diff options
author | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:17:36 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-01-24 14:17:36 -0600 |
commit | 623bb4d58c197fccc8a795426c5864104301cebe (patch) | |
tree | d620b999d09002f3bdd83de8b595c74dd09becc8 /indra/newview/app_settings/shaders | |
parent | fea731ecb3fbe0472777bfafa98156ebe75a5049 (diff) |
SL-18772 Potential fix for failed shader load on Intel HD 3000
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 117 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | 104 |
2 files changed, 4 insertions, 217 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 6763e2de7b..8fdb5e7154 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,124 +23,11 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable + // debug stub -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; -uniform float sun_wash; -uniform int light_count; -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -uniform vec2 screen_res; -uniform float far_z; -uniform mat4 inv_proj; - -VARYING vec4 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); -float getDepth(vec2 tc); -vec2 getScreenCoord(vec4 clip); void main() { -#if defined(LOCAL_LIGHT_KILL) - discard; // Bail immediately -#endif - - vec3 out_col = vec3(0, 0, 0); - vec2 frag = getScreenCoord(vary_fragcoord); - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2D(specularRect, frag.xy); - vec3 diff = texture2D(diffuseRect, frag.xy).rgb; - - float noise = texture2D(noiseMap, frag.xy).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz - pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a + 1.0; - float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb * lit * diff; - - if (spec.a > 0.0) - { - lit = min(da * 6.0, 1.0) * dist_atten; - 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); - col += lit * scol * light_col[i].rgb * spec.rgb; - } - } - - out_col += col; - } - } - } - - frag_color.rgb = out_col; - frag_color.a = 0.0; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage - // awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT - 1]; - vec4 dummy4 = light_col[LIGHT_COUNT - 1]; -#endif + frag_color = vec4(0.5, 0.5, 0.0, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index f07ef92b26..a025c4a1b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -22,111 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR +// debug stub out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D depthMap; - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform vec3 color; -uniform float falloff; -uniform float size; - -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; - -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); -float getDepth(vec2 pos); -vec3 srgb_to_linear(vec3 c); void main() { - 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; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - float da = dot(norm, lv); - if (da < 0.0) - { - discard; - } - - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy).b; - - vec3 col = texture2D(diffuseRect, frag.xy).rgb; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - float lit = da * dist_atten * noise; - - col = color.rgb*lit*col; - - vec4 spec = texture2D(specularRect, frag.xy); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - 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); - col += lit*scol*color.rgb*spec.rgb; - } - } - - if (dot(col, col) <= 0.0) - { - discard; - } - final_color.rgb = vec3(getDepth(frag.xy)); - - frag_color.rgb = col; - frag_color.a = 0.0; + frag_color = vec4(0.0, 0.5, 0.5, 0.0); } |