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authorandreykproductengine <andreykproductengine@lindenlab.com>2019-01-10 19:54:02 +0200
committerandreykproductengine <andreykproductengine@lindenlab.com>2019-01-10 19:54:02 +0200
commitc0f67e8d6a20933d35539888b229e3ac77fa22ec (patch)
treee366eef9fa313ce71ff76ff61371d30562a1992f /indra/newview/app_settings/shaders/class3/deferred
parent13c537e9a0f05857f89085b91ac098921c317fb1 (diff)
Fix for lineendings in depthToShadowVolumeG.glsl
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl404
1 files changed, 202 insertions, 202 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl
index 5734e2abb2..cdaff4b09f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl
@@ -1,202 +1,202 @@
-/**
- * @file depthToShadowVolumeG.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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_geometry_shader4 : enable
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-layout (triangles) in;
-layout (triangle_strip, max_vertices = 128) out;
-
-uniform sampler2DRect depthMap;
-uniform mat4 shadowMatrix[6];
-uniform vec4 lightpos;
-
-VARYING vec2 vary_texcoord0;
-
-out vec3 to_vec;
-
-void cross_products(out vec4 ns[3], int a, int b, int c)
-{
- ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz);
- ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz);
- ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz);
-}
-
-vec3 getLightDirection(vec4 lightpos, vec3 pos)
-{
-
- vec3 lightdir = lightpos.xyz - lightpos.w * pos;
- return lightdir;
-}
-
-void emitTri(vec4 v[3])
-{
- gl_Position = proj_matrix * v[0];
- EmitVertex();
-
- gl_Position = proj_matrix * v[1];
- EmitVertex();
-
- gl_Position = proj_matrix * v[2];
- EmitVertex();
-
- EndPrimitive();
-}
-
-void emitQuad(vec4 v[4]
-{
- // Emit a quad as a triangle strip.
- gl_Position = proj_matrix*v[0];
- EmitVertex();
-
- gl_Position = proj_matrix*v[1];
- EmitVertex();
-
- gl_Position = proj_matrix*v[2];
- EmitVertex();
-
- gl_Position = proj_matrix*v[3];
- EmitVertex();
-
- EndPrimitive();
-}
-
-void emitPrimitives(int layer)
-{
- int i = layer;
- gl_Layer = i;
-
- vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg));
- vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg));
- vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg));
- vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg));
-
- depth1 = min(depth1, depth2);
- depth1 = min(depth1, depth3);
- depth1 = min(depth1, depth4);
-
- vec2 depth = min(depth1.xy, depth1.zw);
-
- int side = sqrt(gl_VerticesIn);
-
- for (int j = 0; j < side; j++)
- {
- for (int k = 0; k < side; ++k)
- {
- vec3 pos = gl_PositionIn[(j * side) + k].xyz;
- vec4 v = shadowMatrix[i] * vec4(pos, 1.0);
- gl_Position = v;
- to_vec = pos - light_position.xyz * depth;
- EmitVertex();
- }
-
- EndPrimitive();
- }
-
- vec3 norms[3]; // Normals
- vec3 lightdir3]; // Directions toward light
-
- vec4 v[4]; // Temporary vertices
-
- vec4 or_pos[3] =
- { // Triangle oriented toward light source
- gl_PositionIn[0],
- gl_PositionIn[2],
- gl_PositionIn[4]
- };
-
- // Compute normal at each vertex.
- cross_products(n, 0, 2, 4);
-
- // Compute direction from vertices to light.
- lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz);
- lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz);
- lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz);
-
- // Check if the main triangle faces the light.
- bool faces_light = true;
- if (!(dot(ns[0],d[0]) > 0
- |dot(ns[1],d[1]) > 0
- |dot(ns[2],d[2]) > 0))
- {
- // Flip vertex winding order in or_pos.
- or_pos[1] = gl_PositionIn[4];
- or_pos[2] = gl_PositionIn[2];
- faces_light = false;
- }
-
- // Near cap: simply render triangle.
- emitTri(or_pos);
-
- // Far cap: extrude positions to infinity.
- v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0);
- v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0);
- v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0);
-
- emitTri(v);
-
- // Loop over all edges and extrude if needed.
- for ( int i=0; i<3; i++ )
- {
- // Compute indices of neighbor triangle.
- int v0 = i*2;
- int nb = (i*2+1);
- int v1 = (i*2+2) % 6;
- cross_products(n, v0, nb, v1);
-
- // Compute direction to light, again as above.
- d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz;
- d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz;
- d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz;
-
- bool is_parallel = gl_PositionIn[nb].w < 1e-5;
-
- // Extrude the edge if it does not have a
- // neighbor, or if it's a possible silhouette.
- if (is_parallel ||
- ( faces_light != (dot(ns[0],d[0])>0 ||
- dot(ns[1],d[1])>0 ||
- dot(ns[2],d[2])>0) ))
- {
- // Make sure sides are oriented correctly.
- int i0 = faces_light ? v0 : v1;
- int i1 = faces_light ? v1 : v0;
-
- v[0] = gl_PositionIn[i0];
- v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0);
- v[2] = gl_PositionIn[i1];
- v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0);
-
- emitQuad(v);
- }
- }
-}
-
-void main()
-{
- // Output
- emitPrimitives(0);
-}
+/**
+ * @file depthToShadowVolumeG.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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_geometry_shader4 : enable
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+layout (triangles) in;
+layout (triangle_strip, max_vertices = 128) out;
+
+uniform sampler2DRect depthMap;
+uniform mat4 shadowMatrix[6];
+uniform vec4 lightpos;
+
+VARYING vec2 vary_texcoord0;
+
+out vec3 to_vec;
+
+void cross_products(out vec4 ns[3], int a, int b, int c)
+{
+ ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz);
+ ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz);
+ ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz);
+}
+
+vec3 getLightDirection(vec4 lightpos, vec3 pos)
+{
+
+ vec3 lightdir = lightpos.xyz - lightpos.w * pos;
+ return lightdir;
+}
+
+void emitTri(vec4 v[3])
+{
+ gl_Position = proj_matrix * v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[2];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitQuad(vec4 v[4]
+{
+ // Emit a quad as a triangle strip.
+ gl_Position = proj_matrix*v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[2];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[3];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitPrimitives(int layer)
+{
+ int i = layer;
+ gl_Layer = i;
+
+ vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg));
+ vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg));
+ vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg));
+ vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg));
+
+ depth1 = min(depth1, depth2);
+ depth1 = min(depth1, depth3);
+ depth1 = min(depth1, depth4);
+
+ vec2 depth = min(depth1.xy, depth1.zw);
+
+ int side = sqrt(gl_VerticesIn);
+
+ for (int j = 0; j < side; j++)
+ {
+ for (int k = 0; k < side; ++k)
+ {
+ vec3 pos = gl_PositionIn[(j * side) + k].xyz;
+ vec4 v = shadowMatrix[i] * vec4(pos, 1.0);
+ gl_Position = v;
+ to_vec = pos - light_position.xyz * depth;
+ EmitVertex();
+ }
+
+ EndPrimitive();
+ }
+
+ vec3 norms[3]; // Normals
+ vec3 lightdir3]; // Directions toward light
+
+ vec4 v[4]; // Temporary vertices
+
+ vec4 or_pos[3] =
+ { // Triangle oriented toward light source
+ gl_PositionIn[0],
+ gl_PositionIn[2],
+ gl_PositionIn[4]
+ };
+
+ // Compute normal at each vertex.
+ cross_products(n, 0, 2, 4);
+
+ // Compute direction from vertices to light.
+ lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz);
+ lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz);
+ lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz);
+
+ // Check if the main triangle faces the light.
+ bool faces_light = true;
+ if (!(dot(ns[0],d[0]) > 0
+ |dot(ns[1],d[1]) > 0
+ |dot(ns[2],d[2]) > 0))
+ {
+ // Flip vertex winding order in or_pos.
+ or_pos[1] = gl_PositionIn[4];
+ or_pos[2] = gl_PositionIn[2];
+ faces_light = false;
+ }
+
+ // Near cap: simply render triangle.
+ emitTri(or_pos);
+
+ // Far cap: extrude positions to infinity.
+ v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0);
+ v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0);
+ v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0);
+
+ emitTri(v);
+
+ // Loop over all edges and extrude if needed.
+ for ( int i=0; i<3; i++ )
+ {
+ // Compute indices of neighbor triangle.
+ int v0 = i*2;
+ int nb = (i*2+1);
+ int v1 = (i*2+2) % 6;
+ cross_products(n, v0, nb, v1);
+
+ // Compute direction to light, again as above.
+ d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz;
+ d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz;
+ d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz;
+
+ bool is_parallel = gl_PositionIn[nb].w < 1e-5;
+
+ // Extrude the edge if it does not have a
+ // neighbor, or if it's a possible silhouette.
+ if (is_parallel ||
+ ( faces_light != (dot(ns[0],d[0])>0 ||
+ dot(ns[1],d[1])>0 ||
+ dot(ns[2],d[2])>0) ))
+ {
+ // Make sure sides are oriented correctly.
+ int i0 = faces_light ? v0 : v1;
+ int i1 = faces_light ? v1 : v0;
+
+ v[0] = gl_PositionIn[i0];
+ v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0);
+ v[2] = gl_PositionIn[i1];
+ v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0);
+
+ emitQuad(v);
+ }
+ }
+}
+
+void main()
+{
+ // Output
+ emitPrimitives(0);
+}