diff options
author | Dave Parks <davep@lindenlab.com> | 2013-04-15 13:16:14 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2013-04-15 13:16:14 -0500 |
commit | 8025b8b2bc6028ed268e191d432cb3f740e351db (patch) | |
tree | ecc74cb4b2dceaf28b77919a2be04d33e80f10aa /indra/newview/app_settings | |
parent | 41097e74ecea7f99d2e4b0ee03dfa40ed6463f46 (diff) |
NORSPEC-49 Add shader profiler, add support for ARB_depth_clamp where available
Diffstat (limited to 'indra/newview/app_settings')
10 files changed, 53 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 81961d7746..3f90600ace 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -39,7 +39,12 @@ void main() mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + vec4 p = projection_matrix * vec4(pos, 1.0); +#if !DEPTH_CLAMP p.z = max(p.z, -p.w+0.01); gl_Position = p; +#else + gl_Position = p; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 3686f2f647..b809b73973 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -31,12 +31,16 @@ out vec4 frag_color; uniform sampler2D diffuseMap; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 23feb09d72..bde1ad4e9f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,7 +31,9 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { @@ -51,9 +53,13 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; +#if !DEPTH_CLAMP post_pos = pos; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 40b980bf51..a2c3ec3355 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -46,7 +46,7 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec - //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 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 76d29b1df7..3c026796c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -47,6 +47,6 @@ void main() passTextureIndex(); vary_normal = normalize(normal_matrix * normal); - + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index bced4a5577..91a96977f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -31,8 +31,12 @@ out vec4 frag_color; uniform sampler2D diffuseMap; +#if !DEPTH_CLAMP VARYING float pos_zd2; +#endif + VARYING float pos_w; + VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -56,5 +60,7 @@ void main() frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index c1f2d90712..11411a605c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -31,8 +31,12 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; +#if !DEPTH_CLAMP VARYING float pos_zd2; +#endif + VARYING float pos_w; + VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -45,10 +49,16 @@ void main() vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + pos_w = pos.w; + +#if !DEPTH_CLAMP pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 6195e2f1ec..ef153dfc5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,7 +27,9 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif uniform vec3 box_center; uniform vec3 box_size; @@ -37,8 +39,12 @@ void main() //transform vertex vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); - + +#if !DEPTH_CLAMP post_pos = pos; - + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 7e55fdc12a..3d1b182875 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -29,11 +29,16 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { frag_color = vec4(1,1,1,1); +#if !DEPTH_CLAMP gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +#endif + } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 8b46e81f90..cc77a4cea0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -27,14 +27,20 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP VARYING vec4 post_pos; +#endif void main() { //transform vertex vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); +#if !DEPTH_CLAMP post_pos = pos; - + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif } |