uniform vec4  sunlight_color; -uniform vec4  moonlight_color; +uniform vec3  lightnorm; +uniform vec3  sunlight_color; +uniform vec3  moonlight_color;  uniform int   sun_up_factor; -uniform vec4  ambient_color; -uniform vec4  blue_horizon; -uniform vec4  blue_density; +uniform vec3  ambient_color; +uniform vec3  blue_horizon; +uniform vec3  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -47,10 +47,10 @@ uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4  glow; +uniform vec3  glow;  uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color;  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -123,16 +123,16 @@ void main()      float rel_pos_len  = length(rel_pos);      // Initialize temp variables -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes -    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);      // Calculate relative weights -    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight   = blue_density / combined_haze; -    vec4 haze_weight   = haze_density / combined_haze; +    vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); +    vec3 blue_weight   = blue_density / combined_haze; +    vec3 haze_weight   = haze_density / combined_haze;      // Compute sunlight from rel_pos & lightnorm (for long rays like sky)      float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); @@ -162,7 +162,7 @@ void main()      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));      // Haze color above cloud -    vec4 color = blue_horizon * blue_weight * (sunlight + ambient_color)  +    vec3 color = blue_horizon * blue_weight * (sunlight + ambient_color)                  + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color);      // Final atmosphere additive @@ -170,13 +170,13 @@ void main()      // Increase ambient when there are more clouds      // TODO 9/20: DJH what does this do?  max(0,(1-ambient)) will change the color -    vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; +    vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;      // Dim sunlight by cloud shadow percentage      sunlight *= max(0.0, (1. - cloud_shadow));      // Haze color below cloud -    vec4 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)  +    vec3 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient)                            + haze_horizon * haze_weight * (sunlight * haze_glow + ambient);      // Attenuate cloud color by atmosphere diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 8937488484..c69eba93b6 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -23,17 +23,17 @@   * $/LicenseInfo$   */ -uniform vec4  lightnorm; -uniform vec4  sunlight_color; +uniform vec3  lightnorm; +uniform vec3  sunlight_color;  uniform vec3 sunlight_linear; -uniform vec4  moonlight_color; +uniform vec3  moonlight_color;  uniform vec3 moonlight_linear;  uniform int   sun_up_factor; -uniform vec4  ambient_color; +uniform vec3  ambient_color;  uniform vec3 ambient_linear; -uniform vec4  blue_horizon; +uniform vec3  blue_horizon;  uniform vec3 blue_horizon_linear; -uniform vec4  blue_density; +uniform vec3  blue_density;  uniform vec3 blue_density_linear;  uniform float haze_horizon;  uniform float haze_density; @@ -42,7 +42,7 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4  glow; +uniform vec3  glow;  uniform float scene_light_strength;  uniform mat3  ssao_effect_mat;  uniform int   no_atmo; @@ -63,17 +63,17 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    vec4  sunlight     = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes -    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);      // I had thought blue_density and haze_density should have equal weighting,      // but attenuation due to haze_density tends to seem too strong -    vec4 combined_haze = blue_density + vec4(haze_density); -    vec4 blue_weight   = blue_density / combined_haze; -    vec4 haze_weight   = vec4(haze_density) / combined_haze; +    vec3 combined_haze = blue_density + vec3(haze_density); +    vec3 blue_weight   = blue_density / combined_haze; +    vec3 haze_weight   = vec3(haze_density) / combined_haze;      //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)      float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); @@ -111,10 +111,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      haze_glow *= sun_moon_glow_factor; -    vec4 amb_color = ambient_color; +    vec3 amb_color = ambient_color;      // increase ambient when there are more clouds -    vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; +    vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;      /*  decrease value and saturation (that in HSV, not HSL) for occluded areas       * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -127,7 +127,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou       */      if (use_ao)      { -        tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); +        tmpAmbient = mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor);      }      // Similar/Shared Algorithms: @@ -179,17 +179,17 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -    vec4  sunlight     = (sun_up_factor == 1) ? vec4(sunlight_linear, 0.0) : vec4(moonlight_linear, 0.0); +    vec3  sunlight     = (sun_up_factor == 1) ? vec3(sunlight_linear, 0.0) : vec3(moonlight_linear, 0.0);      // sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes -    vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);      // I had thought blue_density and haze_density should have equal weighting,      // but attenuation due to haze_density tends to seem too strong -    vec4 combined_haze = blue_density + vec4(haze_density); -    vec4 blue_weight   = blue_density / combined_haze; -    vec4 haze_weight   = vec4(haze_density) / combined_haze; +    vec3 combined_haze = blue_density + vec3(haze_density); +    vec3 blue_weight   = blue_density / combined_haze; +    vec3 haze_weight   = vec3(haze_density) / combined_haze;      //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain)      float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); @@ -227,11 +227,11 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou      haze_glow *= sun_moon_glow_factor; -    //vec4 amb_color = vec4(ambient_linear, 0.0); -    vec4 amb_color = ambient_color; +    //vec3 amb_color = vec4(ambient_linear, 0.0); +    vec3 amb_color = ambient_color;      // increase ambient when there are more clouds -    vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; +    vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5;      // Similar/Shared Algorithms:      //     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings() diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index fa928d993e..9c5a4903d0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -35,15 +35,15 @@ out vec4 frag_color;  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient;  VARYING float vary_CloudDensity;  uniform sampler2D cloud_noise_texture;  uniform sampler2D cloud_noise_texture_next;  uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; +uniform vec3 cloud_pos_density1; +uniform vec3 cloud_pos_density2;  uniform float cloud_scale;  uniform float cloud_variance; @@ -70,8 +70,8 @@ void main()      vec2 uv1 = vary_texcoord0.xy;      vec2 uv2 = vary_texcoord1.xy; -    vec4 cloudColorSun = vary_CloudColorSun; -    vec4 cloudColorAmbient = vary_CloudColorAmbient; +    vec3 cloudColorSun = vary_CloudColorSun; +    vec3 cloudColorAmbient = vary_CloudColorAmbient;      float cloudDensity = vary_CloudDensity;      vec2 uv3 = vary_texcoord2.xy;      vec2 uv4 = vary_texcoord3.xy; @@ -120,7 +120,7 @@ void main()      alpha2 = 1. - alpha2 * alpha2;        // Combine -    vec4 color; +    vec3 color;      color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);      color.rgb *= 2.;      color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 97ffa9feef..650009d393 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -33,8 +33,8 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; +VARYING vec3 vary_CloudColorSun; +VARYING vec3 vary_CloudColorAmbient;  VARYING float vary_CloudDensity;  VARYING vec2 vary_texcoord0; @@ -46,13 +46,13 @@ VARYING float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color;  uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -60,10 +60,10 @@ uniform float cloud_shadow;  uniform float density_multiplier;  uniform float max_y; -uniform vec4 glow; +uniform vec3 glow;  uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color;  uniform float cloud_scale; @@ -114,17 +114,17 @@ void main()      float rel_pos_len  = length(rel_pos);  	// Initialize temp variables -	vec4 sunlight = sunlight_color; -	vec4 light_atten; +	vec3 sunlight = sunlight_color; +	vec3 light_atten;  	// Sunlight attenuation effect (hue and brightness) due to atmosphere  	// this is used later for sunlight modulation at various altitudes -    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);  	// Calculate relative weights -    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight   = blue_density / combined_haze; -    vec4 haze_weight   = haze_density / combined_haze; +    vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); +    vec3 blue_weight   = blue_density / combined_haze; +    vec3 haze_weight   = haze_density / combined_haze;      // Compute sunlight from rel_pos & lightnorm (for long rays like sky)      float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -155,14 +155,14 @@ void main()      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);  	// Increase ambient when there are more clouds -	vec4 tmpAmbient = ambient_color; +	vec3 tmpAmbient = ambient_color;  	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;   	// Dim sunlight by cloud shadow percentage  	sunlight *= (1. - cloud_shadow);  	// Haze color below cloud -    vec4 additiveColorBelowCloud = +    vec3 additiveColorBelowCloud =          (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));  	// CLOUDS @@ -178,7 +178,7 @@ void main()      combined_haze = sqrt(combined_haze);  // less atmos opacity (more transparency) below clouds      vary_CloudColorSun *= combined_haze;      vary_CloudColorAmbient *= combined_haze; -    vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); +    vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);  	// Make a nice cloud density based on the cloud_shadow value that was passed in.  	vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 3edc94f4ca..8f7726bb0b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -32,18 +32,18 @@ ATTRIBUTE vec3 position;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec4 vary_HazeColor; +VARYING vec3 vary_HazeColor;  // Inputs  uniform vec3 camPosLocal; -uniform vec4  lightnorm; -uniform vec4  sunlight_color; -uniform vec4  moonlight_color; +uniform vec3  lightnorm; +uniform vec3  sunlight_color; +uniform vec3  moonlight_color;  uniform int   sun_up_factor; -uniform vec4  ambient_color; -uniform vec4  blue_horizon; -uniform vec4  blue_density; +uniform vec3  ambient_color; +uniform vec3  blue_horizon; +uniform vec3  blue_density;  uniform float haze_horizon;  uniform float haze_density; @@ -52,7 +52,7 @@ uniform float density_multiplier;  uniform float distance_multiplier;  uniform float max_y; -uniform vec4  glow; +uniform vec3  glow;  uniform float sun_moon_glow_factor;  void main() @@ -81,17 +81,17 @@ void main()      float rel_pos_len = length(rel_pos);      // Initialize temp variables -    vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; -    vec4 light_atten; +    vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; +    vec3 light_atten;      // Sunlight attenuation effect (hue and brightness) due to atmosphere      // this is used later for sunlight modulation at various altitudes -    light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); +    light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);      // Calculate relative weights -    vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); -    vec4 blue_weight   = blue_density / combined_haze; -    vec4 haze_weight   = haze_density / combined_haze; +    vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); +    vec3 blue_weight   = blue_density / combined_haze; +    vec3 haze_weight   = haze_density / combined_haze;      // Compute sunlight from rel_pos & lightnorm (for long rays like sky)      float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -119,21 +119,21 @@ void main()      // For sun, add to glow.  For moon, remove glow entirely. SL-13768      haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); -    vec4 color = +    vec3 color =          (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));      // Final atmosphere additive      color *= (1. - combined_haze);      // Increase ambient when there are more clouds -    vec4 tmpAmbient = ambient_color; -    tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; +    vec3 tmpAmbient = ambient_color; +    tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;      // Dim sunlight by cloud shadow percentage      sunlight *= max(0.0, (1. - cloud_shadow));      // Haze color below cloud -    vec4 additiveColorBelowCloud = +    vec3 additiveColorBelowCloud =          (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));      // Attenuate cloud color by atmosphere | 
