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authorDave Parks <davep@lindenlab.com>2024-06-27 13:12:43 -0500
committerGitHub <noreply@github.com>2024-06-27 13:12:43 -0500
commitab87978cbc71cd4c83648627998055a010700f05 (patch)
tree1bf605af76de6f129b10c271517c33acae29fbaa /indra/newview/app_settings/shaders
parente95df8a28436f6893dfe2f9e46e11fb18a0e1598 (diff)
1836 dont store texture in system memory unless absolutely necessary (#1843)
* #1836 Texture memory usage overhaul. Much decrufting - don't keep a copy of textures in system memory - use GPU to downrez textures instead of reloading from cache - use GPU to generate brightness/darkness bumpmaps
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl41
1 files changed, 35 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index 902746366d..6d05d983f3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -25,24 +25,53 @@
/*[EXTRA_CODE_HERE]*/
+
+
+// generate a normal map using an approximation of the old emboss bump map "brightness/darkness" technique
+// srcMap is a source color image, output should be a normal
+
out vec4 frag_color;
-uniform sampler2D alphaMap;
+uniform sampler2D srcMap;
in vec2 vary_texcoord0;
uniform float stepX;
uniform float stepY;
uniform float norm_scale;
+uniform int bump_code;
+
+#define BE_BRIGHTNESS 1
+#define BE_DARKNESS 2
+
+// get luminance or inverse luminance depending on bump_code
+float getBumpValue(vec2 texcoord)
+{
+ vec3 c = texture(srcMap, texcoord).rgb;
+
+ vec3 WEIGHT = vec3(0.2995, 0.5875, 0.1145);
+
+ float l = dot(c, WEIGHT);
+
+ if (bump_code == BE_DARKNESS)
+ {
+ l = 1.0 - l;
+ }
+
+ return l;
+}
+
void main()
{
- float c = texture(alphaMap, vary_texcoord0).r;
+ float c = getBumpValue(vary_texcoord0).r;
+
+ float scaler = 512.0;
- vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255);
- vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255);
- vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255);
- vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255);
+ vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0)).r-c)*scaler);
+ vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0)).r-c)*scaler);
+ vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY)).r-c)*scaler);
+ vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY)).r-c)*scaler);
vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);