diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-05-25 15:51:15 -0500 | 
| commit | 9eea451a82379a61fa4a6cc2a55274e06cecbd58 (patch) | |
| tree | 51f44405fa18b7a2354c22c0c4125f49e8b21d69 /indra/newview/app_settings/shaders | |
| parent | 0d5a661e57239c3e5d46a55cf4e2d808f31121fe (diff) | |
SH-469 Don't use depth buffers and multisample buffers where not absolutely needed -- make sample counts consistent between shaders and render targets.
Diffstat (limited to 'indra/newview/app_settings/shaders')
8 files changed, 58 insertions, 47 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl index 4366376d99..edec83ea07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -12,7 +12,7 @@  uniform sampler2DMS depthMap;  uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap;  uniform float dist_factor;  uniform float blur_size; @@ -25,12 +25,23 @@ varying vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)  { -	vec4 ret = vec4(0,0,0,0); +	vec3 ret = vec3(0,0,0);  	for (int i = 0; i < samples; i++)  	{ -		ret += texelFetch(tex, tc, i); +		ret += texelFetch(tex, tc, i).rgb; +	} + +	return ret/samples; +} + +float texture2DMS1(sampler2DMS tex, ivec2 tc) +{ +	float ret = 0; +	for (int i = 0; i < samples; i++) +	{ +		ret += texelFetch(tex, tc, i).r;  	}  	return ret/samples; @@ -38,7 +49,7 @@ vec4 texture2DMS(sampler2DMS tex, ivec2 tc)  vec4 getPosition(ivec2 pos_screen)  { -	float depth = texture2DMS(depthMap, pos_screen.xy).r; +	float depth = texture2DMS1(depthMap, pos_screen.xy);  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -54,10 +65,10 @@ void main()      vec2 tc = vary_fragcoord.xy;  	ivec2 itc = ivec2(tc); -	vec3 norm = texture2DMS(normalMap, itc).xyz; +	vec3 norm = texture2DMS3(normalMap, itc).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm  	vec3 pos = getPosition(itc).xyz; -	vec4 ccol = texture2DMS(lightMap, itc).rgba; +	vec4 ccol = texture2DRect(lightMap, tc).rgba;  	vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);  	dlt /= max(-pos.z*dist_factor, 1.0); @@ -73,23 +84,23 @@ void main()  	for (int i = 1; i < 4; i++)  	{ -		ivec2 samptc = ivec2(tc + kern[i].z*dlt); -		vec3 samppos = getPosition(samptc).xyz;  +		vec2 samptc = tc + kern[i].z*dlt; +		vec3 samppos = getPosition(ivec2(samptc)).xyz;   		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane  		if (d*d <= pointplanedist_tolerance_pow2)  		{ -			col += texture2DMS(lightMap, samptc)*kern[i].xyxx; +			col += texture2DRect(lightMap, samptc)*kern[i].xyxx;  			defined_weight += kern[i].xy;  		}  	}  	for (int i = 1; i < 4; i++)  	{ -		ivec2 samptc = ivec2(tc - kern[i].z*dlt); -		vec3 samppos = getPosition(samptc).xyz;  +		vec2 samptc = vec2(tc - kern[i].z*dlt); +		vec3 samppos = getPosition(ivec2(samptc)).xyz;   		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane  		if (d*d <= pointplanedist_tolerance_pow2)  		{ -			col += texture2DMS(lightMap, samptc)*kern[i].xyxx; +			col += texture2DRect(lightMap, samptc)*kern[i].xyxx;  			defined_weight += kern[i].xy;  		}  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl index 16e97109f9..66c7a5cb4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl @@ -130,7 +130,7 @@ void main()  		discard;  	} -	gl_FragColor.rgb = fcol/wght; +	gl_FragColor.rgb = fcol/samples;  	gl_FragColor.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl index bdaa8e59c4..b450ff1ca2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl @@ -34,7 +34,6 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -uniform int proj_shadow_idx;  uniform float shadow_fade;  varying vec4 vary_light; @@ -228,6 +227,6 @@ void main()  		discard;  	} -	gl_FragColor.rgb = fcol/wght;	 +	gl_FragColor.rgb = fcol/samples;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl index 23b5e76735..7521c3310c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -103,6 +103,6 @@ void main()  		discard;  	} -	gl_FragColor.rgb = fcol/wght;	 +	gl_FragColor.rgb = fcol/samples;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl index 3a9d9266bb..6702bd5014 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl @@ -229,6 +229,6 @@ void main()  		discard;  	} -	gl_FragColor.rgb = fcol/wght;	 +	gl_FragColor.rgb = fcol/samples;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl index c6f0ea2a5d..d0f9101774 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect;  uniform sampler2DMS specularRect;  uniform sampler2DMS depthMap;  uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2D projectionMap; @@ -112,6 +112,17 @@ void main()  	ivec2 itc = ivec2(frag.xy); +	float shadow = 1.0; + +	if (proj_shadow_idx >= 0) +	{ +		vec4 shd = texture2DRect(lightMap, frag); +		float sh[2]; +		sh[0] = shd.b; +		sh[1] = shd.a; +		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); +	} +		  	for (int i = 0; i < samples; i++)  	{  		vec3 pos = getPosition(itc, i).xyz; @@ -120,17 +131,6 @@ void main()  		dist2 /= vary_light.w;  		if (dist2 <= 1.0)  		{ -			float shadow = 1.0; -	 -			if (proj_shadow_idx >= 0) -			{ -				vec4 shd = texelFetch(lightMap, itc, i); -				float sh[2]; -				sh[0] = shd.b; -				sh[1] = shd.a; -				shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); -			} -	  			vec3 norm = texelFetch(normalMap, itc, i).xyz;  			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -239,6 +239,6 @@ void main()  		discard;  	} -	gl_FragColor.rgb = fcol/wght;	 +	gl_FragColor.rgb = fcol/samples;	  	gl_FragColor.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl index 71482d0c7b..cb09fe9895 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -13,7 +13,7 @@  uniform sampler2DMS diffuseRect;  uniform sampler2DMS specularRect;  uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap;  uniform sampler2DMS depthMap;  uniform sampler2D	  noiseMap;  uniform samplerCube environmentMap; @@ -257,7 +257,8 @@ void main()  	vec3 fcol = vec3(0,0,0); -	float amb = 0; +	vec2 scol_ambocc = texture2DRect(lightMap, tc).rg; +	float ambocc = scol_ambocc.g;  	for (int i = 0; i < samples; ++i)  	{ @@ -271,9 +272,9 @@ void main()  		vec4 diffuse = texelFetch(diffuseRect, itc, i);  		vec4 spec = texelFetch(specularRect, itc, i); -		vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; +		float amb = 0; +  		float scol = max(scol_ambocc.r, diffuse.a);  -		float ambocc = scol_ambocc.g;  		amb += ambocc;  		calcAtmospherics(pos.xyz, ambocc); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl index 099a45718a..8d6ffd79c5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl @@ -14,7 +14,7 @@ uniform sampler2DMS diffuseRect;  uniform sampler2DMS specularRect;  uniform sampler2DMS depthMap;  uniform sampler2DMS normalMap; -uniform sampler2DMS lightMap; +uniform sampler2DRect lightMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2D projectionMap; @@ -113,6 +113,17 @@ void main()  	vec3 fcol = vec3(0,0,0);  	int wght = 0; +	float shadow = 1.0; +	 +	if (proj_shadow_idx >= 0) +	{ +		vec4 shd = texture2DRect(lightMap, frag.xy); +		float sh[2]; +		sh[0] = shd.b; +		sh[1] = shd.a; +		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); +	} +	  	for (int i = 0; i < samples; i++)  	{  		vec3 pos = getPosition(itc, i).xyz; @@ -121,17 +132,6 @@ void main()  		dist2 /= vary_light.w;  		if (dist2 <= 1.0)  		{ -			float shadow = 1.0; -	 -			if (proj_shadow_idx >= 0) -			{ -				vec4 shd = texelFetch(lightMap, itc, i); -				float sh[2]; -				sh[0] = shd.b; -				sh[1] = shd.a; -				shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0); -			} -	  			vec3 norm = texelFetch(normalMap, itc, i).xyz;  			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm | 
