diff options
author | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:04:13 -0700 |
---|---|---|
committer | Graham Madarasz <graham@lindenlab.com> | 2013-04-19 14:04:13 -0700 |
commit | 4cd213b0059880e6bcee2634984322d18a20fb57 (patch) | |
tree | ad5087040ff2b9a91861e272e4167edb2fa452b9 /indra/newview/app_settings | |
parent | 214031a8171022f4710b990d9bbdb076228a2009 (diff) | |
parent | 8137a3c26f950127d4b37470d1d68c7b43d5c6e4 (diff) |
Merge
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 235 insertions, 242 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 7c58749929..a3be4bb0c3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -#if USE_DIFFUSE_TEX +#ifdef USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif @@ -52,7 +52,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -104,7 +104,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); -#if USE_INDEXED_TEX +#ifdef USE_INDEXED_TEX vec4 diff = diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); @@ -112,7 +112,7 @@ void main() diff.rgb = pow(diff.rgb, vec3(2.2)); -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR float vertex_color_alpha = vertex_color.a; #else float vertex_color_alpha = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index b8d43c0586..3f42e8a24b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -35,19 +35,19 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if USE_INDEXED_TEX +#ifdef USE_INDEXED_TEX void passTextureIndex(); #endif ATTRIBUTE vec3 normal; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR ATTRIBUTE vec4 diffuse_color; #endif ATTRIBUTE vec2 texcoord0; -#if HAS_SKIN +#ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); #elif IS_AVATAR_SKIN mat4 getSkinnedTransform(); @@ -69,7 +69,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -126,7 +126,7 @@ void main() vec3 norm; //transform vertex -#if HAS_SKIN +#ifdef HAS_SKIN mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -138,7 +138,7 @@ void main() gl_Position = frag_pos; #else -#if IS_AVATAR_SKIN +#ifdef IS_AVATAR_SKIN mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -162,7 +162,7 @@ void main() #endif -#if USE_INDEXED_TEX +#ifdef USE_INDEXED_TEX passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; #else @@ -174,7 +174,7 @@ void main() calcAtmospherics(pos.xyz); -#if !USE_VERTEX_COLOR +#ifndef USE_VERTEX_COLOR vec4 diffuse_color = vec4(1,1,1,1); #endif @@ -194,15 +194,15 @@ void main() col.rgb = col.rgb*diffuse_color.rgb; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR vertex_color = col; #endif -#if HAS_SKIN +#ifdef HAS_SKIN vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); #else -#if IS_AVATAR_SKIN +#ifdef IS_AVATAR_SKIN vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 034b3523ca..21179663a7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -40,7 +40,7 @@ uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; -#if USE_DIFFUSE_TEX +#ifdef USE_DIFFUSE_TEX uniform sampler2D diffuseMap; #endif @@ -58,7 +58,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif @@ -199,11 +199,11 @@ void main() vec4 diff; -#if USE_INDEXED_TEX +#ifdef USE_INDEXED_TEX diff = diffuseLookup(vary_texcoord0.xy); #endif -#if USE_DIFFUSE_TEX +#ifdef USE_DIFFUSE_TEX diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif @@ -211,7 +211,7 @@ void main() float vertex_color_alpha = 1.0; -#if USE_VERTEX_COLOR +#ifdef USE_VERTEX_COLOR vertex_color_alpha = vertex_color.a; #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index d59cf9b89a..e9208a291d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -1,222 +1,215 @@ -/** - * @file alphaV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#define INDEXED 1 -#define NON_INDEXED 2 -#define NON_INDEXED_NO_COLOR 3 - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -#if USE_INDEXED_TEX -void passTextureIndex(); -#endif - -ATTRIBUTE vec3 normal; - -#if USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; -#endif - -ATTRIBUTE vec2 texcoord0; - -#if HAS_SKIN -mat4 getObjectSkinnedTransform(); -#else - -#if IS_AVATAR_SKIN -mat4 getSkinnedTransform(); -#endif - -#endif - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; - -#if USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif - -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm; - -uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vec4 pos; - vec3 norm; - - //transform vertex -#if HAS_SKIN - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; - - pos = trans * vec4(position.xyz, 1.0); - - norm = position.xyz + normal.xyz; - norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; -#else - -#if IS_AVATAR_SKIN - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; -#else - norm = normalize(normal_matrix * normal); - vec4 vert = vec4(position.xyz, 1.0); - pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -#endif - -#endif - -#if USE_INDEXED_TEX - passTextureIndex(); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#else - vary_texcoord0 = texcoord0; -#endif - - vary_norm = norm; - float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); - vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - - calcAtmospherics(pos.xyz); - -#if !USE_VERTEX_COLOR - vec4 diffuse_color = vec4(1,1,1,1); -#endif - - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); - - vary_pointlight_col = dff; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(col.rgb); - - vary_directional.rgb = atmosAffectDirectionalLight(1); - vary_ambient = col.rgb*dff; - - col.rgb = col.rgb*dff; - -#if USE_VERTEX_COLOR - vertex_color = col; -#endif - -#if HAS_SKIN - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else - -#if IS_AVATAR_SKIN - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#else - pos = modelview_projection_matrix * vert; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#endif - -#endif - -} +/**
+ * @file alphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+vec3 calcDirectionalLight(vec3 n, vec3 l);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+#ifdef USE_INDEXED_TEX
+void passTextureIndex();
+#endif
+
+ATTRIBUTE vec3 normal;
+
+#ifdef USE_VERTEX_COLOR
+ATTRIBUTE vec4 diffuse_color;
+#endif
+
+ATTRIBUTE vec2 texcoord0;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+#ifdef IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
+#endif
+
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+
+uniform float near_clip;
+uniform float shadow_offset;
+uniform float shadow_bias;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+vec3 calcDirectionalLight(vec3 n, vec3 l)
+{
+ float a = max(dot(n,l),0.0);
+ return vec3(a,a,a);
+}
+
+vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+ }
+
+ return vec3(da,da,da);
+}
+
+void main()
+{
+ vec4 pos;
+ vec3 norm;
+
+ //transform vertex
+#ifdef HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
+
+ pos = trans * vec4(position.xyz, 1.0);
+
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+
+#ifdef IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
+ vec4 vert = vec4(position.xyz, 1.0);
+ pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
+
+#endif
+
+#ifdef USE_INDEXED_TEX
+ passTextureIndex();
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+#else
+ vary_texcoord0 = texcoord0;
+#endif
+
+ vary_norm = norm;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
+
+ calcAtmospherics(pos.xyz);
+
+#ifndef USE_VERTEX_COLOR
+ vec4 diffuse_color = vec4(1,1,1,1);
+#endif
+
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
+
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
+
+ vary_pointlight_col = dff;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(col.rgb);
+
+ vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_ambient = col.rgb*dff;
+
+ col.rgb = col.rgb*dff;
+
+#ifdef USE_VERTEX_COLOR
+ vertex_color = col;
+#endif
+
+#ifdef HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#else
+
+#ifdef IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
+ pos = modelview_projection_matrix * vert;
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
+
+#endif
+
+}
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