diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-05-29 00:40:57 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-05-29 00:40:57 -0500 | 
| commit | 1fd46831f0ea7309d83c1fa2eecc611b3bada719 (patch) | |
| tree | 8e6708b1e25f12156c0a65cf6487c5f3df6c4873 /indra/newview/app_settings/shaders | |
| parent | 35c4635dca83708a09ac8f15e30aec146210fba7 (diff) | |
SH-1682 Work in progress on using texture indexes to improve batch size (wow, super fast so far)
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 39 insertions, 51 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 35cfb80c93..f71d9f0b49 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -20,3 +20,4 @@ void main()  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 03d3322cb6..b8de629fc8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -8,13 +8,15 @@  #version 120  varying vec3 vary_normal; +varying float vary_texture_index;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  +	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);   	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texture_index = gl_Vertex.w;  	vary_normal = normalize(gl_NormalMatrix * gl_Normal);  	gl_FrontColor = gl_Color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 3429877397..30231039b0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -9,56 +9,48 @@  #extension GL_ARB_texture_rectangle : enable -uniform sampler2D diffuseMap; -uniform sampler2DRect depthMap; -uniform sampler2D noiseMap; - -uniform vec4 shadow_clip; -uniform vec2 screen_res; +varying float vary_texture_index; + +uniform sampler2D tex0; +uniform sampler2D tex1; +uniform sampler2D tex2; +uniform sampler2D tex3; +uniform sampler2D tex4; +uniform sampler2D tex5; +uniform sampler2D tex6; +uniform sampler2D tex7; + +vec4 textureLookup(vec2 texcoord) +{ +	switch (int(vary_texture_index+0.25)) +	{ +		case 0: return texture2D(tex0, texcoord); +		case 1: return texture2D(tex1, texcoord); +		case 2: return texture2D(tex2, texcoord); +		case 3: return texture2D(tex3, texcoord); +		case 4: return texture2D(tex4, texcoord); +		case 5: return texture2D(tex5, texcoord); +		case 6: return texture2D(tex6, texcoord); +		case 7: return texture2D(tex7, texcoord); +	} + +	return vec4(0,0,0,0); +}  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec4 vary_position; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; - -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 /= pos.w; -	pos.w = 1.0; -	return pos; -}  void main()   { -	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -	frag *= screen_res; -	 -	vec3 samp_pos = getPosition(frag).xyz;  -	  	float shadow = 1.0; -	vec4 pos = vary_position; -	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color; +	vec4 color = textureLookup(gl_TexCoord[0].xy)*gl_Color;  	color.rgb = fullbrightAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	//gl_FragColor = gl_Color;  	gl_FragColor = color; -	//gl_FragColor = vec4(1,0,1,1); -	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 6c38d220e2..6890360c56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -14,30 +14,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; -uniform float near_clip; -varying vec4 vary_position; +varying float vary_texture_index;  void main()  {  	//transform vertex -	gl_Position = ftransform();  +	vec4 vert = vec4(gl_Vertex.xyz, 1.0); +	vary_texture_index = gl_Vertex.w; + +	gl_Position = gl_ModelViewProjectionMatrix*vert;   	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	vec4 pos = (gl_ModelViewMatrix * gl_Vertex); -	vary_position = pos; -		 +	vec4 pos = (gl_ModelViewMatrix * vert); +				  	calcAtmospherics(pos.xyz);  	gl_FrontColor = gl_Color;  	gl_FogFragCoord = pos.z; -	 -	pos = gl_ModelViewProjectionMatrix * gl_Vertex; -	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -	  } | 
