summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings
diff options
context:
space:
mode:
authorDave Parks <davep@lindenlab.com>2012-03-26 15:41:27 -0500
committerDave Parks <davep@lindenlab.com>2012-03-26 15:41:27 -0500
commit654dd60ca7310db940e09065a3f6e7fec377c956 (patch)
treed401b682f18da1c5dfbea261ed5da05665d5ab81 /indra/newview/app_settings
parentb187aeb8f177bd76e792652e773617beff18b47b (diff)
parentce0f455b7cb5a5d45e7682e4a4180b577eda3c5a (diff)
merge
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/settings.xml46
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl148
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl)8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/giV.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl31
114 files changed, 1007 insertions, 493 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 0e26013152..c11f3cf978 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7609,6 +7609,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderCompressTextures</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable texture compression on OpenGL 3.0 and later implementations (EXPERIMENTAL, requires restart)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderPerformanceTest</key>
<map>
<key>Comment</key>
@@ -9101,28 +9112,19 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderUseShaderLOD</key>
- <map>
- <key>Comment</key>
- <string>Whether we want to have different shaders for LOD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>RenderUseShaderNearParticles</key>
- <map>
- <key>Comment</key>
- <string>Whether we want to use shaders on near particles</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
+
+ <key>RenderAutoHideSurfaceAreaLimit</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum surface area of a set of proximal objects inworld before automatically hiding geometry to prevent system overload.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+
<key>RenderVBOEnable</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index 3e4d438ed3..7a35905280 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -34,5 +36,5 @@ uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
+ frag_color = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index c012efa056..dd87ddb330 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -26,15 +26,15 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
vec4 diffuseLookup(vec2 texcoord);
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
@@ -69,6 +69,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
index 8641827777..beb3290187 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
@@ -26,15 +26,15 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
@@ -81,9 +81,9 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
+ frag_color = color;
+ //frag_color = vec4(1,0,1,1);
+ //frag_color = vec4(1,0,1,1)*shadow;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
index c13ea702db..cb87b754b4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -26,14 +26,14 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform vec2 screen_res;
vec3 atmosLighting(vec3 light);
@@ -79,6 +79,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 40b0cf47ac..5a0e8ff684 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -41,7 +41,6 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
-VARYING vec3 vary_normal;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
@@ -55,6 +54,12 @@ 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
@@ -104,8 +109,7 @@ void main()
gl_Position = frag_pos;
vary_position = pos.xyz;
- vary_normal = norm;
-
+
calcAtmospherics(pos.xyz);
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 8c96d55342..cf38a2f4f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -48,7 +48,6 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
-VARYING vec3 vary_light;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
@@ -64,6 +63,12 @@ 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
@@ -128,8 +133,6 @@ void main()
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_light = light_position[0].xyz;
-
vary_ambient = col.rgb*diffuse_color.rgb;
vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 402f681631..22c9a4d14e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -23,17 +23,17 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
-VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
- //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
index ded6cced27..81961d7746 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -27,11 +27,8 @@ uniform mat4 modelview_matrix;
uniform mat4 texture_matrix0;
ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-VARYING vec4 vertex_color;
-
mat4 getObjectSkinnedTransform();
void main()
@@ -42,8 +39,6 @@ void main()
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vertex_color = diffuse_color;
-
vec4 p = projection_matrix * vec4(pos, 1.0);
p.z = max(p.z, -p.w+0.01);
gl_Position = p;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
new file mode 100644
index 0000000000..5f395801e5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -0,0 +1,148 @@
+/**
+ * @file avatarAlphaNoColorV.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 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+mat4 getSkinnedTransform();
+void calcAtmospherics(vec3 inPositionEye);
+
+float calcDirectionalLight(vec3 n, vec3 l);
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+
+uniform float near_clip;
+
+uniform vec4 color;
+
+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()
+{
+ vary_texcoord0 = texcoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ 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;
+
+ vary_position = pos.xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
+
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(vec3(0.));
+
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
+
+ col.rgb = col.rgb * color.rgb;
+
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index c0edddc40a..d6149fcc32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -59,6 +59,12 @@ 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
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 9a3b2e3e8a..46d2aa4877 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;
@@ -41,9 +43,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(diff.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(diff.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 558a88009a..3686f2f647 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -33,7 +35,7 @@ VARYING vec4 post_pos;
void main()
{
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 60d4dae99f..f400eb7a5b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
@@ -111,6 +113,6 @@ void main()
col /= defined_weight.xyxx;
col.y *= col.y;
- gl_FragColor = col;
+ frag_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 6cc5f23aca..680eadb852 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;
@@ -46,9 +48,9 @@ void main()
dot(norm,vary_mat1),
dot(norm,vary_mat2));
- gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = vertex_color.aaaa; // spec
- //gl_FragData[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[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
vec3 nvn = normalize(tnorm);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
index 6c205074b4..8ba75010a2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord2;
+ATTRIBUTE vec3 binormal;
VARYING vec3 vary_mat0;
VARYING vec3 vary_mat1;
@@ -52,7 +52,7 @@ void main()
vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
vec3 t = cross(b, n);
vary_mat0 = vec3(t.x, b.x, n.x);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index db272cf601..1d8ca04ccd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -25,7 +25,9 @@
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
/////////////////////////////////////////////////////////////////////////
@@ -98,8 +100,8 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1);
- gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 64e094e3c5..17f425475c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -50,18 +50,18 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
void main()
{
@@ -77,7 +77,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -99,12 +99,12 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -112,7 +112,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -136,14 +136,14 @@ void main()
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
@@ -164,13 +164,13 @@ void main()
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index e612efba61..ccbc3c557c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -83,6 +85,6 @@ void main()
sc = max(sc, -max_cof);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor.rgb = diff.rgb + bloom.rgb;
- gl_FragColor.a = sc/max_cof*0.5+0.5;
+ frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index e9989a4e48..b2027d3a5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform float minimum_alpha;
@@ -44,9 +46,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0); // spec
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index fdf8d72b38..ead384b07c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
VARYING vec3 vary_normal;
@@ -43,8 +45,8 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index bb20e2ca47..f73fa6f231 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -25,7 +25,9 @@
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform float minimum_alpha;
@@ -44,9 +46,9 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0); // spec
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 7bde49eb86..227aa2aae3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;
@@ -36,10 +38,10 @@ VARYING vec2 vary_texcoord0;
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
- gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = vertex_color.aaaa; // spec
- //gl_FragData[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[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
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 75b45111e0..d442e5403a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
VARYING vec3 vary_normal;
@@ -35,9 +37,9 @@ void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
- gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = vertex_color.aaaa; // spec
- //gl_FragData[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[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
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 01e3505359..a425e5062e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -37,14 +39,24 @@ uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
+uniform float dof_width;
+uniform float dof_height;
VARYING vec2 vary_fragcoord;
+vec4 dofSample(sampler2DRect tex, vec2 tc)
+{
+ tc.x = min(tc.x, dof_width);
+ tc.y = min(tc.y, dof_height);
+
+ return texture2DRect(tex, tc);
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale);
+ vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
@@ -63,5 +75,5 @@ void main()
diff = mix(diff, col*0.25, a);
}
- gl_FragColor = mix(diff, dof, a);
+ frag_color = mix(diff, dof, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 92f78125d8..6aa4d7b4ed 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
vec3 fullbrightAtmosTransport(vec3 light);
@@ -45,6 +47,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 84ae2f9f10..36433a5827 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -46,6 +48,6 @@ void main()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
index 5af9406452..e02a7b405b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
#define FXAA_PC 1
@@ -341,18 +343,23 @@ A. Or use FXAA_GREEN_AS_LUMA.
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
+ #if (FXAA_GLSL_130 == 0)
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
#ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+ #endif
#endif
/*============================================================================
@@ -2113,6 +2120,6 @@ void main()
//diff = texture2D(diffuseMap, vary_tc);
- gl_FragColor = diff;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index 29ca80ae92..da1b234240 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
@@ -184,5 +186,5 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragColor.xyz = giAmbient(pos, norm);
+ frag_color.xyz = giAmbient(pos, norm);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index a44173a2a4..bc0719cb82 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform float minimum_alpha;
@@ -45,7 +47,7 @@ void main()
discard;
}
- gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
- gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy);
- gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
+ frag_data[0] = vec4(col.rgb, col.a * 0.005);
+ frag_data[1] = texture2D(specularMap, vary_texcoord0.xy);
+ frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index e014a14ad8..dcf474824d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -26,12 +26,14 @@
uniform sampler2DRect diffuseMap;
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec2 vary_fragcoord;
void main()
{
- gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy);
+ frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 179c721a2f..53a2a13392 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect depthMap;
@@ -141,6 +143,6 @@ void main()
discard;
}
- gl_FragColor.rgb = out_col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = out_col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 2196d14895..75de47614c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 1 -- no shadows
@@ -242,6 +244,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index 879942d8fa..62cfa5c316 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D alphaMap;
@@ -52,5 +54,5 @@ void main()
norm *= 0.5;
norm += 0.5;
- gl_FragColor = vec4(norm, alpha);
+ frag_color = vec4(norm, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index b673d00d6e..a5e04fba57 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -118,6 +120,6 @@ void main()
discard;
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 18d451bf87..bf362e21a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -122,5 +124,5 @@ void main()
diff /= w;
}
- gl_FragColor = diff;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index c275434777..eb5beeef39 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -40,6 +42,6 @@ void main()
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- gl_FragColor = diff + bloom;
+ frag_color = diff + bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
index 0d5c8e7287..bd0cb50464 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -1,5 +1,5 @@
/**
- * @file postgiV.glsl
+ * @file postDeferredV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,17 +24,17 @@
*/
uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
+
uniform vec2 screen_res;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 84d65d5b3b..96f9628424 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -24,8 +24,10 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
- out vec4 gl_FragColor;
- #endif
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
@@ -96,5 +98,5 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
- gl_FragColor.rgb = col;
+ frag_color.rgb = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index c1fb7b55d4..cf8cf8364a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -44,7 +46,7 @@ void main()
discard;
}
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index bf75ca262e..7e55fdc12a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -24,14 +24,16 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 post_pos;
void main()
{
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 96ad0aa93a..faa54a316e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
/////////////////////////////////////////////////////////////////////////
@@ -57,8 +59,8 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0);
- gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ frag_data[1] = vec4(0.0,0.0,0.0,0.0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 721de18e0b..7c02d31d43 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -26,7 +26,6 @@
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;
// Output parameters
VARYING vec4 vary_HazeColor;
-VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
@@ -44,26 +42,23 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
-
void main()
{
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
-
+
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
//vec3 P = position.xyz + vec3(0,50,0);
@@ -71,7 +66,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -93,12 +88,12 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -106,7 +101,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -131,20 +126,20 @@ void main()
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 51110ae4df..b5501c2820 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -51,12 +53,12 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+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 vec4 glow;
uniform float scene_light_strength;
uniform mat3 env_mat;
@@ -159,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -173,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -199,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -213,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
@@ -322,7 +324,7 @@ void main()
col = diffuse.rgb;
}
- gl_FragColor.rgb = col;
+ frag_color.rgb = col;
- gl_FragColor.a = bloom;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index cc0f4e5b6b..7ed8ed3370 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -27,7 +27,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -184,6 +186,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 03fccd2766..821058804c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
VARYING vec4 vertex_color;
@@ -36,7 +38,7 @@ void main()
{
vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
- gl_FragData[0] = col;
- gl_FragData[1] = vec4(0,0,0,0);
- gl_FragData[2] = vec4(0,0,1,0);
+ frag_data[0] = col;
+ frag_data[1] = vec4(0,0,0,0);
+ frag_data[2] = vec4(0,0,1,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index adc7c5d005..5ca817aff6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -28,10 +28,12 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ frag_color = vec4(0,0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
index e5d3bb8ea6..47e9d15fbc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
@@ -1,5 +1,5 @@
/**
- * @file giV.glsl
+ * @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -24,13 +24,8 @@
*/
uniform mat4 modelview_projection_matrix;
-
+
ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
@@ -39,10 +34,4 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = vec4(texcoord0,0,1);
- tex.w = 1.0;
-
- vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index fc5959a33c..2422d73a3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 1 -- no shadow, SSAO only
@@ -37,8 +39,6 @@ uniform sampler2D noiseMap;
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
@@ -49,9 +49,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-uniform float shadow_bias;
-uniform float shadow_offset;
-
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -128,8 +125,8 @@ void main()
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
+ frag_color[0] = 1.0;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[2] = 1.0;
+ frag_color[3] = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 5522e6c41d..8a5e482e80 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform sampler2D detail_0;
@@ -51,9 +53,9 @@ void main()
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
- gl_FragData[0] = vec4(outColor.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(outColor.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index ea98d6884c..6cf6106b51 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
uniform sampler2D diffuseMap;
@@ -43,8 +45,8 @@ void main()
discard;
}
- gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 20d0170535..d4d2f5f571 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -43,7 +45,7 @@ void main()
discard;
}
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 4c9ea24a24..42dc7c0980 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragData[3];
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
#endif
vec3 scaleSoftClip(vec3 inColor);
@@ -157,7 +159,7 @@ void main()
//wavef = normalize(wavef);
vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
- gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
- gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
+ frag_data[0] = vec4(color.rgb, 0.5); // diffuse
+ frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 9a3d792224..0f5eb288fd 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseMap;
@@ -46,7 +48,7 @@ void main()
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
- gl_FragColor.rgb = col.rgb;
- gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+ frag_color.rgb = col.rgb;
+ frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 90bb84323c..c1f6af9f57 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -54,5 +56,5 @@ void main()
col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
- gl_FragColor = vec4(col.rgb * glowStrength, col.a);
+ frag_color = vec4(col.rgb * glowStrength, col.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 18f6d91804..668a710c04 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -59,6 +61,6 @@ void main()
/// Add WL Components
outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
- gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
+ frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index e5c7ced52c..a956562396 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -60,6 +62,6 @@ void main()
outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
+ frag_color = outColor;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 1fdb90f792..0d8dab0a41 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -106,5 +108,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- gl_FragColor = applyWaterFog(fb,view.xyz);
+ frag_color = applyWaterFog(fb,view.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 444c896d38..79bffab745 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
vec3 scaleSoftClip(vec3 inColor);
@@ -135,5 +137,5 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
index d2f5e1987a..f520f301d9 100644
--- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -42,5 +44,5 @@ void main()
discard;
}
- gl_FragColor = col;
+ frag_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
index 4b481ba834..a96d04cc39 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -38,5 +40,5 @@ void main()
{
vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
color.a *= custom_alpha;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
index 6bcc97ba18..67c6baddbb 100644
--- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
@@ -24,12 +24,14 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform vec4 color;
void main()
{
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index f67703b839..ed803de277 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
#extension GL_ARB_texture_rectangle : enable
@@ -37,6 +39,6 @@ VARYING vec2 vary_texcoord1;
void main()
{
- gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) +
+ frag_color = texture2D(glowMap, vary_texcoord0.xy) +
texture2DRect(screenMap, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index c66a6e5b48..59520bb99f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -38,5 +40,5 @@ void main()
{
vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
- gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
+ frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index ecbc30f05f..6cc9bbbea2 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform vec4 color;
@@ -34,5 +36,5 @@ VARYING vec2 vary_texcoord0;
void main()
{
- gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy);
+ frag_color = color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
index 85f819f4c2..db130e456c 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -24,10 +24,12 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
void main()
{
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
index fafeb5a7b4..415181126b 100644
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D tex0;
@@ -33,5 +35,5 @@ VARYING vec2 vary_texcoord0;
void main()
{
- gl_FragColor = texture2D(tex0, vary_texcoord0.xy);
+ frag_color = texture2D(tex0, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
index f790122749..67dc500493 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D tex0;
@@ -36,5 +38,5 @@ void main()
{
float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a;
- gl_FragColor = vec4(vertex_color.rgb, alpha);
+ frag_color = vec4(vertex_color.rgb, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
index a0bb255cfa..772bb374e8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect screenMap;
@@ -36,5 +38,5 @@ VARYING vec2 vary_texcoord0;
void main()
{
- gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
+ frag_color = texture2DRect(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
index cdb48163dd..95679e93e7 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D tex0;
@@ -35,5 +37,5 @@ VARYING vec2 vary_texcoord1;
void main()
{
- gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
+ frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
index 36d6e06fc5..299bfb72aa 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -34,5 +36,5 @@ VARYING vec4 vertex_color;
void main()
{
- gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+ frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index 10413bdeb0..cf29939cb2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 1164e5b0a6..4070d41f47 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 735f5b3813..d6ebfcb825 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index ba99c0ed71..6c34643aab 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index c3edc0bd70..2ff7f795b0 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index 276fad4f44..f4477bd29a 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
index 4e1e664e6b..2738ff8947 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -43,6 +45,6 @@ void fullbright_lighting()
color.rgb = fullbrightScaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index c981e9eba2..777c8b45bb 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -50,6 +52,6 @@ void fullbright_shiny_lighting()
color.a = max(color.a, vertex_color.a);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
index a4893f0359..4fa3b1d939 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -51,6 +53,6 @@ void fullbright_shiny_lighting()
color.a = max(color.a, vertex_color.a);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
index c10cde98e0..58984a4263 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -23,7 +23,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -48,6 +50,6 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
index e9b26087f4..a39b7205d7 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -23,7 +23,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -49,6 +51,6 @@ void fullbright_shiny_lighting_water()
color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
index 754b2922d9..99a6fe85fe 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 2547f9e750..df182168f3 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
index f69b907dc7..63f92a8844 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -48,6 +50,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
index aa3ef8cdd9..0e68091e7c 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void fullbright_lighting_water()
color.rgb = fullbrightAtmosTransport(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index 9f1a358b53..0aca768021 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -43,6 +45,6 @@ void default_lighting()
color.rgb = scaleSoftClip(color.rgb);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index e9c27dbefd..52e3b2ad02 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -49,6 +51,6 @@ void shiny_lighting()
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
index 595ad74365..474d5ea496 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -50,6 +52,6 @@ void shiny_lighting()
color.rgb = scaleSoftClip(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index 68c727d62c..d2a4c47aac 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -46,6 +48,6 @@ void shiny_lighting_water()
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
index f32b9e1958..f3bd662364 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -47,6 +49,6 @@ void shiny_lighting_water()
color.rgb = atmosLighting(color.rgb);
color.a = max(color.a, vertex_color.a);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
index 103dd633c9..b68240ba0d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -46,6 +48,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index bef72752da..da3b20012d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -50,6 +52,6 @@ void default_lighting_water()
color = applyWaterFog(color);
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index e9537d1e9d..00609e93cd 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -24,8 +24,10 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
-#endif
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
@@ -39,6 +41,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
index 8b0c25b705..13ecb7a636 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -41,6 +43,6 @@ void default_lighting_water()
color.rgb = atmosLighting(color.rgb);
- gl_FragColor = applyWaterFog(color);
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index 4b85d61aca..d55f0db530 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2D texture0;
@@ -38,5 +40,5 @@ void main()
float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
- gl_FragColor = vec4(tex0+(1.0-tex1)-0.5);
+ frag_color = vec4(tex0+(1.0-tex1)-0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index 3c6e22b295..add437d144 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform float minimum_alpha;
@@ -42,5 +44,5 @@ void main()
discard;
}
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
index a95c9e0ab9..7c0699d72f 100644
--- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -23,9 +23,9 @@
* $/LicenseInfo$
*/
-ATTRIBUTE float texture_index;
+ATTRIBUTE ivec4 texture_index;
-VARYING float vary_texture_index;
+VARYING_FLAT ivec4 vary_texture_index;
void passTextureIndex()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 1179b212ae..08f6ec63fe 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -78,7 +80,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -87,31 +89,65 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
}
vec4 diff = diffuseLookup(vary_texcoord0.xy);
@@ -125,6 +161,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 0df557f2aa..aae6a070e2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRectShadow shadowMap0;
@@ -91,7 +93,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -100,33 +102,68 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+
}
-
+ else
+ {
+ shadow = 1.0;
+ }
+
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
@@ -138,6 +175,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
index 331dbc7079..931577359e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRectShadow shadowMap0;
@@ -90,7 +92,7 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- float shadow = 1.0;
+ float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
vec4 spos = pos;
@@ -99,31 +101,65 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
}
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
@@ -137,6 +173,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 83815b1786..9629cfe824 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -61,6 +61,12 @@ 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
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 1660f9687e..1586aab0f2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -63,6 +63,12 @@ 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
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 84c27edb26..44aaa98b97 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -60,6 +60,12 @@ 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
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 14a683971a..f7f1f649ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -253,6 +255,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 97f3063a9e..61a7f1e32f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseRect;
@@ -51,12 +53,12 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+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 vec4 glow;
uniform float scene_light_strength;
uniform mat3 env_mat;
@@ -161,13 +163,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -175,12 +177,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -201,7 +203,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
/* decrease value and saturation (that in HSV, not HSL) for occluded areas
* // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
@@ -215,8 +217,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
@@ -330,6 +332,6 @@ void main()
col = diffuse.rgb;
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = bloom;
+ frag_color.rgb = col;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 31bd0c79da..99a277fbfc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
VARYING vec4 vertex_color;
@@ -201,6 +203,6 @@ void main()
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 229c2f4b67..8c4ccf9cb3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 2, shadows, no SSAO
@@ -129,11 +131,11 @@ void main()
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
- gl_FragColor = vec4(0.0); // doesn't matter
+ frag_color = vec4(0.0); // doesn't matter
return;
}*/
- float shadow = 1.0;
+ float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
@@ -152,32 +154,62 @@ void main()
{
vec4 lpos;
- if (spos.z < -shadow_clip.z)
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+ shadow /= weight;
+
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
@@ -198,19 +230,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = 1.0;
+ frag_color[0] = shadow;
+ frag_color[1] = 1.0;
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
- //gl_FragColor.rgb = pos.xyz;
- //gl_FragColor.b = shadow;
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 6b420833b9..02075a7687 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -25,7 +25,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
//class 2 -- shadows and SSAO
@@ -190,11 +192,11 @@ void main()
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
- gl_FragColor = vec4(0.0); // doesn't matter
+ frag_color = vec4(0.0); // doesn't matter
return;
}*/
- float shadow = 1.0;
+ float shadow = 0.0;
float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
@@ -212,33 +214,63 @@ void main()
else
{
vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
{
lpos = shadow_matrix[3]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.25)*w;
+ weight += w;
shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
}
- else if (spos.z < -shadow_clip.y)
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
{
lpos = shadow_matrix[2]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 0.5);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75)*w;
+ weight += w;
}
- else if (spos.z < -shadow_clip.x)
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
{
lpos = shadow_matrix[1]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.75)*w;
+ weight += w;
}
- else
+
+ if (spos.z > far_split.x)
{
lpos = shadow_matrix[0]*spos;
lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0)*w;
+ weight += w;
}
+
+ shadow /= weight;
+
// take the most-shadowed value out of these two:
// * the blurred sun shadow in the light (shadow) map
// * an unblurred dot product between the sun and this norm
@@ -259,19 +291,19 @@ void main()
shadow = 1.0;
}
- gl_FragColor[0] = shadow;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[0] = shadow;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8);
+ frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8);
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8);
+ frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8);
- //gl_FragColor.rgb = pos.xyz;
- //gl_FragColor.b = shadow;
+ //frag_color.rgb = pos.xyz;
+ //frag_color.b = shadow;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 6a83be1426..da3d922017 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -47,12 +47,12 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+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 vec4 glow;
void calcAtmospherics(vec3 inPositionEye) {
@@ -61,8 +61,8 @@ void calcAtmospherics(vec3 inPositionEye) {
setPositionEye(P);
//(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
+ if (P.y > max_y) P *= (max_y / P.y);
+ if (P.y < -max_y) P *= (-max_y / P.y);
vec3 tmpLightnorm = lightnorm.xyz;
@@ -78,13 +78,13 @@ void calcAtmospherics(vec3 inPositionEye) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
- temp1 = blue_density + vec4(haze_density.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / temp1;
+ haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
temp2.y = max(0.0, tmpLightnorm.y);
@@ -92,12 +92,12 @@ void calcAtmospherics(vec3 inPositionEye) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -122,12 +122,12 @@ void calcAtmospherics(vec3 inPositionEye) {
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 4ab06c6e21..96c70651b1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
/////////////////////////////////////////////////////////////////////////
@@ -96,7 +98,7 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragColor.rgb = scaleSoftClip(color.rgb);
- gl_FragColor.a = alpha1;
+ frag_color.rgb = scaleSoftClip(color.rgb);
+ frag_color.a = alpha1;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c5bb52169c..c1dd45cd67 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -49,18 +49,18 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
+uniform float cloud_scale;
void main()
{
@@ -76,7 +76,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -98,12 +98,12 @@ void main()
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -111,7 +111,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -135,14 +135,14 @@ void main()
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// CLOUDS
@@ -163,13 +163,13 @@ void main()
vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow.x - 0.25);
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
// Texture coords
vary_texcoord0 = texcoord0;
vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy /= cloud_scale;
vary_texcoord0.xy += 0.5;
vary_texcoord1 = vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index c9d96b2cf4..e2a2367626 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 gl_FragColor;
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
#endif
/////////////////////////////////////////////////////////////////////////
@@ -57,7 +59,7 @@ void main()
color *= 2.;
/// Gamma correct for WL (soft clip effect).
- gl_FragColor.rgb = scaleSoftClip(color.rgb);
- gl_FragColor.a = 1.0;
+ 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
index 46773cf89f..3788ddaf2d 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -42,19 +42,17 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
+uniform float haze_horizon;
+uniform float haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 max_y;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
-uniform vec4 cloud_scale;
-
void main()
{
@@ -68,7 +66,7 @@ void main()
// Set altitude
if (P.y > 0.)
{
- P *= (max_y.x / P.y);
+ P *= (max_y / P.y);
}
else
{
@@ -87,15 +85,14 @@ void main()
vec4 sunlight = sunlight_color;
vec4 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 * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- temp1 = blue_density + haze_density.x;
+ temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
- haze_weight = haze_density.x / temp1;
+ haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
@@ -103,7 +100,7 @@ void main()
sunlight *= exp( - light_atten * temp2.y);
// Distance
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
@@ -128,20 +125,20 @@ void main()
// Haze color above cloud
vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow.x);
+ sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive