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authorGraham Linden <graham@lindenlab.com>2013-09-19 17:39:56 -0700
committerGraham Linden <graham@lindenlab.com>2013-09-19 17:39:56 -0700
commitd3e954cfaca067adf60f2e3c161028c6549263e4 (patch)
tree54826d4b8ff8fa7683770876bb654c3afdaaf076 /indra/newview/app_settings/shaders/class2
parent79836e32d575248642cfd6af837548aac054988f (diff)
parentad777b46d0fe5d790e43efb1771e9f64f3ad3dfb (diff)
Merge 3.6.6 Materials RC and update Intel HD gpu_table entries to expect GL 4.2 to nag resis to get the fixed Intel driver
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaV.glsl224
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl59
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl104
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl57
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl17
6 files changed, 168 insertions, 310 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
deleted file mode 100755
index 13c6ffc607..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ /dev/null
@@ -1,224 +0,0 @@
-/**
- * @file alphaV.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 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-#ifdef USE_INDEXED_TEX
-void passTextureIndex();
-#endif
-
-ATTRIBUTE vec3 normal;
-
-#ifdef USE_VERTEX_COLOR
-ATTRIBUTE vec4 diffuse_color;
-#endif
-
-ATTRIBUTE vec2 texcoord0;
-
-#ifdef HAS_SKIN
-mat4 getObjectSkinnedTransform();
-#else
-#ifdef IS_AVATAR_SKIN
-mat4 getSkinnedTransform();
-#endif
-#endif
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-vec3 calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
-#endif
-
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-uniform vec3 sun_dir;
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return vec3(a,a,a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-void main()
-{
- vec4 pos;
- vec3 norm;
-
- //transform vertex
-#ifdef HAS_SKIN
- mat4 trans = getObjectSkinnedTransform();
- trans = modelview_matrix * trans;
-
- pos = trans * vec4(position.xyz, 1.0);
-
- norm = position.xyz + normal.xyz;
- norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
-
-#ifdef IS_AVATAR_SKIN
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
- norm = normalize(normal_matrix * normal);
- vec4 vert = vec4(position.xyz, 1.0);
- pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#endif
-
-#endif
-
-#ifdef USE_INDEXED_TEX
- passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#else
- vary_texcoord0 = texcoord0;
-#endif
-
- vary_norm = norm;
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
-
-#ifndef USE_VERTEX_COLOR
- vec4 diffuse_color = vec4(1,1,1,1);
-#endif
-
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
-
- vary_pointlight_col = dff;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(col.rgb);
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
-
- vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
- vary_ambient = col.rgb*dff;
-
- col.rgb = col.rgb*dff;
-
-#ifdef USE_VERTEX_COLOR
- vertex_color = col;
-#endif
-
-#ifdef HAS_SKIN
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#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/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 37179c7e14..c20e00163c 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -69,22 +69,43 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
+vec3 srgb_to_linear(vec3 cs)
{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
+ vec3 low_range = cs / vec3(12.92);
+ vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+ bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lte.r ? low_range.r : high_range.r;
+ result.g = lte.g ? low_range.g : high_range.g;
+ result.b = lte.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lte);
+#endif
+
}
-vec3 decode_normal (vec2 enc)
+vec3 linear_to_srgb(vec3 cl)
{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
+ cl = clamp(cl, vec3(0), vec3(1));
+ vec3 low_range = cl * 12.92;
+ vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ bvec3 lt = lessThan(cl,vec3(0.0031308));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lt.r ? low_range.r : high_range.r;
+ result.g = lt.g ? low_range.g : high_range.g;
+ result.b = lt.b ? low_range.b : high_range.b;
+ return result;
#else
+ return mix(high_range, low_range, lt);
+#endif
+
+}
+
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -101,14 +122,12 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 correctWithGamma(vec4 col)
{
- return vec4(pow(col.rgb, vec3(2.2)), col.a);
+ return vec4(srgb_to_linear(col.rgb), col.a);
}
-
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
@@ -315,14 +334,12 @@ void main()
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+ stc /= stc.w;
if (stc.z > 0.0)
{
- stc.xy /= stc.w;
+ float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0);
- float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0);
-
- //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
if (stc.x < 1.0 &&
@@ -330,12 +347,16 @@ void main()
stc.x > 0.0 &&
stc.y > 0.0)
{
- col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb;
+ col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*shadow*spec.rgb;
}
}
}
}
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
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
index 67bac1f7c2..cc34285d65 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -78,22 +78,43 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
+vec3 srgb_to_linear(vec3 cs)
{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
+ vec3 low_range = cs / vec3(12.92);
+ vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+ bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lte.r ? low_range.r : high_range.r;
+ result.g = lte.g ? low_range.g : high_range.g;
+ result.b = lte.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lte);
+#endif
+
}
-vec3 decode_normal (vec2 enc)
+vec3 linear_to_srgb(vec3 cl)
{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
+ cl = clamp(cl, vec3(0), vec3(1));
+ vec3 low_range = cl * 12.92;
+ vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ bvec3 lt = lessThan(cl,vec3(0.0031308));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lt.r ? low_range.r : high_range.r;
+ result.g = lt.g ? low_range.g : high_range.g;
+ result.b = lt.b ? low_range.b : high_range.b;
+ return result;
#else
+ return mix(high_range, low_range, lt);
+#endif
+
+}
+
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -110,7 +131,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition_d(vec2 pos_screen, float depth)
{
@@ -263,6 +283,52 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
+#ifdef WATER_FOG
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
+{
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
+
+ //get object depth
+ float depth = length(pos - int_v);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+
+ color.rgb = color.rgb * D + kc.rgb * L;
+ color.a = kc.a + color.a;
+
+ return color;
+}
+#endif
+
vec3 atmosLighting(vec3 light)
{
light *= getAtmosAttenuation().r;
@@ -343,7 +409,7 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
//convert to gamma space
- diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2));
+ diffuse.rgb = linear_to_srgb(diffuse.rgb);
vec3 col;
float bloom = 0.0;
@@ -402,19 +468,25 @@ void main()
envIntensity);
}
-
+
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
- col = pow(col, vec3(2.2));
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+
+ col = srgb_to_linear(col);
//col = vec3(1,0,1);
//col.g = envIntensity;
}
-
+
frag_color.rgb = col;
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
index 9bdee15541..7689b72d20 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -69,22 +69,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -101,11 +85,47 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
+
+vec3 srgb_to_linear(vec3 cs)
+{
+ vec3 low_range = cs / vec3(12.92);
+ vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+ bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lte.r ? low_range.r : high_range.r;
+ result.g = lte.g ? low_range.g : high_range.g;
+ result.b = lte.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lte);
+#endif
+
+}
+
+vec3 linear_to_srgb(vec3 cl)
+{
+ cl = clamp(cl, vec3(0), vec3(1));
+ vec3 low_range = cl * 12.92;
+ vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ bvec3 lt = lessThan(cl,vec3(0.0031308));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lt.r ? low_range.r : high_range.r;
+ result.g = lt.g ? low_range.g : high_range.g;
+ result.b = lt.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lt);
#endif
+}
+
vec4 correctWithGamma(vec4 col)
{
- return vec4(pow(col.rgb, vec3(2.2)), col.a);
+ return vec4(srgb_to_linear(col.rgb), col.a);
}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
@@ -334,6 +354,9 @@ void main()
}
}
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 7b09dd29dd..95c09d3238 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -65,22 +65,6 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 01e34ed792..b5ff6404ea 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -66,22 +66,6 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -98,7 +82,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{