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authorDave Parks <davep@lindenlab.com>2023-12-11 15:28:25 -0600
committerDave Parks <davep@lindenlab.com>2023-12-11 15:28:25 -0600
commitf3b87145775d3803306036d1e31fa39177f2600e (patch)
tree3002aba971e65a144da09344dd325f634c24cd1b /indra/newview/app_settings
parent4024a4df3b36b55ce2f05e02218251e15a4a2286 (diff)
SL-20611 Followup -- fix for artifacts on water surface from GPUs that don't like to read from a depth buffer that is bound for writing
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl6
3 files changed, 19 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 025bcdaf3e..13619a82d3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -35,10 +35,26 @@ float getDepth(vec2 pos_screen);
vec4 getWaterFogView(vec3 pos);
+uniform int above_water;
+
void main()
{
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
float depth = getDepth(tc.xy);
+
+ if (above_water > 0)
+ {
+ // we want to depth test when the camera is above water, but some GPUs have a hard time
+ // with depth testing against render targets that are bound for sampling in the same shader
+ // so we do it manually here
+
+ float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5;
+ if (cur_depth > depth)
+ {
+ discard;
+ }
+ }
+
vec4 pos = getPositionWithDepth(tc, depth);
vec4 norm = texture(normalMap, tc);
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index ddb1b79681..223e55eb69 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -30,7 +30,6 @@ uniform sampler2D bumpMap;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
#endif
uniform vec4 fogCol;
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index f53bc2e13e..b364e454e8 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -76,7 +76,7 @@ uniform sampler2D bumpMap2;
uniform float blend_factor;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
-uniform sampler2D screenDepth;
+uniform sampler2D depthMap;
#endif
uniform sampler2D refTex;
@@ -210,7 +210,7 @@ void main()
#ifdef TRANSPARENT_WATER
vec4 fb = texture(screenTex, distort2);
- float depth = texture(screenDepth, distort2).r;
+ float depth = texture(depthMap, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
if (refPos.z > pos.z-0.05)
@@ -218,7 +218,7 @@ void main()
//we sampled an above water sample, don't distort
distort2 = distort;
fb = texture(screenTex, distort2);
- depth = texture(screenDepth, distort2).r;
+ depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}