diff options
| author | Howard Stearns <aech@lindenlab.com> | 2022-09-09 18:47:16 +0000 | 
|---|---|---|
| committer | Howard Stearns <aech@lindenlab.com> | 2022-09-09 18:47:16 +0000 | 
| commit | 765a99d238da80bcf705f58f8e8d6082050c0260 (patch) | |
| tree | 88de597a5cf75720f90a0d512fda89860c5a2e3e /indra/newview/app_settings/shaders | |
| parent | dfe19c257dbb9d5af6f1e2961015e95847525412 (diff) | |
| parent | c9565d6493887b1518465e8a666a75bbe9878f1d (diff) | |
Merged in SL-17967 (pull request #1113)
SL-17967 require 4.1 core profile
Diffstat (limited to 'indra/newview/app_settings/shaders')
5 files changed, 22 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 68a57d12f0..449cbeaa28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -161,7 +161,11 @@ float getDepth(vec2 pos_screen)  vec4 getTexture2DLodAmbient(vec2 tc, float lod)  { -    vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 +    vec4 ret = textureLod(projectionMap, tc, lod); +#else +    vec4 ret = texture2D(projectionMap, tc); +#endif      ret.rgb = srgb_to_linear(ret.rgb);      vec2 dist = tc-vec2(0.5); @@ -173,7 +177,11 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod)  vec4 getTexture2DLodDiffuse(vec2 tc, float lod)  { -    vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 +    vec4 ret = textureLod(projectionMap, tc, lod); +#else +    vec4 ret = texture2D(projectionMap, tc); +#endif      ret.rgb = srgb_to_linear(ret.rgb);      vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -216,7 +224,11 @@ vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)  vec4 texture2DLodSpecular(vec2 tc, float lod)  { -    vec4 ret = texture2DLod(projectionMap, tc, lod); +#ifndef FXAA_GLSL_120 +    vec4 ret = textureLod(projectionMap, tc, lod); +#else +    vec4 ret = texture2D(projectionMap, tc); +#endif      ret.rgb = srgb_to_linear(ret.rgb);      vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index ab5badf538..3d96fe25be 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -32,7 +32,7 @@  uniform samplerCubeArray   reflectionProbes; -layout (std140, binding = 1) uniform ReflectionProbes +layout (std140) uniform ReflectionProbes  {      // list of OBBs for user override probes      // box is a set of 3 planes outward facing planes and the depth of the box along that plane diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 1f5fdde9ca..3ff039261b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -33,7 +33,7 @@  uniform samplerCubeArray   reflectionProbes;  uniform samplerCubeArray   irradianceProbes; -layout (std140, binding = 1) uniform ReflectionProbes +layout (std140) uniform ReflectionProbes  {      // list of OBBs for user override probes      // box is a set of 3 planes outward facing planes and the depth of the box along that plane diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e6017534ca..d78c47a36a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -32,8 +32,8 @@  #define PBR_USE_IRRADIANCE_HACK    1  #define DEBUG_PBR_LIGHT_TYPE       0 // Output no global light to make it easier to see pointLight and spotLight -#define DEBUG_PBR_PACKORM0         0 // Rough=0, Metal=0 -#define DEBUG_PBR_PACKORM1         0 // Rough=1, Metal=1 +#define DEBUG_PBR_PACK_ORM0        0 // Rough=0, Metal=0 +#define DEBUG_PBR_PACK_ORM1        0 // Rough=1, Metal=1  #define DEBUG_PBR_TANGENT1         1 // Tangent = 1,0,0  #define DEBUG_PBR_VERT2CAM1        0 // vertex2camera = 0,0,1  #define DEBUG_PBR_SPECLIGHT051     0 // Force specLigh to be 0,0.5,1 @@ -76,6 +76,7 @@  #define DEBUG_PBR_IRRADIANCE       0 // Output: Diffuse Irradiance, NOTE: SSAO is factored in  #define DEBUG_PBR_FSS_ESS_LAMBERT  0 // Output: FssEssLambert  #define DEBUG_PBR_EMS              0 // Output: Ems = (1 - BRDF Scale + BRDF Bias) +#define DEBUG_PBR_EMS_AVG          0 // Output: Avg Ems  #define DEBUG_PBR_AVG              0 // Output: Avg  #define DEBUG_PBR_FMS_EMS          0 // Output: FmsEms  #define DEBUG_PBR_DIFFUSE_K        0 // Output: diffuse FssEssLambert + FmsEms @@ -114,6 +115,7 @@  #define DEBUG_PBR_SUN_SPEC_FV      0 // F() * V()  #define DEBUG_PBR_SUN_SPEC_DFV     0 // D() * F() * V()  #define DEBUG_PBR_SUN_SPEC_NL_DFV  0 // nl * D() * F() * V() +#define DEBUG_PBR_SUN_FINAL        0 // LAMBERT_NL + BRDF()  #define DEBUG_PBR_IOR              0 // Output: grayscale IOR  #define DEBUG_PBR_REFLECT0_BASE    0 // Output: black reflect0 default from ior @@ -339,9 +341,6 @@ void main()          specLight        = vec3(0,0.5,1.0);          irradiance       = specLight;  #endif -#if HAS_IBL -        kSpec          = mix( kSpec, iridescenceFresnel, iridescenceFactor); -#endif          vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y;  #if DEBUG_PBR_SPEC_IBL          vec3 debug_color_spec = specWeight * specLight * FssEssGGX; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 9153fe031e..f23e9db040 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -284,7 +284,7 @@ void main()          }      } -#if DEBUG_SPOT_DIFFUSE +#if DEBUG_PBR_SPOT_DIFFUSE      final_color = vec3(nl * dist_atten);  #endif  #if DEBUG_SPOT_NL | 
