diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-03 19:53:43 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-02-03 19:53:43 -0600 |
commit | 4ea51c6ce4b29c0b3875e32f0daf86390cec8950 (patch) | |
tree | dea28751a15c3323445b5021f8cfbd13da2f3889 /indra/newview/app_settings | |
parent | 1c2410b8af62254e96d60b2ae2e411d4756215e4 (diff) |
SL-19148 Decruft followthrough -- kill more unused shader files
Diffstat (limited to 'indra/newview/app_settings')
29 files changed, 0 insertions, 2098 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl deleted file mode 100644 index 14c337e608..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file underWaterF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, GBUFFER_FLAG_HAS_ATMOS); // normalxyz, env intens, flags (atmo kill) -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl deleted file mode 100644 index 38276859a0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file waterV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec2 waveDir1; -uniform vec2 waveDir2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); -// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - calcAtmospherics(pos.xyz); - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -} diff --git a/indra/newview/app_settings/shaders/class1/environment/moonF.glsl b/indra/newview/app_settings/shaders/class1/environment/moonF.glsl deleted file mode 100644 index a220971f06..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/moonF.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class1/environment/moonF.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2021, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D tex0; - -VARYING vec2 vary_texcoord0; - -// See: -// AS off: class1/environment/moonF.glsl -// ALM off: class1/windlight/moonF.glsl -// ALM on : class1/deferred/moonF.glsl -void main() -{ - vec4 color = texture2D(tex0, vary_texcoord0.xy); - - // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible - // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> - if (color.a <= 2./255.) // 0.00784 - discard; - - frag_color = color; - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 Moon is infront of stars -} diff --git a/indra/newview/app_settings/shaders/class1/environment/moonV.glsl b/indra/newview/app_settings/shaders/class1/environment/moonV.glsl deleted file mode 100644 index c00f202c23..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/moonV.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file class1\environment\moonV.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2021, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position, 1); - vary_texcoord0 = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/starsF.glsl b/indra/newview/app_settings/shaders/class1/environment/starsF.glsl deleted file mode 100644 index e1a9cc6387..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/starsF.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class1/environment/starsF.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2021, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -uniform float custom_alpha; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -// See: -// ALM off: class1/environment/starsF.glsl -// ALM on : class1/deferred/starsF.glsl -void main() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb = pow(color.rgb, vec3(0.45)); - color.rgb *= vertex_color.rgb; - color.a *= max(custom_alpha, vertex_color.a); - - frag_color = color; - gl_FragDepth = LL_SHADER_CONST_STAR_DEPTH; // SL-14113 Moon Haze -- Stars need to depth test behind the moon -} diff --git a/indra/newview/app_settings/shaders/class1/environment/starsV.glsl b/indra/newview/app_settings/shaders/class1/environment/starsV.glsl deleted file mode 100644 index 6fcfec6b6a..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/starsV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file class1/environment/starsV.glsl - * - * $LicenseInfo:firstyear=2021&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2021, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vertex_color = diffuse_color; -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl deleted file mode 100644 index 6b68ed4169..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file class1\environment\terrainF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec3 scaleSoftClip(vec3 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl deleted file mode 100644 index ef27848d37..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ /dev/null @@ -1,88 +0,0 @@ -/** - * @file class1\environment\terrainV.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 - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - /// Potentially better without it for water. - pos /= pos.w; - - vec4 color = calcLighting(pos.xyz, norm, /*diffuse_color*/vec4(1)); - - vertex_color = color; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl deleted file mode 100644 index e53bb46177..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file class1\environment\terrainWaterF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec4 applyWaterFog(vec4 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - outColor = applyWaterFog(outColor); - frag_color = outColor; -} diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl deleted file mode 100644 index a075cfeef2..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl +++ /dev/null @@ -1,84 +0,0 @@ -/** - * @file class1\environment\terrainV.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 - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, vec4(1.0)); - - vertex_color.rgb = color.rgb; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl deleted file mode 100644 index f6b31a5956..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file customalphaF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -uniform float custom_alpha; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb = pow(color.rgb, vec3(0.45)); - color.rgb *= vertex_color.rgb; - color.a *= max(custom_alpha, vertex_color.a); - frag_color = color; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl deleted file mode 100644 index 890474d6d8..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file customalphaV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vertex_color = diffuse_color; -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl deleted file mode 100644 index f8efd7cb4a..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @file debugF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; - -VARYING vec2 tc0; -VARYING vec2 tc1; -VARYING vec2 tc2; -VARYING vec2 tc3; -VARYING vec2 tc4; -VARYING vec2 tc5; -VARYING vec2 tc6; -VARYING vec2 tc7; -VARYING vec2 tc8; - -void main() -{ - vec4 depth1 = - vec4(texture2D(depthMap, tc0).r, - texture2D(depthMap, tc1).r, - texture2D(depthMap, tc2).r, - texture2D(depthMap, tc3).r); - - vec4 depth2 = - vec4(texture2D(depthMap, tc4).r, - texture2D(depthMap, tc5).r, - texture2D(depthMap, tc6).r, - texture2D(depthMap, tc7).r); - - depth1 = min(depth1, depth2); - float depth = min(depth1.x, depth1.y); - depth = min(depth, depth1.z); - depth = min(depth, depth1.w); - depth = min(depth, texture2D(depthMap, tc8).r); - - gl_FragDepth = depth; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl deleted file mode 100644 index 99662097bb..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ /dev/null @@ -1,69 +0,0 @@ -/** - * @file debugF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D depthMap; - -VARYING vec2 tc0; -VARYING vec2 tc1; -VARYING vec2 tc2; -VARYING vec2 tc3; -VARYING vec2 tc4; -VARYING vec2 tc5; -VARYING vec2 tc6; -VARYING vec2 tc7; -VARYING vec2 tc8; - -void main() -{ - vec4 depth1 = - vec4(texture2D(depthMap, tc0).r, - texture2D(depthMap, tc1).r, - texture2D(depthMap, tc2).r, - texture2D(depthMap, tc3).r); - - vec4 depth2 = - vec4(texture2D(depthMap, tc4).r, - texture2D(depthMap, tc5).r, - texture2D(depthMap, tc6).r, - texture2D(depthMap, tc7).r); - - depth1 = min(depth1, depth2); - float depth = min(depth1.x, depth1.y); - depth = min(depth, depth1.z); - depth = min(depth, depth1.w); - depth = min(depth, texture2D(depthMap, tc8).r); - - gl_FragDepth = depth; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl deleted file mode 100644 index e104377037..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file debugV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -uniform vec2 screen_res; - -uniform vec2 delta; - -VARYING vec2 tc0; -VARYING vec2 tc1; -VARYING vec2 tc2; -VARYING vec2 tc3; -VARYING vec2 tc4; -VARYING vec2 tc5; -VARYING vec2 tc6; -VARYING vec2 tc7; -VARYING vec2 tc8; - -void main() -{ - gl_Position = vec4(position, 1.0); - - vec2 tc = (position.xy*0.5+0.5); - tc0 = tc+vec2(-delta.x,-delta.y); - tc1 = tc+vec2(0,-delta.y); - tc2 = tc+vec2(delta.x,-delta.y); - tc3 = tc+vec2(-delta.x,0); - tc4 = tc+vec2(0,0); - tc5 = tc+vec2(delta.x,0); - tc6 = tc+vec2(-delta.x,delta.y); - tc7 = tc+vec2(0,delta.y); - tc8 = tc+vec2(delta.x,delta.y); -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl deleted file mode 100644 index 415181126b..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ /dev/null @@ -1,39 +0,0 @@ -/** - * @file onetexturenocolorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D tex0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - frag_color = texture2D(tex0, vary_texcoord0.xy); -} diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl deleted file mode 100644 index 6b9986c8d7..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file onetexturenocolorV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position, 1); - vary_texcoord0 = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl deleted file mode 100644 index bf6c1b355c..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file splattexturerectF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2011, 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D screenMap; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - frag_color = texture2D(screenMap, vary_texcoord0.xy) * vertex_color; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl deleted file mode 100644 index 95679e93e7..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file twotextureaddF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D tex0; -uniform sampler2D tex1; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -void main() -{ - frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); -} diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl deleted file mode 100644 index 3c2f297f7f..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file twotextureaddV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vary_texcoord1 = texcoord1; -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl deleted file mode 100644 index c4ab0c95dc..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ /dev/null @@ -1,72 +0,0 @@ -/** - * @file class1\wl\moonF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 2020 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform vec4 color; -uniform vec3 moonlight_color; -uniform vec3 moon_dir; -uniform float moon_brightness; -uniform sampler2D diffuseMap; - -VARYING vec2 vary_texcoord0; - -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // Restore Pre-EEP alpha fade moon near horizon - float fade = 1.0; - if( moon_dir.z > 0 ) - fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); - - // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible - // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> - if (c.a <= 2./255.) // 0.00784 - discard; - -// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function - c.rgb *= moonlight_color.rgb; - c.rgb *= moon_brightness; - - c.rgb *= fade; - c.a *= fade; - - c.rgb = scaleSoftClip(c.rgb); - - frag_color = vec4(c.rgb, c.a); - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; // SL-14113 -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl deleted file mode 100644 index 2fceb5f743..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file class1\wl\moonV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 2020 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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); - - gl_Position = modelview_projection_matrix*vert; - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl deleted file mode 100644 index 5a41dc644a..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file class1\wl\sunDiscF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between sun A/B -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; - -void main() -{ - vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(sunA, sunB, blend_factor); - -// SL-9806 stars poke through -// c.a *= sun_fade; - - c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); - frag_color = c; -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl deleted file mode 100644 index 6c0e795f6b..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class1\wl\sunDiscV.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 - * $/LicenseInfo$ - */ - -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; - -void calcAtmospherics(vec3 eye_pos); - -void main() -{ - //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); - vec4 pos = modelview_projection_matrix*vert; - - sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); - gl_Position = pos; - - calcAtmospherics(pos.xyz); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl deleted file mode 100644 index 96739d91d7..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl +++ /dev/null @@ -1,192 +0,0 @@ -/** - * @file class1/deferred/waterF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xyz); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); - - vec4 pos = vary_position; - - //color.rgb += spec * specular; - - //color.rgb = atmosTransport(color.rgb); - //color.rgb = scaleSoftClip(color.rgb); - - //color.rgb = refcol.rgb; - color.rgb = vec3(0.0); - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); - - frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) - //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); - frag_data[3] = vec4(0, 0, 0, 0); - - - //frag_data[0] = vec4(0.0,0,0,0); - //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); - //frag_data[3] = vec4(0); -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl deleted file mode 100644 index 6f4bdbde28..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ /dev/null @@ -1,137 +0,0 @@ -/** - * @file class2\wl\cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec3 cloud_pos_density1; -uniform vec3 cloud_pos_density2; -uniform float cloud_scale; -uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - - vec3 cloudColorSun = vary_CloudColorSun; - vec3 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; - vec2 uv3 = vary_texcoord2.xy; - vec2 uv4 = vary_texcoord3.xy; - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - alpha1 *= altitude_blend_factor; - - //if (alpha1 < 0.001f) - //{ - // discard; - //} - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - // Combine - vec3 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - - /// Gamma correct for WL (soft clip effect). - frag_color = vec4(color.rgb, alpha1); - - // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon - // camera above water: class1\deferred\cloudsF.glsl - // camera below water: class2\windlight\coudsV.glsl - // See: starsV.glsl, cloudsV.glsl, moonF.glsl - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl deleted file mode 100644 index 650009d393..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ /dev/null @@ -1,193 +0,0 @@ -/** - * @file class2\wl\cloudsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec3 lightnorm; -uniform vec3 sunlight_color; -uniform vec3 moonlight_color; -uniform int sun_up_factor; -uniform vec3 ambient_color; -uniform vec3 blue_horizon; -uniform vec3 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec3 glow; -uniform float sun_moon_glow_factor; - -uniform vec3 cloud_color; - -uniform float cloud_scale; - -// NOTE: Keep these in sync! -// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl -// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl -// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl -// indra\newview\lllegacyatmospherics.cpp -// indra\newview\llsettingsvo.cpp -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec3 sunlight = sunlight_color; - vec3 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); - vec3 blue_weight = blue_density / combined_haze; - vec3 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - haze_glow *= sun_moon_glow_factor; - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - // Increase ambient when there are more clouds - vec3 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec3 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // CLOUDS - sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp(-light_atten * off_axis); - - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - - // END CLOUDS -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl deleted file mode 100644 index 7a229e0f5e..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file class2/windlight/skyF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec3 vary_HazeColor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec3 color; - color = vary_HazeColor; - color.rgb *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl deleted file mode 100644 index 8f7726bb0b..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ /dev/null @@ -1,147 +0,0 @@ -/** - * @file class2\wl\skyV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec3 vary_HazeColor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec3 lightnorm; -uniform vec3 sunlight_color; -uniform vec3 moonlight_color; -uniform int sun_up_factor; -uniform vec3 ambient_color; -uniform vec3 blue_horizon; -uniform vec3 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; - -uniform vec3 glow; -uniform float sun_moon_glow_factor; - -void main() -{ - // World / view / projection - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - - gl_Position = pos; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec3 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); - vec3 blue_weight = blue_density / combined_haze; - vec3 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - vec3 color = - (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); - - // Final atmosphere additive - color *= (1. - combined_haze); - - // Increase ambient when there are more clouds - vec3 tmpAmbient = ambient_color; - tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); - - // Haze color below cloud - vec3 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); - - // Haze color above cloud - vary_HazeColor = color; -} |