diff options
author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-05-22 21:25:21 +0200 |
---|---|---|
committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-22 22:40:26 +0300 |
commit | e2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch) | |
tree | 1bb897489ce524986f6196201c10ac0d8861aa5f /indra/newview/llviewershadermgr.cpp | |
parent | 069ea06848f766466f1a281144c82a0f2bd79f3a (diff) |
Fix line endlings
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 5578 |
1 files changed, 2789 insertions, 2789 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 89286d0ba9..5090d53140 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1,2789 +1,2789 @@ -/**
- * @file llviewershadermgr.cpp
- * @brief Viewer shader manager implementation.
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, 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
- * $/LicenseInfo$
- */
-
-
-#include "llviewerprecompiledheaders.h"
-
-#include <boost/lexical_cast.hpp>
-
-#include "llfeaturemanager.h"
-#include "llviewershadermgr.h"
-#include "llviewercontrol.h"
-#include "llversioninfo.h"
-
-#include "llrender.h"
-#include "llenvironment.h"
-#include "llerrorcontrol.h"
-#include "llatmosphere.h"
-#include "llworld.h"
-#include "llsky.h"
-
-#include "pipeline.h"
-
-#include "llfile.h"
-#include "llviewerwindow.h"
-#include "llwindow.h"
-
-#include "lljoint.h"
-#include "llskinningutil.h"
-
-static LLStaticHashedString sTexture0("texture0");
-static LLStaticHashedString sTexture1("texture1");
-static LLStaticHashedString sTex0("tex0");
-static LLStaticHashedString sTex1("tex1");
-static LLStaticHashedString sDitherTex("dither_tex");
-static LLStaticHashedString sGlowMap("glowMap");
-static LLStaticHashedString sScreenMap("screenMap");
-
-// Lots of STL stuff in here, using namespace std to keep things more readable
-using std::vector;
-using std::pair;
-using std::make_pair;
-using std::string;
-
-bool LLViewerShaderMgr::sInitialized = false;
-bool LLViewerShaderMgr::sSkipReload = false;
-
-LLVector4 gShinyOrigin;
-
-//utility shaders
-LLGLSLShader gOcclusionProgram;
-LLGLSLShader gSkinnedOcclusionProgram;
-LLGLSLShader gOcclusionCubeProgram;
-LLGLSLShader gGlowCombineProgram;
-LLGLSLShader gReflectionMipProgram;
-LLGLSLShader gGaussianProgram;
-LLGLSLShader gRadianceGenProgram;
-LLGLSLShader gIrradianceGenProgram;
-LLGLSLShader gGlowCombineFXAAProgram;
-LLGLSLShader gTwoTextureCompareProgram;
-LLGLSLShader gOneTextureFilterProgram;
-LLGLSLShader gDebugProgram;
-LLGLSLShader gSkinnedDebugProgram;
-LLGLSLShader gClipProgram;
-LLGLSLShader gAlphaMaskProgram;
-LLGLSLShader gBenchmarkProgram;
-LLGLSLShader gReflectionProbeDisplayProgram;
-LLGLSLShader gCopyProgram;
-LLGLSLShader gCopyDepthProgram;
-
-//object shaders
-LLGLSLShader gObjectPreviewProgram;
-LLGLSLShader gSkinnedObjectPreviewProgram;
-LLGLSLShader gPhysicsPreviewProgram;
-LLGLSLShader gObjectFullbrightAlphaMaskProgram;
-LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
-LLGLSLShader gObjectBumpProgram;
-LLGLSLShader gSkinnedObjectBumpProgram;
-LLGLSLShader gObjectAlphaMaskNoColorProgram;
-
-//environment shaders
-LLGLSLShader gWaterProgram;
-LLGLSLShader gWaterEdgeProgram;
-LLGLSLShader gUnderWaterProgram;
-
-//interface shaders
-LLGLSLShader gHighlightProgram;
-LLGLSLShader gSkinnedHighlightProgram;
-LLGLSLShader gHighlightNormalProgram;
-LLGLSLShader gHighlightSpecularProgram;
-
-LLGLSLShader gDeferredHighlightProgram;
-
-LLGLSLShader gPathfindingProgram;
-LLGLSLShader gPathfindingNoNormalsProgram;
-
-//avatar shader handles
-LLGLSLShader gAvatarProgram;
-LLGLSLShader gAvatarEyeballProgram;
-LLGLSLShader gImpostorProgram;
-
-// Effects Shaders
-LLGLSLShader gGlowProgram;
-LLGLSLShader gGlowExtractProgram;
-LLGLSLShader gPostScreenSpaceReflectionProgram;
-
-// Deferred rendering shaders
-LLGLSLShader gDeferredImpostorProgram;
-LLGLSLShader gDeferredDiffuseProgram;
-LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
-LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram;
-LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
-LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
-LLGLSLShader gDeferredSkinnedDiffuseProgram;
-LLGLSLShader gDeferredSkinnedBumpProgram;
-LLGLSLShader gDeferredBumpProgram;
-LLGLSLShader gDeferredTerrainProgram;
-LLGLSLShader gDeferredTreeProgram;
-LLGLSLShader gDeferredTreeShadowProgram;
-LLGLSLShader gDeferredSkinnedTreeShadowProgram;
-LLGLSLShader gDeferredAvatarProgram;
-LLGLSLShader gDeferredAvatarAlphaProgram;
-LLGLSLShader gDeferredLightProgram;
-LLGLSLShader gDeferredMultiLightProgram[16];
-LLGLSLShader gDeferredSpotLightProgram;
-LLGLSLShader gDeferredMultiSpotLightProgram;
-LLGLSLShader gDeferredSunProgram;
-LLGLSLShader gHazeProgram;
-LLGLSLShader gHazeWaterProgram;
-LLGLSLShader gDeferredBlurLightProgram;
-LLGLSLShader gDeferredSoftenProgram;
-LLGLSLShader gDeferredShadowProgram;
-LLGLSLShader gDeferredSkinnedShadowProgram;
-LLGLSLShader gDeferredShadowCubeProgram;
-LLGLSLShader gDeferredShadowAlphaMaskProgram;
-LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram;
-LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram;
-LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram;
-LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram;
-LLGLSLShader gDeferredSkinnedShadowGLTFAlphaBlendProgram;
-LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
-LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
-LLGLSLShader gDeferredAvatarShadowProgram;
-LLGLSLShader gDeferredAvatarAlphaShadowProgram;
-LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
-LLGLSLShader gDeferredAlphaProgram;
-LLGLSLShader gHUDAlphaProgram;
-LLGLSLShader gDeferredSkinnedAlphaProgram;
-LLGLSLShader gDeferredAlphaImpostorProgram;
-LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
-LLGLSLShader gDeferredAvatarEyesProgram;
-LLGLSLShader gDeferredFullbrightProgram;
-LLGLSLShader gHUDFullbrightProgram;
-LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
-LLGLSLShader gHUDFullbrightAlphaMaskProgram;
-LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram;
-LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram;
-LLGLSLShader gDeferredEmissiveProgram;
-LLGLSLShader gDeferredSkinnedEmissiveProgram;
-LLGLSLShader gDeferredPostProgram;
-LLGLSLShader gDeferredCoFProgram;
-LLGLSLShader gDeferredDoFCombineProgram;
-LLGLSLShader gDeferredPostGammaCorrectProgram;
-LLGLSLShader gNoPostGammaCorrectProgram;
-LLGLSLShader gLegacyPostGammaCorrectProgram;
-LLGLSLShader gExposureProgram;
-LLGLSLShader gLuminanceProgram;
-LLGLSLShader gFXAAProgram;
-LLGLSLShader gDeferredPostNoDoFProgram;
-LLGLSLShader gDeferredWLSkyProgram;
-LLGLSLShader gDeferredWLCloudProgram;
-LLGLSLShader gDeferredWLSunProgram;
-LLGLSLShader gDeferredWLMoonProgram;
-LLGLSLShader gDeferredStarProgram;
-LLGLSLShader gDeferredFullbrightShinyProgram;
-LLGLSLShader gHUDFullbrightShinyProgram;
-LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
-LLGLSLShader gDeferredSkinnedFullbrightProgram;
-LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram;
-LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskAlphaProgram;
-LLGLSLShader gNormalMapGenProgram;
-LLGLSLShader gDeferredGenBrdfLutProgram;
-LLGLSLShader gDeferredBufferVisualProgram;
-
-// Deferred materials shaders
-LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
-LLGLSLShader gHUDPBROpaqueProgram;
-LLGLSLShader gPBRGlowProgram;
-LLGLSLShader gPBRGlowSkinnedProgram;
-LLGLSLShader gDeferredPBROpaqueProgram;
-LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
-LLGLSLShader gHUDPBRAlphaProgram;
-LLGLSLShader gDeferredPBRAlphaProgram;
-LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
-
-//helper for making a rigged variant of a given shader
-bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
-{
- riggedShader.mName = llformat("Skinned %s", shader.mName.c_str());
- riggedShader.mFeatures = shader.mFeatures;
- riggedShader.mFeatures.hasObjectSkinning = true;
- riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation
- riggedShader.addPermutation("HAS_SKIN", "1");
- riggedShader.mShaderFiles = shader.mShaderFiles;
- riggedShader.mShaderLevel = shader.mShaderLevel;
- riggedShader.mShaderGroup = shader.mShaderGroup;
-
- shader.mRiggedVariant = &riggedShader;
- return riggedShader.createShader(NULL, NULL);
-}
-
-LLViewerShaderMgr::LLViewerShaderMgr() :
- mShaderLevel(SHADER_COUNT, 0),
- mMaxAvatarShaderLevel(0)
-{
- //ONLY shaders that need WL Param management should be added here
- mShaderList.push_back(&gAvatarProgram);
- mShaderList.push_back(&gWaterProgram);
- mShaderList.push_back(&gWaterEdgeProgram);
- mShaderList.push_back(&gAvatarEyeballProgram);
- mShaderList.push_back(&gImpostorProgram);
- mShaderList.push_back(&gObjectBumpProgram);
- mShaderList.push_back(&gSkinnedObjectBumpProgram);
- mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
- mShaderList.push_back(&gUnderWaterProgram);
- mShaderList.push_back(&gDeferredSunProgram);
- mShaderList.push_back(&gHazeProgram);
- mShaderList.push_back(&gHazeWaterProgram);
- mShaderList.push_back(&gDeferredSoftenProgram);
- mShaderList.push_back(&gDeferredAlphaProgram);
- mShaderList.push_back(&gHUDAlphaProgram);
- mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
- mShaderList.push_back(&gDeferredAlphaImpostorProgram);
- mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
- mShaderList.push_back(&gDeferredFullbrightProgram);
- mShaderList.push_back(&gHUDFullbrightProgram);
- mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
- mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
- mShaderList.push_back(&gDeferredFullbrightShinyProgram);
- mShaderList.push_back(&gHUDFullbrightShinyProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskAlphaProgram);
- mShaderList.push_back(&gDeferredEmissiveProgram);
- mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
- mShaderList.push_back(&gDeferredAvatarEyesProgram);
- mShaderList.push_back(&gDeferredAvatarAlphaProgram);
- mShaderList.push_back(&gDeferredWLSkyProgram);
- mShaderList.push_back(&gDeferredWLCloudProgram);
- mShaderList.push_back(&gDeferredWLMoonProgram);
- mShaderList.push_back(&gDeferredWLSunProgram);
- mShaderList.push_back(&gDeferredPBRAlphaProgram);
- mShaderList.push_back(&gHUDPBRAlphaProgram);
- mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
- mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
- mShaderList.push_back(&gNoPostGammaCorrectProgram);
- mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
-
-}
-
-LLViewerShaderMgr::~LLViewerShaderMgr()
-{
- mShaderLevel.clear();
- mShaderList.clear();
-}
-
-// static
-LLViewerShaderMgr * LLViewerShaderMgr::instance()
-{
- if(NULL == sInstance)
- {
- sInstance = new LLViewerShaderMgr();
- }
-
- return static_cast<LLViewerShaderMgr*>(sInstance);
-}
-
-// static
-void LLViewerShaderMgr::releaseInstance()
-{
- if (sInstance != NULL)
- {
- delete sInstance;
- sInstance = NULL;
- }
-}
-
-void LLViewerShaderMgr::initAttribsAndUniforms(void)
-{
- if (mReservedAttribs.empty())
- {
- LLShaderMgr::initAttribsAndUniforms();
- }
-}
-
-
-//============================================================================
-// Set Levels
-
-S32 LLViewerShaderMgr::getShaderLevel(S32 type)
-{
- return mShaderLevel[type];
-}
-
-//============================================================================
-// Shader Management
-
-void LLViewerShaderMgr::setShaders()
-{
- LL_PROFILE_ZONE_SCOPED;
- //setShaders might be called redundantly by gSavedSettings, so return on reentrance
- static bool reentrance = false;
-
- if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
- {
- return;
- }
-
- if (!gGLManager.mHasRequirements)
- {
- // Viewer will show 'hardware requirements' warning later
- LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL;
- return;
- }
-
- {
- static LLCachedControl<bool> shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true);
- static LLUUID old_cache_version;
- static LLUUID current_cache_version;
- if (current_cache_version.isNull())
- {
- HBXXH128 hash_obj;
- hash_obj.update(LLVersionInfo::instance().getVersion());
- current_cache_version = hash_obj.digest();
-
- old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion"));
- gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString());
- }
-
- initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version);
- }
-
- static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
-
- // when using indexed texture rendering, leave some texture units available for shadow and reflection maps
- LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits-12, (S32) max_texture_index), 1);
-
- reentrance = true;
-
- // Make sure the compiled shader map is cleared before we recompile shaders.
- mVertexShaderObjects.clear();
- mFragmentShaderObjects.clear();
-
- initAttribsAndUniforms();
- gPipeline.releaseGLBuffers();
-
- unloadShaders();
-
- LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
-
- if (gViewerWindow)
- {
- gViewerWindow->setCursor(UI_CURSOR_WAIT);
- }
-
- // Shaders
- LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
- LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL;
-
- for (S32 i = 0; i < SHADER_COUNT; i++)
- {
- mShaderLevel[i] = 0;
- }
- mMaxAvatarShaderLevel = 0;
-
- LLVertexBuffer::unbind();
-
- llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10));
-
-
- S32 light_class = 3;
- S32 interface_class = 2;
- S32 env_class = 2;
- S32 obj_class = 2;
- S32 effect_class = 2;
- S32 wl_class = 2;
- S32 water_class = 3;
- S32 deferred_class = 3;
-
- // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
- if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()))
- {
- gSky.mVOSkyp->forceSkyUpdate();
- }
-
- // Load lighting shaders
- mShaderLevel[SHADER_LIGHTING] = light_class;
- mShaderLevel[SHADER_INTERFACE] = interface_class;
- mShaderLevel[SHADER_ENVIRONMENT] = env_class;
- mShaderLevel[SHADER_WATER] = water_class;
- mShaderLevel[SHADER_OBJECT] = obj_class;
- mShaderLevel[SHADER_EFFECT] = effect_class;
- mShaderLevel[SHADER_WINDLIGHT] = wl_class;
- mShaderLevel[SHADER_DEFERRED] = deferred_class;
-
- std::string shader_name = loadBasicShaders();
- if (shader_name.empty())
- {
- LL_INFOS("Shader") << "Loaded basic shaders." << LL_ENDL;
- }
- else
- {
- // "ShaderLoading" and "Shader" need to be logged
- LLError::ELevel lvl = LLError::getDefaultLevel();
- LLError::setDefaultLevel(LLError::LEVEL_DEBUG);
- loadBasicShaders();
- LLError::setDefaultLevel(lvl);
- LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL;
- reentrance = false; // For hygiene only, re-try probably helps nothing
- return;
- }
-
- gPipeline.mShadersLoaded = true;
-
- bool loaded = loadShadersWater();
-
- if (loaded)
- {
- LL_INFOS() << "Loaded water shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
- llassert(loaded);
- }
-
- if (loaded)
- {
- loaded = loadShadersEffects();
- if (loaded)
- {
- LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
- llassert(loaded);
- }
- }
-
- if (loaded)
- {
- loaded = loadShadersInterface();
- if (loaded)
- {
- LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
- llassert(loaded);
- }
- }
-
- if (loaded)
- {
- // Load max avatar shaders to set the max level
- mShaderLevel[SHADER_AVATAR] = 3;
- mMaxAvatarShaderLevel = 3;
-
- if (loadShadersObject())
- { //hardware skinning is enabled and rigged attachment shaders loaded correctly
- // cloth is a class3 shader
- S32 avatar_class = 1;
-
- // Set the actual level
- mShaderLevel[SHADER_AVATAR] = avatar_class;
-
- loaded = loadShadersAvatar();
- llassert(loaded);
- }
- else
- { //hardware skinning not possible, neither is deferred rendering
- llassert(false); // SHOULD NOT BE POSSIBLE
- }
- }
-
- llassert(loaded);
- loaded = loaded && loadShadersDeferred();
- llassert(loaded);
-
- persistShaderCacheMetadata();
-
- if (gViewerWindow)
- {
- gViewerWindow->setCursor(UI_CURSOR_ARROW);
- }
- gPipeline.createGLBuffers();
-
- reentrance = false;
-}
-
-void LLViewerShaderMgr::unloadShaders()
-{
- while (!LLGLSLShader::sInstances.empty())
- {
- LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin());
- shader->unload();
- }
-
- mShaderLevel[SHADER_LIGHTING] = 0;
- mShaderLevel[SHADER_OBJECT] = 0;
- mShaderLevel[SHADER_AVATAR] = 0;
- mShaderLevel[SHADER_ENVIRONMENT] = 0;
- mShaderLevel[SHADER_WATER] = 0;
- mShaderLevel[SHADER_INTERFACE] = 0;
- mShaderLevel[SHADER_EFFECT] = 0;
- mShaderLevel[SHADER_WINDLIGHT] = 0;
-
- gPipeline.mShadersLoaded = false;
-}
-
-std::string LLViewerShaderMgr::loadBasicShaders()
-{
- // Load basic dependency shaders first
- // All of these have to load for any shaders to function
-
- S32 sum_lights_class = 3;
-
-#if LL_DARWIN
- // Work around driver crashes on older Macs when using deferred rendering
- // NORSPEC-59
- //
- if (gGLManager.mIsMobileGF)
- sum_lights_class = 3;
-#endif
-
- // Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
- S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
- sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
-
- // Load the Basic Vertex Shaders at the appropriate level.
- // (in order of shader function call depth for reference purposes, deepest level first)
-
- vector< pair<string, S32> > shaders;
- shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) );
- shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
- shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
- shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) );
- if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
- {
- shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
- }
- shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
-
- std::map<std::string, std::string> attribs;
- attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
- std::to_string(LLSkinningUtil::getMaxJointCount());
-
- bool ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections");
-
- bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f;
-
- S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3);
-
- S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
-
- if (shadow_detail >= 1)
- {
- attribs["SUN_SHADOW"] = "1";
-
- if (shadow_detail >= 2)
- {
- attribs["SPOT_SHADOW"] = "1";
- }
- }
-
- if (ssr)
- {
- attribs["SSR"] = "1";
- }
-
- if (has_reflection_probes)
- {
- attribs["REFMAP_LEVEL"] = std::to_string(probe_level);
- attribs["REF_SAMPLE_COUNT"] = "32";
- }
-
- LLGLSLShader::sGlobalDefines = attribs;
-
- // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
- for (U32 i = 0; i < shaders.size(); i++)
- {
- // Note usage of GL_VERTEX_SHADER
- if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0)
- {
- LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL;
- return shaders[i].first;
- }
- }
-
- // Load the Basic Fragment Shaders at the appropriate level.
- // (in order of shader function call depth for reference purposes, deepest level first)
-
- shaders.clear();
- S32 ch = 1;
-
- if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30)
- { //use indexed texture rendering for GLSL >= 1.30
- ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1);
- }
-
-
- std::vector<S32> index_channels;
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
-
- for (U32 i = 0; i < shaders.size(); i++)
- {
- // Note usage of GL_FRAGMENT_SHADER
- if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0)
- {
- LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL;
- return shaders[i].first;
- }
- }
-
- return std::string();
-}
-
-bool LLViewerShaderMgr::loadShadersWater()
-{
- LL_PROFILE_ZONE_SCOPED;
- bool success = true;
- bool terrainWaterSuccess = true;
-
- bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 &&
- gSavedSettings.getS32("RenderShadowDetail") > 0;
-
- if (mShaderLevel[SHADER_WATER] == 0)
- {
- gWaterProgram.unload();
- gWaterEdgeProgram.unload();
- gUnderWaterProgram.unload();
- return true;
- }
-
- if (success)
- {
- // load water shader
- gWaterProgram.mName = "Water Shader";
- gWaterProgram.mFeatures.calculatesAtmospherics = true;
- gWaterProgram.mFeatures.hasAtmospherics = true;
- gWaterProgram.mFeatures.hasGamma = true;
- gWaterProgram.mFeatures.hasSrgb = true;
- gWaterProgram.mFeatures.hasReflectionProbes = true;
- gWaterProgram.mFeatures.hasShadows = use_sun_shadow;
- gWaterProgram.mShaderFiles.clear();
- gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
- gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
- gWaterProgram.clearPermutations();
- if (LLPipeline::sRenderTransparentWater)
- {
- gWaterProgram.addPermutation("TRANSPARENT_WATER", "1");
- }
-
- if (use_sun_shadow)
- {
- gWaterProgram.addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
- success = gWaterProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- // load water shader
- gWaterEdgeProgram.mName = "Water Edge Shader";
- gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
- gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
- gWaterEdgeProgram.mFeatures.hasGamma = true;
- gWaterEdgeProgram.mFeatures.hasSrgb = true;
- gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
- gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow;
- gWaterEdgeProgram.mShaderFiles.clear();
- gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
- gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER));
- gWaterEdgeProgram.clearPermutations();
- gWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
- if (LLPipeline::sRenderTransparentWater)
- {
- gWaterEdgeProgram.addPermutation("TRANSPARENT_WATER", "1");
- }
-
- if (use_sun_shadow)
- {
- gWaterEdgeProgram.addPermutation("HAS_SUN_SHADOW", "1");
- }
- gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
- success = gWaterEdgeProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- //load under water vertex shader
- gUnderWaterProgram.mName = "Underwater Shader";
- gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
- gUnderWaterProgram.mFeatures.hasAtmospherics = true;
- gUnderWaterProgram.mShaderFiles.clear();
- gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
- gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER));
- gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
- gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gUnderWaterProgram.clearPermutations();
- if (LLPipeline::sRenderTransparentWater)
- {
- gUnderWaterProgram.addPermutation("TRANSPARENT_WATER", "1");
- }
- success = gUnderWaterProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- /// Keep track of water shader levels
- if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]
- || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER])
- {
- mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
- }
-
- if (!success)
- {
- mShaderLevel[SHADER_WATER] = 0;
- return false;
- }
-
- // if we failed to load the terrain water shaders and we need them (using class2 water),
- // then drop down to class1 water.
- if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
- {
- mShaderLevel[SHADER_WATER]--;
- return loadShadersWater();
- }
-
- LLWorld::getInstance()->updateWaterObjects();
-
- return true;
-}
-
-bool LLViewerShaderMgr::loadShadersEffects()
-{
- LL_PROFILE_ZONE_SCOPED;
- bool success = true;
-
- if (mShaderLevel[SHADER_EFFECT] == 0)
- {
- gGlowProgram.unload();
- gGlowExtractProgram.unload();
- return true;
- }
-
- if (success)
- {
- gGlowProgram.mName = "Glow Shader (Post)";
- gGlowProgram.mShaderFiles.clear();
- gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER));
- gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER));
- gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
- success = gGlowProgram.createShader(NULL, NULL);
- if (!success)
- {
- LLPipeline::sRenderGlow = false;
- }
- }
-
- if (success)
- {
- const bool use_glow_noise = gSavedSettings.getBOOL("RenderGlowNoise");
- const std::string glow_noise_label = use_glow_noise ? " (+Noise)" : "";
-
- gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str());
- gGlowExtractProgram.mShaderFiles.clear();
- gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER));
- gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER));
- gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
-
- if (use_glow_noise)
- {
- gGlowExtractProgram.addPermutation("HAS_NOISE", "1");
- }
-
- success = gGlowExtractProgram.createShader(NULL, NULL);
- if (!success)
- {
- LLPipeline::sRenderGlow = false;
- }
- }
-
- return success;
-
-}
-
-bool LLViewerShaderMgr::loadShadersDeferred()
-{
- LL_PROFILE_ZONE_SCOPED;
- bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 &&
- gSavedSettings.getS32("RenderShadowDetail") > 0;
-
- if (mShaderLevel[SHADER_DEFERRED] == 0)
- {
- gDeferredTreeProgram.unload();
- gDeferredTreeShadowProgram.unload();
- gDeferredSkinnedTreeShadowProgram.unload();
- gDeferredDiffuseProgram.unload();
- gDeferredSkinnedDiffuseProgram.unload();
- gDeferredDiffuseAlphaMaskProgram.unload();
- gDeferredSkinnedDiffuseAlphaMaskProgram.unload();
- gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
- gDeferredBumpProgram.unload();
- gDeferredSkinnedBumpProgram.unload();
- gDeferredImpostorProgram.unload();
- gDeferredTerrainProgram.unload();
- gDeferredLightProgram.unload();
- for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
- {
- gDeferredMultiLightProgram[i].unload();
- }
- gDeferredSpotLightProgram.unload();
- gDeferredMultiSpotLightProgram.unload();
- gDeferredSunProgram.unload();
- gDeferredBlurLightProgram.unload();
- gDeferredSoftenProgram.unload();
- gDeferredShadowProgram.unload();
- gDeferredSkinnedShadowProgram.unload();
- gDeferredShadowCubeProgram.unload();
- gDeferredShadowAlphaMaskProgram.unload();
- gDeferredSkinnedShadowAlphaMaskProgram.unload();
- gDeferredShadowGLTFAlphaMaskProgram.unload();
- gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload();
- gDeferredShadowFullbrightAlphaMaskProgram.unload();
- gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload();
- gDeferredAvatarShadowProgram.unload();
- gDeferredAvatarAlphaShadowProgram.unload();
- gDeferredAvatarAlphaMaskShadowProgram.unload();
- gDeferredAvatarProgram.unload();
- gDeferredAvatarAlphaProgram.unload();
- gDeferredAlphaProgram.unload();
- gHUDAlphaProgram.unload();
- gDeferredSkinnedAlphaProgram.unload();
- gDeferredFullbrightProgram.unload();
- gHUDFullbrightProgram.unload();
- gDeferredFullbrightAlphaMaskProgram.unload();
- gHUDFullbrightAlphaMaskProgram.unload();
- gDeferredFullbrightAlphaMaskAlphaProgram.unload();
- gHUDFullbrightAlphaMaskAlphaProgram.unload();
- gDeferredEmissiveProgram.unload();
- gDeferredSkinnedEmissiveProgram.unload();
- gDeferredAvatarEyesProgram.unload();
- gDeferredPostProgram.unload();
- gDeferredCoFProgram.unload();
- gDeferredDoFCombineProgram.unload();
- gExposureProgram.unload();
- gLuminanceProgram.unload();
- gDeferredPostGammaCorrectProgram.unload();
- gNoPostGammaCorrectProgram.unload();
- gLegacyPostGammaCorrectProgram.unload();
- gFXAAProgram.unload();
- gDeferredWLSkyProgram.unload();
- gDeferredWLCloudProgram.unload();
- gDeferredWLSunProgram.unload();
- gDeferredWLMoonProgram.unload();
- gDeferredStarProgram.unload();
- gDeferredFullbrightShinyProgram.unload();
- gHUDFullbrightShinyProgram.unload();
- gDeferredSkinnedFullbrightShinyProgram.unload();
- gDeferredSkinnedFullbrightProgram.unload();
- gDeferredSkinnedFullbrightAlphaMaskProgram.unload();
- gDeferredSkinnedFullbrightAlphaMaskAlphaProgram.unload();
-
- gDeferredHighlightProgram.unload();
-
- gNormalMapGenProgram.unload();
- gDeferredGenBrdfLutProgram.unload();
- gDeferredBufferVisualProgram.unload();
-
- for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
- {
- gDeferredMaterialProgram[i].unload();
- }
-
- gHUDPBROpaqueProgram.unload();
- gPBRGlowProgram.unload();
- gDeferredPBROpaqueProgram.unload();
- gDeferredSkinnedPBROpaqueProgram.unload();
- gDeferredPBRAlphaProgram.unload();
- gDeferredSkinnedPBRAlphaProgram.unload();
-
- return true;
- }
-
- bool success = true;
-
- if (success)
- {
- gDeferredHighlightProgram.mName = "Deferred Highlight Shader";
- gDeferredHighlightProgram.mShaderFiles.clear();
- gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER));
- gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gDeferredHighlightProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
- gDeferredDiffuseProgram.mFeatures.encodesNormal = true;
- gDeferredDiffuseProgram.mFeatures.hasSrgb = true;
- gDeferredDiffuseProgram.mShaderFiles.clear();
- gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
- gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER));
- gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram);
- success = success && gDeferredDiffuseProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
- gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
- gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
- gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
- gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER));
- gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram);
- success = success && gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER));
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader";
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER));
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER));
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredBumpProgram.mName = "Deferred Bump Shader";
- gDeferredBumpProgram.mFeatures.encodesNormal = true;
- gDeferredBumpProgram.mShaderFiles.clear();
- gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER));
- gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER));
- gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram);
- success = success && gDeferredBumpProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
- gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
-
- for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
- {
- if (success)
- {
- mShaderList.push_back(&gDeferredMaterialProgram[i]);
-
- gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
-
- U32 alpha_mode = i & 0x3;
-
- gDeferredMaterialProgram[i].mShaderFiles.clear();
- gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER));
- gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER));
- gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- gDeferredMaterialProgram[i].clearPermutations();
-
- bool has_normal_map = (i & 0x8) > 0;
- bool has_specular_map = (i & 0x4) > 0;
-
- if (has_normal_map)
- {
- gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
- }
-
- if (has_specular_map)
- {
- gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
- }
-
- gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
-
- if (alpha_mode != 0)
- {
- gDeferredMaterialProgram[i].mFeatures.hasAlphaMask = true;
- gDeferredMaterialProgram[i].addPermutation("HAS_ALPHA_MASK", "1");
- }
-
- if (use_sun_shadow)
- {
- gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- bool has_skin = i & 0x10;
- gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
- gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
- gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
- gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
- gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
- gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow;
- gDeferredMaterialProgram[i].mFeatures.hasReflectionProbes = true;
-
- if (has_skin)
- {
- gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");
- gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
- }
- else
- {
- gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10];
- }
-
- success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
- llassert(success);
- }
- }
-
- gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
- gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
-
- if (success)
- {
- gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader";
- gDeferredPBROpaqueProgram.mFeatures.encodesNormal = true;
- gDeferredPBROpaqueProgram.mFeatures.hasSrgb = true;
-
- gDeferredPBROpaqueProgram.mShaderFiles.clear();
- gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER));
- gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER));
- gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredPBROpaqueProgram.clearPermutations();
-
- success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram);
- if (success)
- {
- success = gDeferredPBROpaqueProgram.createShader(NULL, NULL);
- }
- llassert(success);
- }
-
- if (success)
- {
- gPBRGlowProgram.mName = " PBR Glow Shader";
- gPBRGlowProgram.mFeatures.hasSrgb = true;
- gPBRGlowProgram.mShaderFiles.clear();
- gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowV.glsl", GL_VERTEX_SHADER));
- gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowF.glsl", GL_FRAGMENT_SHADER));
- gPBRGlowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = make_rigged_variant(gPBRGlowProgram, gPBRGlowSkinnedProgram);
- if (success)
- {
- success = gPBRGlowProgram.createShader(NULL, NULL);
- }
- llassert(success);
- }
-
- if (success)
- {
- gHUDPBROpaqueProgram.mName = "HUD PBR Opaque Shader";
- gHUDPBROpaqueProgram.mFeatures.hasSrgb = true;
- gHUDPBROpaqueProgram.mShaderFiles.clear();
- gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER));
- gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER));
- gHUDPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gHUDPBROpaqueProgram.clearPermutations();
- gHUDPBROpaqueProgram.addPermutation("IS_HUD", "1");
-
- success = gHUDPBROpaqueProgram.createShader(NULL, NULL);
-
- llassert(success);
- }
-
-
-
- if (success)
- {
- LLGLSLShader* shader = &gDeferredPBRAlphaProgram;
- shader->mName = "Deferred PBR Alpha Shader";
-
- shader->mFeatures.calculatesLighting = false;
- shader->mFeatures.hasLighting = false;
- shader->mFeatures.isAlphaLighting = true;
- shader->mFeatures.hasSrgb = true;
- shader->mFeatures.encodesNormal = true;
- shader->mFeatures.calculatesAtmospherics = true;
- shader->mFeatures.hasAtmospherics = true;
- shader->mFeatures.hasGamma = true;
- shader->mFeatures.hasShadows = use_sun_shadow;
- shader->mFeatures.isDeferred = true; // include deferredUtils
- shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED];
-
- shader->mShaderFiles.clear();
- shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
- shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
-
- shader->clearPermutations();
-
- U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND;
- shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- shader->addPermutation("HAS_NORMAL_MAP", "1");
- shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness
- shader->addPermutation("HAS_EMISSIVE_MAP", "1");
- shader->addPermutation("USE_VERTEX_COLOR", "1");
-
- if (use_sun_shadow)
- {
- shader->addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram);
- if (success)
- {
- success = shader->createShader(NULL, NULL);
- }
- llassert(success);
-
- // Alpha Shader Hack
- // See: LLRender::syncMatrices()
- shader->mFeatures.calculatesLighting = true;
- shader->mFeatures.hasLighting = true;
-
- shader->mRiggedVariant->mFeatures.calculatesLighting = true;
- shader->mRiggedVariant->mFeatures.hasLighting = true;
- }
-
- if (success)
- {
- LLGLSLShader* shader = &gHUDPBRAlphaProgram;
- shader->mName = "HUD PBR Alpha Shader";
-
- shader->mFeatures.hasSrgb = true;
-
- shader->mShaderFiles.clear();
- shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER));
- shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER));
-
- shader->clearPermutations();
-
- shader->addPermutation("IS_HUD", "1");
-
- shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = shader->createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredTreeProgram.mName = "Deferred Tree Shader";
- gDeferredTreeProgram.mShaderFiles.clear();
- gDeferredTreeProgram.mFeatures.encodesNormal = true;
- gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER));
- gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER));
- gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredTreeProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
- gDeferredTreeShadowProgram.mShaderFiles.clear();
- gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram;
- success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader";
- gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear();
- gDeferredSkinnedTreeShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER));
- gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredSkinnedTreeShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
- gDeferredImpostorProgram.mFeatures.hasSrgb = true;
- gDeferredImpostorProgram.mFeatures.encodesNormal = true;
- //gDeferredImpostorProgram.mFeatures.isDeferred = true;
- gDeferredImpostorProgram.mShaderFiles.clear();
- gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER));
- gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER));
- gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredImpostorProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredLightProgram.mName = "Deferred Light Shader";
- gDeferredLightProgram.mFeatures.isDeferred = true;
- gDeferredLightProgram.mFeatures.hasShadows = true;
- gDeferredLightProgram.mFeatures.hasSrgb = true;
-
- gDeferredLightProgram.mShaderFiles.clear();
- gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER));
- gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- gDeferredLightProgram.clearPermutations();
-
- success = gDeferredLightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
- {
- if (success)
- {
- gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
- gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
- gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
- gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true;
-
- gDeferredMultiLightProgram[i].clearPermutations();
- gDeferredMultiLightProgram[i].mShaderFiles.clear();
- gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER));
- gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
-
- success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
- llassert(success);
- }
- }
-
- if (success)
- {
- gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
- gDeferredSpotLightProgram.mShaderFiles.clear();
- gDeferredSpotLightProgram.mFeatures.hasSrgb = true;
- gDeferredSpotLightProgram.mFeatures.isDeferred = true;
- gDeferredSpotLightProgram.mFeatures.hasShadows = true;
-
- gDeferredSpotLightProgram.clearPermutations();
- gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER));
- gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredSpotLightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
- gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;
- gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
- gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
-
- gDeferredMultiSpotLightProgram.clearPermutations();
- gDeferredMultiSpotLightProgram.addPermutation("MULTI_SPOTLIGHT", "1");
- gDeferredMultiSpotLightProgram.mShaderFiles.clear();
- gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER));
- gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- std::string fragment;
- std::string vertex = "deferred/sunLightV.glsl";
-
- bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO");
-
- if (use_ao)
- {
- fragment = "deferred/sunLightSSAOF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightF.glsl";
- if (mShaderLevel[SHADER_DEFERRED] == 1)
- { //no shadows, no SSAO, no frag coord
- vertex = "deferred/sunLightNoFragCoordV.glsl";
- }
- }
-
- gDeferredSunProgram.mName = "Deferred Sun Shader";
- gDeferredSunProgram.mFeatures.isDeferred = true;
- gDeferredSunProgram.mFeatures.hasShadows = true;
- gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;
-
- gDeferredSunProgram.mShaderFiles.clear();
- gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER));
- gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER));
- gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredSunProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
- gDeferredBlurLightProgram.mFeatures.isDeferred = true;
-
- gDeferredBlurLightProgram.mShaderFiles.clear();
- gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER));
- gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredBlurLightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- for (int i = 0; i < 3 && success; ++i)
- {
- LLGLSLShader* shader = nullptr;
- bool rigged = (i == 1);
- bool hud = (i == 2);
-
- if (hud)
- {
- shader = &gHUDAlphaProgram;
- shader->mName = "HUD Alpha Shader";
- }
- else if (!rigged)
- {
- shader = &gDeferredAlphaProgram;
- shader->mName = "Deferred Alpha Shader";
- shader->mRiggedVariant = &gDeferredSkinnedAlphaProgram;
- }
- else
- {
- shader = &gDeferredSkinnedAlphaProgram;
- shader->mName = "Skinned Deferred Alpha Shader";
- shader->mFeatures.hasObjectSkinning = true;
- }
-
- shader->mFeatures.calculatesLighting = false;
- shader->mFeatures.hasLighting = false;
- shader->mFeatures.isAlphaLighting = true;
- shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- shader->mFeatures.hasSrgb = true;
- shader->mFeatures.encodesNormal = true;
- shader->mFeatures.calculatesAtmospherics = true;
- shader->mFeatures.hasAtmospherics = true;
- shader->mFeatures.hasGamma = true;
- shader->mFeatures.hasShadows = use_sun_shadow;
- shader->mFeatures.hasReflectionProbes = true;
- shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-
- shader->mShaderFiles.clear();
- shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
- shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
-
- shader->clearPermutations();
- shader->addPermutation("USE_VERTEX_COLOR", "1");
- shader->addPermutation("HAS_ALPHA_MASK", "1");
- shader->addPermutation("USE_INDEXED_TEX", "1");
- if (use_sun_shadow)
- {
- shader->addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- if (rigged)
- {
- shader->addPermutation("HAS_SKIN", "1");
- }
-
- if (hud)
- {
- shader->addPermutation("IS_HUD", "1");
- }
-
- shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = shader->createShader(NULL, NULL);
- llassert(success);
-
- // Hack
- shader->mFeatures.calculatesLighting = true;
- shader->mFeatures.hasLighting = true;
- }
- }
-
- if (success)
- {
- LLGLSLShader* shaders[] = {
- &gDeferredAlphaImpostorProgram,
- &gDeferredSkinnedAlphaImpostorProgram
- };
-
- for (int i = 0; i < 2 && success; ++i)
- {
- bool rigged = i == 1;
- LLGLSLShader* shader = shaders[i];
-
- shader->mName = rigged ? "Skinned Deferred Alpha Impostor Shader" : "Deferred Alpha Impostor Shader";
-
- // Begin Hack
- shader->mFeatures.calculatesLighting = false;
- shader->mFeatures.hasLighting = false;
-
- shader->mFeatures.hasSrgb = true;
- shader->mFeatures.isAlphaLighting = true;
- shader->mFeatures.encodesNormal = true;
- shader->mFeatures.hasShadows = use_sun_shadow;
- shader->mFeatures.hasReflectionProbes = true;
- shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-
- shader->mShaderFiles.clear();
- shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
- shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
-
- shader->clearPermutations();
- shader->addPermutation("USE_INDEXED_TEX", "1");
- shader->addPermutation("FOR_IMPOSTOR", "1");
- shader->addPermutation("HAS_ALPHA_MASK", "1");
- shader->addPermutation("USE_VERTEX_COLOR", "1");
- if (rigged)
- {
- shader->mFeatures.hasObjectSkinning = true;
- shader->addPermutation("HAS_SKIN", "1");
- }
-
- if (use_sun_shadow)
- {
- shader->addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
- shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- if (!rigged)
- {
- shader->mRiggedVariant = shaders[1];
- }
- success = shader->createShader(NULL, NULL);
- llassert(success);
-
- // End Hack
- shader->mFeatures.calculatesLighting = true;
- shader->mFeatures.hasLighting = true;
- }
- }
-
- if (success)
- {
- gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
- gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
- gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true;
- gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
- gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
- gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
-
- gDeferredAvatarEyesProgram.mShaderFiles.clear();
- gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
- gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredFullbrightProgram.mFeatures.hasGamma = true;
- gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true;
- gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredFullbrightProgram.mShaderFiles.clear();
- gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram);
- success = gDeferredFullbrightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gHUDFullbrightProgram.mName = "HUD Fullbright Shader";
- gHUDFullbrightProgram.mFeatures.calculatesAtmospherics = true;
- gHUDFullbrightProgram.mFeatures.hasGamma = true;
- gHUDFullbrightProgram.mFeatures.hasAtmospherics = true;
- gHUDFullbrightProgram.mFeatures.hasSrgb = true;
- gHUDFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gHUDFullbrightProgram.mShaderFiles.clear();
- gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gHUDFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gHUDFullbrightProgram.clearPermutations();
- gHUDFullbrightProgram.addPermutation("IS_HUD", "1");
- success = gHUDFullbrightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader";
- gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
- gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredFullbrightAlphaMaskProgram.clearPermutations();
- gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
- gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram);
- success = success && gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gHUDFullbrightAlphaMaskProgram.mName = "HUD Fullbright Alpha Masking Shader";
- gHUDFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
- gHUDFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
- gHUDFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true;
- gHUDFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
- gHUDFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gHUDFullbrightAlphaMaskProgram.mShaderFiles.clear();
- gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gHUDFullbrightAlphaMaskProgram.clearPermutations();
- gHUDFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK", "1");
- gHUDFullbrightAlphaMaskProgram.addPermutation("IS_HUD", "1");
- gHUDFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gHUDFullbrightAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredFullbrightAlphaMaskAlphaProgram.mName = "Deferred Fullbright Alpha Masking Alpha Shader";
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
- gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear();
- gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gDeferredFullbrightAlphaMaskAlphaProgram.clearPermutations();
- gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1");
- gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1");
- gDeferredFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredFullbrightAlphaMaskAlphaProgram, gDeferredSkinnedFullbrightAlphaMaskAlphaProgram);
- success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gHUDFullbrightAlphaMaskAlphaProgram.mName = "HUD Fullbright Alpha Masking Alpha Shader";
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true;
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true;
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true;
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true;
- gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear();
- gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER));
- gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER));
- gHUDFullbrightAlphaMaskAlphaProgram.clearPermutations();
- gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1");
- gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1");
- gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_HUD", "1");
- gHUDFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
- gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
- gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
- gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredFullbrightShinyProgram.mShaderFiles.clear();
- gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER));
- gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER));
- gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true;
- success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram);
- success = success && gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gHUDFullbrightShinyProgram.mName = "HUD FullbrightShiny Shader";
- gHUDFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
- gHUDFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
- gHUDFullbrightShinyProgram.mFeatures.hasGamma = true;
- gHUDFullbrightShinyProgram.mFeatures.hasSrgb = true;
- gHUDFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gHUDFullbrightShinyProgram.mShaderFiles.clear();
- gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER));
- gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER));
- gHUDFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gHUDFullbrightShinyProgram.mFeatures.hasReflectionProbes = true;
- gHUDFullbrightShinyProgram.clearPermutations();
- gHUDFullbrightShinyProgram.addPermutation("IS_HUD", "1");
- success = gHUDFullbrightShinyProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
- gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredEmissiveProgram.mFeatures.hasGamma = true;
- gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true;
- gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredEmissiveProgram.mShaderFiles.clear();
- gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER));
- gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER));
- gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram);
- success = success && gDeferredEmissiveProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSoftenProgram.mName = "Deferred Soften Shader";
- gDeferredSoftenProgram.mShaderFiles.clear();
- gDeferredSoftenProgram.mFeatures.hasSrgb = true;
- gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
- gDeferredSoftenProgram.mFeatures.hasGamma = true;
- gDeferredSoftenProgram.mFeatures.isDeferred = true;
- gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
- gDeferredSoftenProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
-
- gDeferredSoftenProgram.clearPermutations();
- gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
- gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER));
-
- gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- if (use_sun_shadow)
- {
- gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
- { //if using SSAO, take screen space light map into account as if shadows are enabled
- gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
- gDeferredSoftenProgram.addPermutation("HAS_SSAO", "1");
- }
-
- success = gDeferredSoftenProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gHazeProgram.mName = "Haze Shader";
- gHazeProgram.mShaderFiles.clear();
- gHazeProgram.mFeatures.hasSrgb = true;
- gHazeProgram.mFeatures.calculatesAtmospherics = true;
- gHazeProgram.mFeatures.hasAtmospherics = true;
- gHazeProgram.mFeatures.hasGamma = true;
- gHazeProgram.mFeatures.isDeferred = true;
- gHazeProgram.mFeatures.hasShadows = use_sun_shadow;
- gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
-
- gHazeProgram.clearPermutations();
- gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER));
- gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER));
-
- gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gHazeProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
-
- if (success)
- {
- gHazeWaterProgram.mName = "Water Haze Shader";
- gHazeWaterProgram.mShaderFiles.clear();
- gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gHazeWaterProgram.mFeatures.hasSrgb = true;
- gHazeWaterProgram.mFeatures.calculatesAtmospherics = true;
- gHazeWaterProgram.mFeatures.hasAtmospherics = true;
- gHazeWaterProgram.mFeatures.hasGamma = true;
- gHazeWaterProgram.mFeatures.isDeferred = true;
- gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow;
- gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2;
-
- gHazeWaterProgram.clearPermutations();
- gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER));
- gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER));
-
- gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gHazeWaterProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
-
- if (success)
- {
- gDeferredShadowProgram.mName = "Deferred Shadow Shader";
- gDeferredShadowProgram.mShaderFiles.clear();
- gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram;
- success = gDeferredShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedShadowProgram.mName = "Deferred Skinned Shadow Shader";
- gDeferredSkinnedShadowProgram.mFeatures.isDeferred = true;
- gDeferredSkinnedShadowProgram.mFeatures.hasShadows = true;
- gDeferredSkinnedShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedShadowProgram.mShaderFiles.clear();
- gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER));
- gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- // gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now
- success = gDeferredSkinnedShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
- gDeferredShadowCubeProgram.mFeatures.isDeferred = true;
- gDeferredShadowCubeProgram.mFeatures.hasShadows = true;
- gDeferredShadowCubeProgram.mShaderFiles.clear();
- gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER));
- // gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1");
- gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader";
- gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-
- gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear();
- gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
-
- gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations();
- gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
- gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
- gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram);
- success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
- gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-
- gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
- gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
- gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram);
- success = success && gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
-
- if (success)
- {
- gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader";
- gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear();
- gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER));
- gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredShadowGLTFAlphaMaskProgram.clearPermutations();
- success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram);
- success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredShadowGLTFAlphaBlendProgram.mName = "Deferred GLTF Shadow Alpha Blend Shader";
- gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.clear();
- gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER));
- gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaBlendF.glsl", GL_FRAGMENT_SHADER));
- gDeferredShadowGLTFAlphaBlendProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredShadowGLTFAlphaBlendProgram.clearPermutations();
- success = make_rigged_variant(gDeferredShadowGLTFAlphaBlendProgram, gDeferredSkinnedShadowGLTFAlphaBlendProgram);
- success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
- gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
-
- gDeferredAvatarShadowProgram.mShaderFiles.clear();
- gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader";
- gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear();
- gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
- if (success)
- {
- gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader";
- gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear();
- gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaMaskShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
- gDeferredTerrainProgram.mFeatures.encodesNormal = true;
- gDeferredTerrainProgram.mFeatures.hasSrgb = true;
- gDeferredTerrainProgram.mFeatures.calculatesLighting = false;
- gDeferredTerrainProgram.mFeatures.hasLighting = false;
- gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
- gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
- gDeferredTerrainProgram.mFeatures.hasGamma = true;
-
- gDeferredTerrainProgram.mShaderFiles.clear();
- gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER));
- gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER));
- gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredTerrainProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAvatarProgram.mName = "Deferred Avatar Shader";
- gDeferredAvatarProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarProgram.mShaderFiles.clear();
- gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader";
- gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
- gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
- gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
- gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
- gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true;
-
- gDeferredAvatarAlphaProgram.mShaderFiles.clear();
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER));
-
- gDeferredAvatarAlphaProgram.clearPermutations();
- gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
- gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
- if (use_sun_shadow)
- {
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1");
- }
-
- gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
- llassert(success);
-
- gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
- }
-
- if (success)
- {
- gExposureProgram.mName = "Exposure";
- gExposureProgram.mFeatures.hasSrgb = true;
- gExposureProgram.mFeatures.isDeferred = true;
- gExposureProgram.mShaderFiles.clear();
- gExposureProgram.clearPermutations();
- gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER));
- gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gExposureProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gLuminanceProgram.mName = "Luminance";
- gLuminanceProgram.mShaderFiles.clear();
- gLuminanceProgram.clearPermutations();
- gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER));
- gLuminanceProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gLuminanceProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
- gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true;
- gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;
- gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
- gDeferredPostGammaCorrectProgram.clearPermutations();
- gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
- gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gNoPostGammaCorrectProgram.mName = "No Post Gamma Correction Post Process";
- gNoPostGammaCorrectProgram.mFeatures.hasSrgb = true;
- gNoPostGammaCorrectProgram.mFeatures.isDeferred = true;
- gNoPostGammaCorrectProgram.mShaderFiles.clear();
- gNoPostGammaCorrectProgram.clearPermutations();
- gNoPostGammaCorrectProgram.addPermutation("NO_POST", "1");
- gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
- gNoPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gNoPostGammaCorrectProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gLegacyPostGammaCorrectProgram.mName = "Legacy Gamma Correction Post Process";
- gLegacyPostGammaCorrectProgram.mFeatures.hasSrgb = true;
- gLegacyPostGammaCorrectProgram.mFeatures.isDeferred = true;
- gLegacyPostGammaCorrectProgram.mShaderFiles.clear();
- gLegacyPostGammaCorrectProgram.clearPermutations();
- gLegacyPostGammaCorrectProgram.addPermutation("LEGACY_GAMMA", "1");
- gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER));
- gLegacyPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gLegacyPostGammaCorrectProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
-
- if (success && gGLManager.mGLVersion > 3.9f)
- {
- gFXAAProgram.mName = "FXAA Shader";
- gFXAAProgram.mFeatures.isDeferred = true;
- gFXAAProgram.mShaderFiles.clear();
- gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER));
- gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER));
- gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gFXAAProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredPostProgram.mName = "Deferred Post Shader";
- gDeferredPostProgram.mFeatures.isDeferred = true;
- gDeferredPostProgram.mShaderFiles.clear();
- gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER));
- gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredCoFProgram.mName = "Deferred CoF Shader";
- gDeferredCoFProgram.mShaderFiles.clear();
- gDeferredCoFProgram.mFeatures.isDeferred = true;
- gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER));
- gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredCoFProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
- gDeferredDoFCombineProgram.mFeatures.isDeferred = true;
- gDeferredDoFCombineProgram.mShaderFiles.clear();
- gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER));
- gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader";
- gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;
- gDeferredPostNoDoFProgram.mShaderFiles.clear();
- gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER));
- gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
- gDeferredWLSkyProgram.mShaderFiles.clear();
- gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLSkyProgram.mFeatures.hasGamma = true;
- gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
-
- gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER));
- gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER));
- gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
-
- success = gDeferredWLSkyProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
- gDeferredWLCloudProgram.mShaderFiles.clear();
- gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLCloudProgram.mFeatures.hasGamma = true;
- gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
-
- gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER));
- gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER));
- gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- gDeferredWLCloudProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113
- success = gDeferredWLCloudProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program";
- gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLSunProgram.mFeatures.hasGamma = true;
- gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
- gDeferredWLSunProgram.mFeatures.hasSrgb = true;
- gDeferredWLSunProgram.mShaderFiles.clear();
- gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER));
- gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER));
- gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gDeferredWLSunProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program";
- gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLMoonProgram.mFeatures.hasGamma = true;
- gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
- gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
- gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
-
- gDeferredWLMoonProgram.mShaderFiles.clear();
- gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER));
- gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER));
- gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- gDeferredWLMoonProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113
- success = gDeferredWLMoonProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredStarProgram.mName = "Deferred Star Program";
- gDeferredStarProgram.mShaderFiles.clear();
- gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER));
- gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER));
- gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- gDeferredStarProgram.addConstant( LLGLSLShader::SHADER_CONST_STAR_DEPTH ); // SL-14113
- success = gDeferredStarProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gNormalMapGenProgram.mName = "Normal Map Generation Program";
- gNormalMapGenProgram.mShaderFiles.clear();
- gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER));
- gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER));
- gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gNormalMapGenProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDeferredGenBrdfLutProgram.mName = "Brdf Gen Shader";
- gDeferredGenBrdfLutProgram.mShaderFiles.clear();
- gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER));
- gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER));
- gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL);
- }
-
- if (success) {
- gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post";
- gPostScreenSpaceReflectionProgram.mShaderFiles.clear();
- gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER));
- gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER));
- gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true;
- gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true;
- gPostScreenSpaceReflectionProgram.mShaderLevel = 3;
- success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL);
- }
-
- if (success) {
- gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader";
- gDeferredBufferVisualProgram.mShaderFiles.clear();
- gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
- gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER));
- gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredBufferVisualProgram.createShader(NULL, NULL);
- }
-
- return success;
-}
-
-bool LLViewerShaderMgr::loadShadersObject()
-{
- LL_PROFILE_ZONE_SCOPED;
- bool success = true;
-
- if (success)
- {
- gObjectBumpProgram.mName = "Bump Shader";
- gObjectBumpProgram.mFeatures.encodesNormal = true;
- gObjectBumpProgram.mShaderFiles.clear();
- gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER));
- gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER));
- gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram);
- success = success && gObjectBumpProgram.createShader(NULL, NULL);
- if (success)
- { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
- LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram };
- for (int i = 0; i < 2; ++i)
- {
- shader[i]->bind();
- shader[i]->uniform1i(sTexture0, 0);
- shader[i]->uniform1i(sTexture1, 1);
- shader[i]->unbind();
- }
- }
- }
-
- if (success)
- {
- gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
- gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
- gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
- gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
- gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER));
- gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER));
- gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gImpostorProgram.mName = "Impostor Shader";
- gImpostorProgram.mFeatures.disableTextureIndex = true;
- gImpostorProgram.mFeatures.hasSrgb = true;
- gImpostorProgram.mShaderFiles.clear();
- gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER));
- gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER));
- gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gImpostorProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectPreviewProgram.mName = "Object Preview Shader";
- gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
- gObjectPreviewProgram.mShaderFiles.clear();
- gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER));
- gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER));
- gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram);
- success = gObjectPreviewProgram.createShader(NULL, NULL);
- gObjectPreviewProgram.mFeatures.hasLighting = true;
- gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true;
- }
-
- if (success)
- {
- gPhysicsPreviewProgram.mName = "Preview Physics Shader";
- gPhysicsPreviewProgram.mFeatures.calculatesLighting = false;
- gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false;
- gPhysicsPreviewProgram.mFeatures.hasGamma = false;
- gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
- gPhysicsPreviewProgram.mFeatures.hasLighting = false;
- gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
- gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true;
- gPhysicsPreviewProgram.mShaderFiles.clear();
- gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER));
- gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER));
- gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gPhysicsPreviewProgram.createShader(NULL, NULL);
- gPhysicsPreviewProgram.mFeatures.hasLighting = false;
- }
-
- if (!success)
- {
- mShaderLevel[SHADER_OBJECT] = 0;
- return false;
- }
-
- return true;
-}
-
-bool LLViewerShaderMgr::loadShadersAvatar()
-{
- LL_PROFILE_ZONE_SCOPED;
-#if 1 // DEPRECATED -- forward rendering is deprecated
- bool success = true;
-
- if (mShaderLevel[SHADER_AVATAR] == 0)
- {
- gAvatarProgram.unload();
- gAvatarEyeballProgram.unload();
- return true;
- }
-
- if (success)
- {
- gAvatarProgram.mName = "Avatar Shader";
- gAvatarProgram.mFeatures.hasSkinning = true;
- gAvatarProgram.mFeatures.calculatesAtmospherics = true;
- gAvatarProgram.mFeatures.calculatesLighting = true;
- gAvatarProgram.mFeatures.hasGamma = true;
- gAvatarProgram.mFeatures.hasAtmospherics = true;
- gAvatarProgram.mFeatures.hasLighting = true;
- gAvatarProgram.mFeatures.hasAlphaMask = true;
- gAvatarProgram.mFeatures.disableTextureIndex = true;
- gAvatarProgram.mShaderFiles.clear();
- gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER));
- gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER));
- gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
- success = gAvatarProgram.createShader(NULL, NULL);
-
- /// Keep track of avatar levels
- if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR])
- {
- mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
- }
- }
-
- if (success)
- {
- gAvatarEyeballProgram.mName = "Avatar Eyeball Program";
- gAvatarEyeballProgram.mFeatures.calculatesLighting = true;
- gAvatarEyeballProgram.mFeatures.isSpecular = true;
- gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true;
- gAvatarEyeballProgram.mFeatures.hasGamma = true;
- gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
- gAvatarEyeballProgram.mFeatures.hasLighting = true;
- gAvatarEyeballProgram.mFeatures.hasAlphaMask = true;
- gAvatarEyeballProgram.mFeatures.disableTextureIndex = true;
- gAvatarEyeballProgram.mShaderFiles.clear();
- gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER));
- gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER));
- gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
- success = gAvatarEyeballProgram.createShader(NULL, NULL);
- }
-
- if( !success )
- {
- mShaderLevel[SHADER_AVATAR] = 0;
- mMaxAvatarShaderLevel = 0;
- return false;
- }
-#endif
- return true;
-}
-
-bool LLViewerShaderMgr::loadShadersInterface()
-{
- LL_PROFILE_ZONE_SCOPED;
- bool success = true;
-
- if (success)
- {
- gHighlightProgram.mName = "Highlight Shader";
- gHighlightProgram.mShaderFiles.clear();
- gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER));
- gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
- gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram);
- success = success && gHighlightProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gHighlightNormalProgram.mName = "Highlight Normals Shader";
- gHighlightNormalProgram.mShaderFiles.clear();
- gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER));
- gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
- gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gHighlightNormalProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gHighlightSpecularProgram.mName = "Highlight Spec Shader";
- gHighlightSpecularProgram.mShaderFiles.clear();
- gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER));
- gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER));
- gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gHighlightSpecularProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gUIProgram.mName = "UI Shader";
- gUIProgram.mShaderFiles.clear();
- gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER));
- gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER));
- gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gUIProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gPathfindingProgram.mName = "Pathfinding Shader";
- gPathfindingProgram.mShaderFiles.clear();
- gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER));
- gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER));
- gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gPathfindingProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader";
- gPathfindingNoNormalsProgram.mShaderFiles.clear();
- gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER));
- gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER));
- gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gPathfindingNoNormalsProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gGlowCombineProgram.mName = "Glow Combine Shader";
- gGlowCombineProgram.mShaderFiles.clear();
- gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER));
- gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER));
- gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gGlowCombineProgram.createShader(NULL, NULL);
- if (success)
- {
- gGlowCombineProgram.bind();
- gGlowCombineProgram.uniform1i(sGlowMap, 0);
- gGlowCombineProgram.uniform1i(sScreenMap, 1);
- gGlowCombineProgram.unbind();
- }
- }
-
- if (success)
- {
- gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
- gGlowCombineFXAAProgram.mShaderFiles.clear();
- gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER));
- gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER));
- gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
- if (success)
- {
- gGlowCombineFXAAProgram.bind();
- gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0);
- gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1);
- gGlowCombineFXAAProgram.unbind();
- }
- }
-
-#ifdef LL_WINDOWS
- if (success)
- {
- gTwoTextureCompareProgram.mName = "Two Texture Compare Shader";
- gTwoTextureCompareProgram.mShaderFiles.clear();
- gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER));
- gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER));
- gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gTwoTextureCompareProgram.createShader(NULL, NULL);
- if (success)
- {
- gTwoTextureCompareProgram.bind();
- gTwoTextureCompareProgram.uniform1i(sTex0, 0);
- gTwoTextureCompareProgram.uniform1i(sTex1, 1);
- gTwoTextureCompareProgram.uniform1i(sDitherTex, 2);
- }
- }
-
- if (success)
- {
- gOneTextureFilterProgram.mName = "One Texture Filter Shader";
- gOneTextureFilterProgram.mShaderFiles.clear();
- gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER));
- gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER));
- gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gOneTextureFilterProgram.createShader(NULL, NULL);
- if (success)
- {
- gOneTextureFilterProgram.bind();
- gOneTextureFilterProgram.uniform1i(sTex0, 0);
- }
- }
-#endif
-
- if (success)
- {
- gSolidColorProgram.mName = "Solid Color Shader";
- gSolidColorProgram.mShaderFiles.clear();
- gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER));
- gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER));
- gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gSolidColorProgram.createShader(NULL, NULL);
- if (success)
- {
- gSolidColorProgram.bind();
- gSolidColorProgram.uniform1i(sTex0, 0);
- gSolidColorProgram.unbind();
- }
- }
-
- if (success)
- {
- gOcclusionProgram.mName = "Occlusion Shader";
- gOcclusionProgram.mShaderFiles.clear();
- gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER));
- gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
- gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram;
- success = gOcclusionProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedOcclusionProgram.mName = "Skinned Occlusion Shader";
- gSkinnedOcclusionProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedOcclusionProgram.mShaderFiles.clear();
- gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER));
- gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
- gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gSkinnedOcclusionProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gOcclusionCubeProgram.mName = "Occlusion Cube Shader";
- gOcclusionCubeProgram.mShaderFiles.clear();
- gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER));
- gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER));
- gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gOcclusionCubeProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gDebugProgram.mName = "Debug Shader";
- gDebugProgram.mShaderFiles.clear();
- gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER));
- gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER));
- gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram;
- gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram);
- success = success && gDebugProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gClipProgram.mName = "Clip Shader";
- gClipProgram.mShaderFiles.clear();
- gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER));
- gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER));
- gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gClipProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gBenchmarkProgram.mName = "Benchmark Shader";
- gBenchmarkProgram.mShaderFiles.clear();
- gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER));
- gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER));
- gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gBenchmarkProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gReflectionProbeDisplayProgram.mName = "Reflection Probe Display Shader";
- gReflectionProbeDisplayProgram.mFeatures.hasReflectionProbes = true;
- gReflectionProbeDisplayProgram.mFeatures.hasSrgb = true;
- gReflectionProbeDisplayProgram.mFeatures.calculatesAtmospherics = true;
- gReflectionProbeDisplayProgram.mFeatures.hasAtmospherics = true;
- gReflectionProbeDisplayProgram.mFeatures.hasGamma = true;
- gReflectionProbeDisplayProgram.mFeatures.isDeferred = true;
- gReflectionProbeDisplayProgram.mShaderFiles.clear();
- gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeV.glsl", GL_VERTEX_SHADER));
- gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeF.glsl", GL_FRAGMENT_SHADER));
- gReflectionProbeDisplayProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gReflectionProbeDisplayProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gCopyProgram.mName = "Copy Shader";
- gCopyProgram.mShaderFiles.clear();
- gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
- gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
- gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gCopyProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gCopyDepthProgram.mName = "Copy Depth Shader";
- gCopyDepthProgram.mShaderFiles.clear();
- gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
- gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
- gCopyDepthProgram.clearPermutations();
- gCopyDepthProgram.addPermutation("COPY_DEPTH", "1");
- gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gCopyDepthProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gAlphaMaskProgram.mName = "Alpha Mask Shader";
- gAlphaMaskProgram.mShaderFiles.clear();
- gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER));
- gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER));
- gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gAlphaMaskProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gReflectionMipProgram.mName = "Reflection Mip Shader";
- gReflectionMipProgram.mFeatures.isDeferred = true;
- gReflectionMipProgram.mFeatures.hasGamma = true;
- gReflectionMipProgram.mFeatures.hasAtmospherics = true;
- gReflectionMipProgram.mFeatures.calculatesAtmospherics = true;
- gReflectionMipProgram.mShaderFiles.clear();
- gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER));
- gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER));
- gReflectionMipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gReflectionMipProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gGaussianProgram.mName = "Reflection Mip Shader";
- gGaussianProgram.mFeatures.isDeferred = true;
- gGaussianProgram.mFeatures.hasGamma = true;
- gGaussianProgram.mFeatures.hasAtmospherics = true;
- gGaussianProgram.mFeatures.calculatesAtmospherics = true;
- gGaussianProgram.mShaderFiles.clear();
- gGaussianProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER));
- gGaussianProgram.mShaderFiles.push_back(make_pair("interface/gaussianF.glsl", GL_FRAGMENT_SHADER));
- gGaussianProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gGaussianProgram.createShader(NULL, NULL);
- }
-
- if (success && gGLManager.mHasCubeMapArray)
- {
- gRadianceGenProgram.mName = "Radiance Gen Shader";
- gRadianceGenProgram.mShaderFiles.clear();
- gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER));
- gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER));
- gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gRadianceGenProgram.createShader(NULL, NULL);
- }
-
- if (success && gGLManager.mHasCubeMapArray)
- {
- gIrradianceGenProgram.mName = "Irradiance Gen Shader";
- gIrradianceGenProgram.mShaderFiles.clear();
- gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER));
- gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER));
- gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gIrradianceGenProgram.createShader(NULL, NULL);
- }
-
- if( !success )
- {
- mShaderLevel[SHADER_INTERFACE] = 0;
- return false;
- }
-
- return true;
-}
-
-
-std::string LLViewerShaderMgr::getShaderDirPrefix(void)
-{
- return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class");
-}
-
-void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
-{
- LLEnvironment::instance().updateShaderUniforms(shader);
-}
-
-LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const
-{
- return mShaderList.begin();
-}
-
-LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const
-{
- return mShaderList.end();
-}
-
+/** + * @file llviewershadermgr.cpp + * @brief Viewer shader manager implementation. + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, 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 + * $/LicenseInfo$ + */ + + +#include "llviewerprecompiledheaders.h" + +#include <boost/lexical_cast.hpp> + +#include "llfeaturemanager.h" +#include "llviewershadermgr.h" +#include "llviewercontrol.h" +#include "llversioninfo.h" + +#include "llrender.h" +#include "llenvironment.h" +#include "llerrorcontrol.h" +#include "llatmosphere.h" +#include "llworld.h" +#include "llsky.h" + +#include "pipeline.h" + +#include "llfile.h" +#include "llviewerwindow.h" +#include "llwindow.h" + +#include "lljoint.h" +#include "llskinningutil.h" + +static LLStaticHashedString sTexture0("texture0"); +static LLStaticHashedString sTexture1("texture1"); +static LLStaticHashedString sTex0("tex0"); +static LLStaticHashedString sTex1("tex1"); +static LLStaticHashedString sDitherTex("dither_tex"); +static LLStaticHashedString sGlowMap("glowMap"); +static LLStaticHashedString sScreenMap("screenMap"); + +// Lots of STL stuff in here, using namespace std to keep things more readable +using std::vector; +using std::pair; +using std::make_pair; +using std::string; + +bool LLViewerShaderMgr::sInitialized = false; +bool LLViewerShaderMgr::sSkipReload = false; + +LLVector4 gShinyOrigin; + +//utility shaders +LLGLSLShader gOcclusionProgram; +LLGLSLShader gSkinnedOcclusionProgram; +LLGLSLShader gOcclusionCubeProgram; +LLGLSLShader gGlowCombineProgram; +LLGLSLShader gReflectionMipProgram; +LLGLSLShader gGaussianProgram; +LLGLSLShader gRadianceGenProgram; +LLGLSLShader gIrradianceGenProgram; +LLGLSLShader gGlowCombineFXAAProgram; +LLGLSLShader gTwoTextureCompareProgram; +LLGLSLShader gOneTextureFilterProgram; +LLGLSLShader gDebugProgram; +LLGLSLShader gSkinnedDebugProgram; +LLGLSLShader gClipProgram; +LLGLSLShader gAlphaMaskProgram; +LLGLSLShader gBenchmarkProgram; +LLGLSLShader gReflectionProbeDisplayProgram; +LLGLSLShader gCopyProgram; +LLGLSLShader gCopyDepthProgram; + +//object shaders +LLGLSLShader gObjectPreviewProgram; +LLGLSLShader gSkinnedObjectPreviewProgram; +LLGLSLShader gPhysicsPreviewProgram; +LLGLSLShader gObjectFullbrightAlphaMaskProgram; +LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram; +LLGLSLShader gObjectBumpProgram; +LLGLSLShader gSkinnedObjectBumpProgram; +LLGLSLShader gObjectAlphaMaskNoColorProgram; + +//environment shaders +LLGLSLShader gWaterProgram; +LLGLSLShader gWaterEdgeProgram; +LLGLSLShader gUnderWaterProgram; + +//interface shaders +LLGLSLShader gHighlightProgram; +LLGLSLShader gSkinnedHighlightProgram; +LLGLSLShader gHighlightNormalProgram; +LLGLSLShader gHighlightSpecularProgram; + +LLGLSLShader gDeferredHighlightProgram; + +LLGLSLShader gPathfindingProgram; +LLGLSLShader gPathfindingNoNormalsProgram; + +//avatar shader handles +LLGLSLShader gAvatarProgram; +LLGLSLShader gAvatarEyeballProgram; +LLGLSLShader gImpostorProgram; + +// Effects Shaders +LLGLSLShader gGlowProgram; +LLGLSLShader gGlowExtractProgram; +LLGLSLShader gPostScreenSpaceReflectionProgram; + +// Deferred rendering shaders +LLGLSLShader gDeferredImpostorProgram; +LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; +LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; +LLGLSLShader gDeferredSkinnedDiffuseProgram; +LLGLSLShader gDeferredSkinnedBumpProgram; +LLGLSLShader gDeferredBumpProgram; +LLGLSLShader gDeferredTerrainProgram; +LLGLSLShader gDeferredTreeProgram; +LLGLSLShader gDeferredTreeShadowProgram; +LLGLSLShader gDeferredSkinnedTreeShadowProgram; +LLGLSLShader gDeferredAvatarProgram; +LLGLSLShader gDeferredAvatarAlphaProgram; +LLGLSLShader gDeferredLightProgram; +LLGLSLShader gDeferredMultiLightProgram[16]; +LLGLSLShader gDeferredSpotLightProgram; +LLGLSLShader gDeferredMultiSpotLightProgram; +LLGLSLShader gDeferredSunProgram; +LLGLSLShader gHazeProgram; +LLGLSLShader gHazeWaterProgram; +LLGLSLShader gDeferredBlurLightProgram; +LLGLSLShader gDeferredSoftenProgram; +LLGLSLShader gDeferredShadowProgram; +LLGLSLShader gDeferredSkinnedShadowProgram; +LLGLSLShader gDeferredShadowCubeProgram; +LLGLSLShader gDeferredShadowAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram; +LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedShadowGLTFAlphaMaskProgram; +LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram; +LLGLSLShader gDeferredSkinnedShadowGLTFAlphaBlendProgram; +LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredAvatarShadowProgram; +LLGLSLShader gDeferredAvatarAlphaShadowProgram; +LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; +LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gHUDAlphaProgram; +LLGLSLShader gDeferredSkinnedAlphaProgram; +LLGLSLShader gDeferredAlphaImpostorProgram; +LLGLSLShader gDeferredSkinnedAlphaImpostorProgram; +LLGLSLShader gDeferredAvatarEyesProgram; +LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gHUDFullbrightProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskProgram; +LLGLSLShader gHUDFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; +LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; +LLGLSLShader gDeferredEmissiveProgram; +LLGLSLShader gDeferredSkinnedEmissiveProgram; +LLGLSLShader gDeferredPostProgram; +LLGLSLShader gDeferredCoFProgram; +LLGLSLShader gDeferredDoFCombineProgram; +LLGLSLShader gDeferredPostGammaCorrectProgram; +LLGLSLShader gNoPostGammaCorrectProgram; +LLGLSLShader gLegacyPostGammaCorrectProgram; +LLGLSLShader gExposureProgram; +LLGLSLShader gLuminanceProgram; +LLGLSLShader gFXAAProgram; +LLGLSLShader gDeferredPostNoDoFProgram; +LLGLSLShader gDeferredWLSkyProgram; +LLGLSLShader gDeferredWLCloudProgram; +LLGLSLShader gDeferredWLSunProgram; +LLGLSLShader gDeferredWLMoonProgram; +LLGLSLShader gDeferredStarProgram; +LLGLSLShader gDeferredFullbrightShinyProgram; +LLGLSLShader gHUDFullbrightShinyProgram; +LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; +LLGLSLShader gDeferredSkinnedFullbrightProgram; +LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskAlphaProgram; +LLGLSLShader gNormalMapGenProgram; +LLGLSLShader gDeferredGenBrdfLutProgram; +LLGLSLShader gDeferredBufferVisualProgram; + +// Deferred materials shaders +LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; +LLGLSLShader gHUDPBROpaqueProgram; +LLGLSLShader gPBRGlowProgram; +LLGLSLShader gPBRGlowSkinnedProgram; +LLGLSLShader gDeferredPBROpaqueProgram; +LLGLSLShader gDeferredSkinnedPBROpaqueProgram; +LLGLSLShader gHUDPBRAlphaProgram; +LLGLSLShader gDeferredPBRAlphaProgram; +LLGLSLShader gDeferredSkinnedPBRAlphaProgram; + +//helper for making a rigged variant of a given shader +bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) +{ + riggedShader.mName = llformat("Skinned %s", shader.mName.c_str()); + riggedShader.mFeatures = shader.mFeatures; + riggedShader.mFeatures.hasObjectSkinning = true; + riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation + riggedShader.addPermutation("HAS_SKIN", "1"); + riggedShader.mShaderFiles = shader.mShaderFiles; + riggedShader.mShaderLevel = shader.mShaderLevel; + riggedShader.mShaderGroup = shader.mShaderGroup; + + shader.mRiggedVariant = &riggedShader; + return riggedShader.createShader(NULL, NULL); +} + +LLViewerShaderMgr::LLViewerShaderMgr() : + mShaderLevel(SHADER_COUNT, 0), + mMaxAvatarShaderLevel(0) +{ + //ONLY shaders that need WL Param management should be added here + mShaderList.push_back(&gAvatarProgram); + mShaderList.push_back(&gWaterProgram); + mShaderList.push_back(&gWaterEdgeProgram); + mShaderList.push_back(&gAvatarEyeballProgram); + mShaderList.push_back(&gImpostorProgram); + mShaderList.push_back(&gObjectBumpProgram); + mShaderList.push_back(&gSkinnedObjectBumpProgram); + mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); + mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram); + mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); + mShaderList.push_back(&gUnderWaterProgram); + mShaderList.push_back(&gDeferredSunProgram); + mShaderList.push_back(&gHazeProgram); + mShaderList.push_back(&gHazeWaterProgram); + mShaderList.push_back(&gDeferredSoftenProgram); + mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gHUDAlphaProgram); + mShaderList.push_back(&gDeferredSkinnedAlphaProgram); + mShaderList.push_back(&gDeferredAlphaImpostorProgram); + mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram); + mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gHUDFullbrightProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); + mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram); + mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram); + mShaderList.push_back(&gDeferredFullbrightShinyProgram); + mShaderList.push_back(&gHUDFullbrightShinyProgram); + mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); + mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); + mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram); + mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskAlphaProgram); + mShaderList.push_back(&gDeferredEmissiveProgram); + mShaderList.push_back(&gDeferredSkinnedEmissiveProgram); + mShaderList.push_back(&gDeferredAvatarEyesProgram); + mShaderList.push_back(&gDeferredAvatarAlphaProgram); + mShaderList.push_back(&gDeferredWLSkyProgram); + mShaderList.push_back(&gDeferredWLCloudProgram); + mShaderList.push_back(&gDeferredWLMoonProgram); + mShaderList.push_back(&gDeferredWLSunProgram); + mShaderList.push_back(&gDeferredPBRAlphaProgram); + mShaderList.push_back(&gHUDPBRAlphaProgram); + mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram); + mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma + mShaderList.push_back(&gNoPostGammaCorrectProgram); + mShaderList.push_back(&gLegacyPostGammaCorrectProgram); + +} + +LLViewerShaderMgr::~LLViewerShaderMgr() +{ + mShaderLevel.clear(); + mShaderList.clear(); +} + +// static +LLViewerShaderMgr * LLViewerShaderMgr::instance() +{ + if(NULL == sInstance) + { + sInstance = new LLViewerShaderMgr(); + } + + return static_cast<LLViewerShaderMgr*>(sInstance); +} + +// static +void LLViewerShaderMgr::releaseInstance() +{ + if (sInstance != NULL) + { + delete sInstance; + sInstance = NULL; + } +} + +void LLViewerShaderMgr::initAttribsAndUniforms(void) +{ + if (mReservedAttribs.empty()) + { + LLShaderMgr::initAttribsAndUniforms(); + } +} + + +//============================================================================ +// Set Levels + +S32 LLViewerShaderMgr::getShaderLevel(S32 type) +{ + return mShaderLevel[type]; +} + +//============================================================================ +// Shader Management + +void LLViewerShaderMgr::setShaders() +{ + LL_PROFILE_ZONE_SCOPED; + //setShaders might be called redundantly by gSavedSettings, so return on reentrance + static bool reentrance = false; + + if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) + { + return; + } + + if (!gGLManager.mHasRequirements) + { + // Viewer will show 'hardware requirements' warning later + LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL; + return; + } + + { + static LLCachedControl<bool> shader_cache_enabled(gSavedSettings, "RenderShaderCacheEnabled", true); + static LLUUID old_cache_version; + static LLUUID current_cache_version; + if (current_cache_version.isNull()) + { + HBXXH128 hash_obj; + hash_obj.update(LLVersionInfo::instance().getVersion()); + current_cache_version = hash_obj.digest(); + + old_cache_version = LLUUID(gSavedSettings.getString("RenderShaderCacheVersion")); + gSavedSettings.setString("RenderShaderCacheVersion", current_cache_version.asString()); + } + + initShaderCache(shader_cache_enabled, old_cache_version, current_cache_version); + } + + static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16); + + // when using indexed texture rendering, leave some texture units available for shadow and reflection maps + LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits-12, (S32) max_texture_index), 1); + + reentrance = true; + + // Make sure the compiled shader map is cleared before we recompile shaders. + mVertexShaderObjects.clear(); + mFragmentShaderObjects.clear(); + + initAttribsAndUniforms(); + gPipeline.releaseGLBuffers(); + + unloadShaders(); + + LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); + + if (gViewerWindow) + { + gViewerWindow->setCursor(UI_CURSOR_WAIT); + } + + // Shaders + LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; + LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL; + + for (S32 i = 0; i < SHADER_COUNT; i++) + { + mShaderLevel[i] = 0; + } + mMaxAvatarShaderLevel = 0; + + LLVertexBuffer::unbind(); + + llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)); + + + S32 light_class = 3; + S32 interface_class = 2; + S32 env_class = 2; + S32 obj_class = 2; + S32 effect_class = 2; + S32 wl_class = 2; + S32 water_class = 3; + S32 deferred_class = 3; + + // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders + if (!wl_class || (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())) + { + gSky.mVOSkyp->forceSkyUpdate(); + } + + // Load lighting shaders + mShaderLevel[SHADER_LIGHTING] = light_class; + mShaderLevel[SHADER_INTERFACE] = interface_class; + mShaderLevel[SHADER_ENVIRONMENT] = env_class; + mShaderLevel[SHADER_WATER] = water_class; + mShaderLevel[SHADER_OBJECT] = obj_class; + mShaderLevel[SHADER_EFFECT] = effect_class; + mShaderLevel[SHADER_WINDLIGHT] = wl_class; + mShaderLevel[SHADER_DEFERRED] = deferred_class; + + std::string shader_name = loadBasicShaders(); + if (shader_name.empty()) + { + LL_INFOS("Shader") << "Loaded basic shaders." << LL_ENDL; + } + else + { + // "ShaderLoading" and "Shader" need to be logged + LLError::ELevel lvl = LLError::getDefaultLevel(); + LLError::setDefaultLevel(LLError::LEVEL_DEBUG); + loadBasicShaders(); + LLError::setDefaultLevel(lvl); + LL_ERRS() << "Unable to load basic shader " << shader_name << ", verify graphics driver installed and current." << LL_ENDL; + reentrance = false; // For hygiene only, re-try probably helps nothing + return; + } + + gPipeline.mShadersLoaded = true; + + bool loaded = loadShadersWater(); + + if (loaded) + { + LL_INFOS() << "Loaded water shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load water shaders." << LL_ENDL; + llassert(loaded); + } + + if (loaded) + { + loaded = loadShadersEffects(); + if (loaded) + { + LL_INFOS() << "Loaded effects shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load effects shaders." << LL_ENDL; + llassert(loaded); + } + } + + if (loaded) + { + loaded = loadShadersInterface(); + if (loaded) + { + LL_INFOS() << "Loaded interface shaders." << LL_ENDL; + } + else + { + LL_WARNS() << "Failed to load interface shaders." << LL_ENDL; + llassert(loaded); + } + } + + if (loaded) + { + // Load max avatar shaders to set the max level + mShaderLevel[SHADER_AVATAR] = 3; + mMaxAvatarShaderLevel = 3; + + if (loadShadersObject()) + { //hardware skinning is enabled and rigged attachment shaders loaded correctly + // cloth is a class3 shader + S32 avatar_class = 1; + + // Set the actual level + mShaderLevel[SHADER_AVATAR] = avatar_class; + + loaded = loadShadersAvatar(); + llassert(loaded); + } + else + { //hardware skinning not possible, neither is deferred rendering + llassert(false); // SHOULD NOT BE POSSIBLE + } + } + + llassert(loaded); + loaded = loaded && loadShadersDeferred(); + llassert(loaded); + + persistShaderCacheMetadata(); + + if (gViewerWindow) + { + gViewerWindow->setCursor(UI_CURSOR_ARROW); + } + gPipeline.createGLBuffers(); + + reentrance = false; +} + +void LLViewerShaderMgr::unloadShaders() +{ + while (!LLGLSLShader::sInstances.empty()) + { + LLGLSLShader* shader = *(LLGLSLShader::sInstances.begin()); + shader->unload(); + } + + mShaderLevel[SHADER_LIGHTING] = 0; + mShaderLevel[SHADER_OBJECT] = 0; + mShaderLevel[SHADER_AVATAR] = 0; + mShaderLevel[SHADER_ENVIRONMENT] = 0; + mShaderLevel[SHADER_WATER] = 0; + mShaderLevel[SHADER_INTERFACE] = 0; + mShaderLevel[SHADER_EFFECT] = 0; + mShaderLevel[SHADER_WINDLIGHT] = 0; + + gPipeline.mShadersLoaded = false; +} + +std::string LLViewerShaderMgr::loadBasicShaders() +{ + // Load basic dependency shaders first + // All of these have to load for any shaders to function + + S32 sum_lights_class = 3; + +#if LL_DARWIN + // Work around driver crashes on older Macs when using deferred rendering + // NORSPEC-59 + // + if (gGLManager.mIsMobileGF) + sum_lights_class = 3; +#endif + + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. + S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); + sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); + + // Load the Basic Vertex Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + vector< pair<string, S32> > shaders; + shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); + shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); + shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "environment/srgbF.glsl", 1 ) ); + shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "deferred/textureUtilV.glsl", 1 ) ); + if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) + { + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + } + shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); + + std::map<std::string, std::string> attribs; + attribs["MAX_JOINTS_PER_MESH_OBJECT"] = + std::to_string(LLSkinningUtil::getMaxJointCount()); + + bool ssr = gSavedSettings.getBOOL("RenderScreenSpaceReflections"); + + bool has_reflection_probes = gSavedSettings.getBOOL("RenderReflectionsEnabled") && gGLManager.mGLVersion > 3.99f; + + S32 probe_level = llclamp(gSavedSettings.getS32("RenderReflectionProbeLevel"), 0, 3); + + S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); + + if (shadow_detail >= 1) + { + attribs["SUN_SHADOW"] = "1"; + + if (shadow_detail >= 2) + { + attribs["SPOT_SHADOW"] = "1"; + } + } + + if (ssr) + { + attribs["SSR"] = "1"; + } + + if (has_reflection_probes) + { + attribs["REFMAP_LEVEL"] = std::to_string(probe_level); + attribs["REF_SAMPLE_COUNT"] = "32"; + } + + LLGLSLShader::sGlobalDefines = attribs; + + // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. + for (U32 i = 0; i < shaders.size(); i++) + { + // Note usage of GL_VERTEX_SHADER + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER, &attribs) == 0) + { + LL_WARNS("Shader") << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; + return shaders[i].first; + } + } + + // Load the Basic Fragment Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + shaders.clear(); + S32 ch = 1; + + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) + { //use indexed texture rendering for GLSL >= 1.30 + ch = llmax(LLGLSLShader::sIndexedTextureChannels, 1); + } + + + std::vector<S32> index_channels; + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) ); + + for (U32 i = 0; i < shaders.size(); i++) + { + // Note usage of GL_FRAGMENT_SHADER + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER, &attribs, index_channels[i]) == 0) + { + LL_WARNS("Shader") << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; + return shaders[i].first; + } + } + + return std::string(); +} + +bool LLViewerShaderMgr::loadShadersWater() +{ + LL_PROFILE_ZONE_SCOPED; + bool success = true; + bool terrainWaterSuccess = true; + + bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && + gSavedSettings.getS32("RenderShadowDetail") > 0; + + if (mShaderLevel[SHADER_WATER] == 0) + { + gWaterProgram.unload(); + gWaterEdgeProgram.unload(); + gUnderWaterProgram.unload(); + return true; + } + + if (success) + { + // load water shader + gWaterProgram.mName = "Water Shader"; + gWaterProgram.mFeatures.calculatesAtmospherics = true; + gWaterProgram.mFeatures.hasAtmospherics = true; + gWaterProgram.mFeatures.hasGamma = true; + gWaterProgram.mFeatures.hasSrgb = true; + gWaterProgram.mFeatures.hasReflectionProbes = true; + gWaterProgram.mFeatures.hasShadows = use_sun_shadow; + gWaterProgram.mShaderFiles.clear(); + gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); + gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); + gWaterProgram.clearPermutations(); + if (LLPipeline::sRenderTransparentWater) + { + gWaterProgram.addPermutation("TRANSPARENT_WATER", "1"); + } + + if (use_sun_shadow) + { + gWaterProgram.addPermutation("HAS_SUN_SHADOW", "1"); + } + + gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; + success = gWaterProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + // load water shader + gWaterEdgeProgram.mName = "Water Edge Shader"; + gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; + gWaterEdgeProgram.mFeatures.hasAtmospherics = true; + gWaterEdgeProgram.mFeatures.hasGamma = true; + gWaterEdgeProgram.mFeatures.hasSrgb = true; + gWaterEdgeProgram.mFeatures.hasReflectionProbes = true; + gWaterEdgeProgram.mFeatures.hasShadows = use_sun_shadow; + gWaterEdgeProgram.mShaderFiles.clear(); + gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); + gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); + gWaterEdgeProgram.clearPermutations(); + gWaterEdgeProgram.addPermutation("WATER_EDGE", "1"); + if (LLPipeline::sRenderTransparentWater) + { + gWaterEdgeProgram.addPermutation("TRANSPARENT_WATER", "1"); + } + + if (use_sun_shadow) + { + gWaterEdgeProgram.addPermutation("HAS_SUN_SHADOW", "1"); + } + gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; + success = gWaterEdgeProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + //load under water vertex shader + gUnderWaterProgram.mName = "Underwater Shader"; + gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; + gUnderWaterProgram.mFeatures.hasAtmospherics = true; + gUnderWaterProgram.mShaderFiles.clear(); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER)); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER)); + gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER]; + gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gUnderWaterProgram.clearPermutations(); + if (LLPipeline::sRenderTransparentWater) + { + gUnderWaterProgram.addPermutation("TRANSPARENT_WATER", "1"); + } + success = gUnderWaterProgram.createShader(NULL, NULL); + llassert(success); + } + + /// Keep track of water shader levels + if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER] + || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]) + { + mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); + } + + if (!success) + { + mShaderLevel[SHADER_WATER] = 0; + return false; + } + + // if we failed to load the terrain water shaders and we need them (using class2 water), + // then drop down to class1 water. + if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) + { + mShaderLevel[SHADER_WATER]--; + return loadShadersWater(); + } + + LLWorld::getInstance()->updateWaterObjects(); + + return true; +} + +bool LLViewerShaderMgr::loadShadersEffects() +{ + LL_PROFILE_ZONE_SCOPED; + bool success = true; + + if (mShaderLevel[SHADER_EFFECT] == 0) + { + gGlowProgram.unload(); + gGlowExtractProgram.unload(); + return true; + } + + if (success) + { + gGlowProgram.mName = "Glow Shader (Post)"; + gGlowProgram.mShaderFiles.clear(); + gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER)); + gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER)); + gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; + success = gGlowProgram.createShader(NULL, NULL); + if (!success) + { + LLPipeline::sRenderGlow = false; + } + } + + if (success) + { + const bool use_glow_noise = gSavedSettings.getBOOL("RenderGlowNoise"); + const std::string glow_noise_label = use_glow_noise ? " (+Noise)" : ""; + + gGlowExtractProgram.mName = llformat("Glow Extract Shader (Post)%s", glow_noise_label.c_str()); + gGlowExtractProgram.mShaderFiles.clear(); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER)); + gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER)); + gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT]; + + if (use_glow_noise) + { + gGlowExtractProgram.addPermutation("HAS_NOISE", "1"); + } + + success = gGlowExtractProgram.createShader(NULL, NULL); + if (!success) + { + LLPipeline::sRenderGlow = false; + } + } + + return success; + +} + +bool LLViewerShaderMgr::loadShadersDeferred() +{ + LL_PROFILE_ZONE_SCOPED; + bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1 && + gSavedSettings.getS32("RenderShadowDetail") > 0; + + if (mShaderLevel[SHADER_DEFERRED] == 0) + { + gDeferredTreeProgram.unload(); + gDeferredTreeShadowProgram.unload(); + gDeferredSkinnedTreeShadowProgram.unload(); + gDeferredDiffuseProgram.unload(); + gDeferredSkinnedDiffuseProgram.unload(); + gDeferredDiffuseAlphaMaskProgram.unload(); + gDeferredSkinnedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); + gDeferredBumpProgram.unload(); + gDeferredSkinnedBumpProgram.unload(); + gDeferredImpostorProgram.unload(); + gDeferredTerrainProgram.unload(); + gDeferredLightProgram.unload(); + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) + { + gDeferredMultiLightProgram[i].unload(); + } + gDeferredSpotLightProgram.unload(); + gDeferredMultiSpotLightProgram.unload(); + gDeferredSunProgram.unload(); + gDeferredBlurLightProgram.unload(); + gDeferredSoftenProgram.unload(); + gDeferredShadowProgram.unload(); + gDeferredSkinnedShadowProgram.unload(); + gDeferredShadowCubeProgram.unload(); + gDeferredShadowAlphaMaskProgram.unload(); + gDeferredSkinnedShadowAlphaMaskProgram.unload(); + gDeferredShadowGLTFAlphaMaskProgram.unload(); + gDeferredSkinnedShadowGLTFAlphaMaskProgram.unload(); + gDeferredShadowFullbrightAlphaMaskProgram.unload(); + gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload(); + gDeferredAvatarShadowProgram.unload(); + gDeferredAvatarAlphaShadowProgram.unload(); + gDeferredAvatarAlphaMaskShadowProgram.unload(); + gDeferredAvatarProgram.unload(); + gDeferredAvatarAlphaProgram.unload(); + gDeferredAlphaProgram.unload(); + gHUDAlphaProgram.unload(); + gDeferredSkinnedAlphaProgram.unload(); + gDeferredFullbrightProgram.unload(); + gHUDFullbrightProgram.unload(); + gDeferredFullbrightAlphaMaskProgram.unload(); + gHUDFullbrightAlphaMaskProgram.unload(); + gDeferredFullbrightAlphaMaskAlphaProgram.unload(); + gHUDFullbrightAlphaMaskAlphaProgram.unload(); + gDeferredEmissiveProgram.unload(); + gDeferredSkinnedEmissiveProgram.unload(); + gDeferredAvatarEyesProgram.unload(); + gDeferredPostProgram.unload(); + gDeferredCoFProgram.unload(); + gDeferredDoFCombineProgram.unload(); + gExposureProgram.unload(); + gLuminanceProgram.unload(); + gDeferredPostGammaCorrectProgram.unload(); + gNoPostGammaCorrectProgram.unload(); + gLegacyPostGammaCorrectProgram.unload(); + gFXAAProgram.unload(); + gDeferredWLSkyProgram.unload(); + gDeferredWLCloudProgram.unload(); + gDeferredWLSunProgram.unload(); + gDeferredWLMoonProgram.unload(); + gDeferredStarProgram.unload(); + gDeferredFullbrightShinyProgram.unload(); + gHUDFullbrightShinyProgram.unload(); + gDeferredSkinnedFullbrightShinyProgram.unload(); + gDeferredSkinnedFullbrightProgram.unload(); + gDeferredSkinnedFullbrightAlphaMaskProgram.unload(); + gDeferredSkinnedFullbrightAlphaMaskAlphaProgram.unload(); + + gDeferredHighlightProgram.unload(); + + gNormalMapGenProgram.unload(); + gDeferredGenBrdfLutProgram.unload(); + gDeferredBufferVisualProgram.unload(); + + for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) + { + gDeferredMaterialProgram[i].unload(); + } + + gHUDPBROpaqueProgram.unload(); + gPBRGlowProgram.unload(); + gDeferredPBROpaqueProgram.unload(); + gDeferredSkinnedPBROpaqueProgram.unload(); + gDeferredPBRAlphaProgram.unload(); + gDeferredSkinnedPBRAlphaProgram.unload(); + + return true; + } + + bool success = true; + + if (success) + { + gDeferredHighlightProgram.mName = "Deferred Highlight Shader"; + gDeferredHighlightProgram.mShaderFiles.clear(); + gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); + gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gDeferredHighlightProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; + gDeferredDiffuseProgram.mFeatures.encodesNormal = true; + gDeferredDiffuseProgram.mFeatures.hasSrgb = true; + gDeferredDiffuseProgram.mShaderFiles.clear(); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram); + success = success && gDeferredDiffuseProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; + gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram); + success = success && gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; + gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask No Color Shader"; + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true; + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER)); + gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredBumpProgram.mName = "Deferred Bump Shader"; + gDeferredBumpProgram.mFeatures.encodesNormal = true; + gDeferredBumpProgram.mShaderFiles.clear(); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER)); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER)); + gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram); + success = success && gDeferredBumpProgram.createShader(NULL, NULL); + llassert(success); + } + + gDeferredMaterialProgram[1].mFeatures.hasLighting = false; + gDeferredMaterialProgram[5].mFeatures.hasLighting = false; + gDeferredMaterialProgram[9].mFeatures.hasLighting = false; + gDeferredMaterialProgram[13].mFeatures.hasLighting = false; + gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + + for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) + { + if (success) + { + mShaderList.push_back(&gDeferredMaterialProgram[i]); + + gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i); + + U32 alpha_mode = i & 0x3; + + gDeferredMaterialProgram[i].mShaderFiles.clear(); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); + gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + gDeferredMaterialProgram[i].clearPermutations(); + + bool has_normal_map = (i & 0x8) > 0; + bool has_specular_map = (i & 0x4) > 0; + + if (has_normal_map) + { + gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); + } + + if (has_specular_map) + { + gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); + } + + gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); + + if (alpha_mode != 0) + { + gDeferredMaterialProgram[i].mFeatures.hasAlphaMask = true; + gDeferredMaterialProgram[i].addPermutation("HAS_ALPHA_MASK", "1"); + } + + if (use_sun_shadow) + { + gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); + } + + bool has_skin = i & 0x10; + gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; + gDeferredMaterialProgram[i].mFeatures.encodesNormal = true; + gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true; + gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; + gDeferredMaterialProgram[i].mFeatures.hasGamma = true; + gDeferredMaterialProgram[i].mFeatures.hasShadows = use_sun_shadow; + gDeferredMaterialProgram[i].mFeatures.hasReflectionProbes = true; + + if (has_skin) + { + gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1"); + gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; + } + else + { + gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10]; + } + + success = gDeferredMaterialProgram[i].createShader(NULL, NULL); + llassert(success); + } + } + + gDeferredMaterialProgram[1].mFeatures.hasLighting = true; + gDeferredMaterialProgram[5].mFeatures.hasLighting = true; + gDeferredMaterialProgram[9].mFeatures.hasLighting = true; + gDeferredMaterialProgram[13].mFeatures.hasLighting = true; + gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + + if (success) + { + gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader"; + gDeferredPBROpaqueProgram.mFeatures.encodesNormal = true; + gDeferredPBROpaqueProgram.mFeatures.hasSrgb = true; + + gDeferredPBROpaqueProgram.mShaderFiles.clear(); + gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER)); + gDeferredPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER)); + gDeferredPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredPBROpaqueProgram.clearPermutations(); + + success = make_rigged_variant(gDeferredPBROpaqueProgram, gDeferredSkinnedPBROpaqueProgram); + if (success) + { + success = gDeferredPBROpaqueProgram.createShader(NULL, NULL); + } + llassert(success); + } + + if (success) + { + gPBRGlowProgram.mName = " PBR Glow Shader"; + gPBRGlowProgram.mFeatures.hasSrgb = true; + gPBRGlowProgram.mShaderFiles.clear(); + gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowV.glsl", GL_VERTEX_SHADER)); + gPBRGlowProgram.mShaderFiles.push_back(make_pair("deferred/pbrglowF.glsl", GL_FRAGMENT_SHADER)); + gPBRGlowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = make_rigged_variant(gPBRGlowProgram, gPBRGlowSkinnedProgram); + if (success) + { + success = gPBRGlowProgram.createShader(NULL, NULL); + } + llassert(success); + } + + if (success) + { + gHUDPBROpaqueProgram.mName = "HUD PBR Opaque Shader"; + gHUDPBROpaqueProgram.mFeatures.hasSrgb = true; + gHUDPBROpaqueProgram.mShaderFiles.clear(); + gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueV.glsl", GL_VERTEX_SHADER)); + gHUDPBROpaqueProgram.mShaderFiles.push_back(make_pair("deferred/pbropaqueF.glsl", GL_FRAGMENT_SHADER)); + gHUDPBROpaqueProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gHUDPBROpaqueProgram.clearPermutations(); + gHUDPBROpaqueProgram.addPermutation("IS_HUD", "1"); + + success = gHUDPBROpaqueProgram.createShader(NULL, NULL); + + llassert(success); + } + + + + if (success) + { + LLGLSLShader* shader = &gDeferredPBRAlphaProgram; + shader->mName = "Deferred PBR Alpha Shader"; + + shader->mFeatures.calculatesLighting = false; + shader->mFeatures.hasLighting = false; + shader->mFeatures.isAlphaLighting = true; + shader->mFeatures.hasSrgb = true; + shader->mFeatures.encodesNormal = true; + shader->mFeatures.calculatesAtmospherics = true; + shader->mFeatures.hasAtmospherics = true; + shader->mFeatures.hasGamma = true; + shader->mFeatures.hasShadows = use_sun_shadow; + shader->mFeatures.isDeferred = true; // include deferredUtils + shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED]; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); + + shader->clearPermutations(); + + U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; + shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); + shader->addPermutation("HAS_NORMAL_MAP", "1"); + shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness + shader->addPermutation("HAS_EMISSIVE_MAP", "1"); + shader->addPermutation("USE_VERTEX_COLOR", "1"); + + if (use_sun_shadow) + { + shader->addPermutation("HAS_SUN_SHADOW", "1"); + } + + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaProgram); + if (success) + { + success = shader->createShader(NULL, NULL); + } + llassert(success); + + // Alpha Shader Hack + // See: LLRender::syncMatrices() + shader->mFeatures.calculatesLighting = true; + shader->mFeatures.hasLighting = true; + + shader->mRiggedVariant->mFeatures.calculatesLighting = true; + shader->mRiggedVariant->mFeatures.hasLighting = true; + } + + if (success) + { + LLGLSLShader* shader = &gHUDPBRAlphaProgram; + shader->mName = "HUD PBR Alpha Shader"; + + shader->mFeatures.hasSrgb = true; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); + + shader->clearPermutations(); + + shader->addPermutation("IS_HUD", "1"); + + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = shader->createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredTreeProgram.mName = "Deferred Tree Shader"; + gDeferredTreeProgram.mShaderFiles.clear(); + gDeferredTreeProgram.mFeatures.encodesNormal = true; + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER)); + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER)); + gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredTreeProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; + gDeferredTreeShadowProgram.mShaderFiles.clear(); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram; + success = gDeferredTreeShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader"; + gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear(); + gDeferredSkinnedTreeShadowProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER)); + gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedTreeShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; + gDeferredImpostorProgram.mFeatures.hasSrgb = true; + gDeferredImpostorProgram.mFeatures.encodesNormal = true; + //gDeferredImpostorProgram.mFeatures.isDeferred = true; + gDeferredImpostorProgram.mShaderFiles.clear(); + gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER)); + gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER)); + gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredImpostorProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredLightProgram.mName = "Deferred Light Shader"; + gDeferredLightProgram.mFeatures.isDeferred = true; + gDeferredLightProgram.mFeatures.hasShadows = true; + gDeferredLightProgram.mFeatures.hasSrgb = true; + + gDeferredLightProgram.mShaderFiles.clear(); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + gDeferredLightProgram.clearPermutations(); + + success = gDeferredLightProgram.createShader(NULL, NULL); + llassert(success); + } + + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) + { + if (success) + { + gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); + gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; + gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; + gDeferredMultiLightProgram[i].mFeatures.hasSrgb = true; + + gDeferredMultiLightProgram[i].clearPermutations(); + gDeferredMultiLightProgram[i].mShaderFiles.clear(); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + + success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); + llassert(success); + } + } + + if (success) + { + gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; + gDeferredSpotLightProgram.mShaderFiles.clear(); + gDeferredSpotLightProgram.mFeatures.hasSrgb = true; + gDeferredSpotLightProgram.mFeatures.isDeferred = true; + gDeferredSpotLightProgram.mFeatures.hasShadows = true; + + gDeferredSpotLightProgram.clearPermutations(); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gDeferredSpotLightProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; + gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; + gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; + gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; + + gDeferredMultiSpotLightProgram.clearPermutations(); + gDeferredMultiSpotLightProgram.addPermutation("MULTI_SPOTLIGHT", "1"); + gDeferredMultiSpotLightProgram.mShaderFiles.clear(); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER)); + gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + std::string fragment; + std::string vertex = "deferred/sunLightV.glsl"; + + bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO"); + + if (use_ao) + { + fragment = "deferred/sunLightSSAOF.glsl"; + } + else + { + fragment = "deferred/sunLightF.glsl"; + if (mShaderLevel[SHADER_DEFERRED] == 1) + { //no shadows, no SSAO, no frag coord + vertex = "deferred/sunLightNoFragCoordV.glsl"; + } + } + + gDeferredSunProgram.mName = "Deferred Sun Shader"; + gDeferredSunProgram.mFeatures.isDeferred = true; + gDeferredSunProgram.mFeatures.hasShadows = true; + gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao; + + gDeferredSunProgram.mShaderFiles.clear(); + gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER)); + gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER)); + gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gDeferredSunProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; + gDeferredBlurLightProgram.mFeatures.isDeferred = true; + + gDeferredBlurLightProgram.mShaderFiles.clear(); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER)); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gDeferredBlurLightProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + for (int i = 0; i < 3 && success; ++i) + { + LLGLSLShader* shader = nullptr; + bool rigged = (i == 1); + bool hud = (i == 2); + + if (hud) + { + shader = &gHUDAlphaProgram; + shader->mName = "HUD Alpha Shader"; + } + else if (!rigged) + { + shader = &gDeferredAlphaProgram; + shader->mName = "Deferred Alpha Shader"; + shader->mRiggedVariant = &gDeferredSkinnedAlphaProgram; + } + else + { + shader = &gDeferredSkinnedAlphaProgram; + shader->mName = "Skinned Deferred Alpha Shader"; + shader->mFeatures.hasObjectSkinning = true; + } + + shader->mFeatures.calculatesLighting = false; + shader->mFeatures.hasLighting = false; + shader->mFeatures.isAlphaLighting = true; + shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + shader->mFeatures.hasSrgb = true; + shader->mFeatures.encodesNormal = true; + shader->mFeatures.calculatesAtmospherics = true; + shader->mFeatures.hasAtmospherics = true; + shader->mFeatures.hasGamma = true; + shader->mFeatures.hasShadows = use_sun_shadow; + shader->mFeatures.hasReflectionProbes = true; + shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); + + shader->clearPermutations(); + shader->addPermutation("USE_VERTEX_COLOR", "1"); + shader->addPermutation("HAS_ALPHA_MASK", "1"); + shader->addPermutation("USE_INDEXED_TEX", "1"); + if (use_sun_shadow) + { + shader->addPermutation("HAS_SUN_SHADOW", "1"); + } + + if (rigged) + { + shader->addPermutation("HAS_SKIN", "1"); + } + + if (hud) + { + shader->addPermutation("IS_HUD", "1"); + } + + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = shader->createShader(NULL, NULL); + llassert(success); + + // Hack + shader->mFeatures.calculatesLighting = true; + shader->mFeatures.hasLighting = true; + } + } + + if (success) + { + LLGLSLShader* shaders[] = { + &gDeferredAlphaImpostorProgram, + &gDeferredSkinnedAlphaImpostorProgram + }; + + for (int i = 0; i < 2 && success; ++i) + { + bool rigged = i == 1; + LLGLSLShader* shader = shaders[i]; + + shader->mName = rigged ? "Skinned Deferred Alpha Impostor Shader" : "Deferred Alpha Impostor Shader"; + + // Begin Hack + shader->mFeatures.calculatesLighting = false; + shader->mFeatures.hasLighting = false; + + shader->mFeatures.hasSrgb = true; + shader->mFeatures.isAlphaLighting = true; + shader->mFeatures.encodesNormal = true; + shader->mFeatures.hasShadows = use_sun_shadow; + shader->mFeatures.hasReflectionProbes = true; + shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + + shader->mShaderFiles.clear(); + shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); + shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); + + shader->clearPermutations(); + shader->addPermutation("USE_INDEXED_TEX", "1"); + shader->addPermutation("FOR_IMPOSTOR", "1"); + shader->addPermutation("HAS_ALPHA_MASK", "1"); + shader->addPermutation("USE_VERTEX_COLOR", "1"); + if (rigged) + { + shader->mFeatures.hasObjectSkinning = true; + shader->addPermutation("HAS_SKIN", "1"); + } + + if (use_sun_shadow) + { + shader->addPermutation("HAS_SUN_SHADOW", "1"); + } + + shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram; + shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + if (!rigged) + { + shader->mRiggedVariant = shaders[1]; + } + success = shader->createShader(NULL, NULL); + llassert(success); + + // End Hack + shader->mFeatures.calculatesLighting = true; + shader->mFeatures.hasLighting = true; + } + } + + if (success) + { + gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; + gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; + gDeferredAvatarEyesProgram.mFeatures.hasAtmospherics = true; + gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true; + gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; + gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; + gDeferredAvatarEyesProgram.mFeatures.hasShadows = true; + + gDeferredAvatarEyesProgram.mShaderFiles.clear(); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarEyesProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; + gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightProgram.mFeatures.hasGamma = true; + gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightProgram.mShaderFiles.clear(); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram); + success = gDeferredFullbrightProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gHUDFullbrightProgram.mName = "HUD Fullbright Shader"; + gHUDFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gHUDFullbrightProgram.mFeatures.hasGamma = true; + gHUDFullbrightProgram.mFeatures.hasAtmospherics = true; + gHUDFullbrightProgram.mFeatures.hasSrgb = true; + gHUDFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gHUDFullbrightProgram.mShaderFiles.clear(); + gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gHUDFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gHUDFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gHUDFullbrightProgram.clearPermutations(); + gHUDFullbrightProgram.addPermutation("IS_HUD", "1"); + success = gHUDFullbrightProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightAlphaMaskProgram.clearPermutations(); + gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram); + success = success && gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gHUDFullbrightAlphaMaskProgram.mName = "HUD Fullbright Alpha Masking Shader"; + gHUDFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gHUDFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gHUDFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; + gHUDFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; + gHUDFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gHUDFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gHUDFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gHUDFullbrightAlphaMaskProgram.clearPermutations(); + gHUDFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK", "1"); + gHUDFullbrightAlphaMaskProgram.addPermutation("IS_HUD", "1"); + gHUDFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gHUDFullbrightAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredFullbrightAlphaMaskAlphaProgram.mName = "Deferred Fullbright Alpha Masking Alpha Shader"; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true; + gDeferredFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightAlphaMaskAlphaProgram.clearPermutations(); + gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); + gDeferredFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); + gDeferredFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredFullbrightAlphaMaskAlphaProgram, gDeferredSkinnedFullbrightAlphaMaskAlphaProgram); + success = success && gDeferredFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gHUDFullbrightAlphaMaskAlphaProgram.mName = "HUD Fullbright Alpha Masking Alpha Shader"; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.calculatesAtmospherics = true; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasGamma = true; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasAtmospherics = true; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.hasSrgb = true; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.isDeferred = true; + gHUDFullbrightAlphaMaskAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.clear(); + gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); + gHUDFullbrightAlphaMaskAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); + gHUDFullbrightAlphaMaskAlphaProgram.clearPermutations(); + gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("HAS_ALPHA_MASK", "1"); + gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_ALPHA", "1"); + gHUDFullbrightAlphaMaskAlphaProgram.addPermutation("IS_HUD", "1"); + gHUDFullbrightAlphaMaskAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = success && gHUDFullbrightAlphaMaskAlphaProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; + gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; + gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; + gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightShinyProgram.mShaderFiles.clear(); + gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); + gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); + gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; + success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram); + success = success && gDeferredFullbrightShinyProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gHUDFullbrightShinyProgram.mName = "HUD FullbrightShiny Shader"; + gHUDFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gHUDFullbrightShinyProgram.mFeatures.hasAtmospherics = true; + gHUDFullbrightShinyProgram.mFeatures.hasGamma = true; + gHUDFullbrightShinyProgram.mFeatures.hasSrgb = true; + gHUDFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gHUDFullbrightShinyProgram.mShaderFiles.clear(); + gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER)); + gHUDFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER)); + gHUDFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gHUDFullbrightShinyProgram.mFeatures.hasReflectionProbes = true; + gHUDFullbrightShinyProgram.clearPermutations(); + gHUDFullbrightShinyProgram.addPermutation("IS_HUD", "1"); + success = gHUDFullbrightShinyProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; + gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.hasGamma = true; + gDeferredEmissiveProgram.mFeatures.hasAtmospherics = true; + gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredEmissiveProgram.mShaderFiles.clear(); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER)); + gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER)); + gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram); + success = success && gDeferredEmissiveProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredSoftenProgram.mName = "Deferred Soften Shader"; + gDeferredSoftenProgram.mShaderFiles.clear(); + gDeferredSoftenProgram.mFeatures.hasSrgb = true; + gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; + gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; + gDeferredSoftenProgram.mFeatures.hasGamma = true; + gDeferredSoftenProgram.mFeatures.isDeferred = true; + gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow; + gDeferredSoftenProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + + gDeferredSoftenProgram.clearPermutations(); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); + + gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + if (use_sun_shadow) + { + gDeferredSoftenProgram.addPermutation("HAS_SUN_SHADOW", "1"); + } + + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + { //if using SSAO, take screen space light map into account as if shadows are enabled + gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); + gDeferredSoftenProgram.addPermutation("HAS_SSAO", "1"); + } + + success = gDeferredSoftenProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gHazeProgram.mName = "Haze Shader"; + gHazeProgram.mShaderFiles.clear(); + gHazeProgram.mFeatures.hasSrgb = true; + gHazeProgram.mFeatures.calculatesAtmospherics = true; + gHazeProgram.mFeatures.hasAtmospherics = true; + gHazeProgram.mFeatures.hasGamma = true; + gHazeProgram.mFeatures.isDeferred = true; + gHazeProgram.mFeatures.hasShadows = use_sun_shadow; + gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + + gHazeProgram.clearPermutations(); + gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); + gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER)); + + gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gHazeProgram.createShader(NULL, NULL); + llassert(success); + } + + + if (success) + { + gHazeWaterProgram.mName = "Water Haze Shader"; + gHazeWaterProgram.mShaderFiles.clear(); + gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gHazeWaterProgram.mFeatures.hasSrgb = true; + gHazeWaterProgram.mFeatures.calculatesAtmospherics = true; + gHazeWaterProgram.mFeatures.hasAtmospherics = true; + gHazeWaterProgram.mFeatures.hasGamma = true; + gHazeWaterProgram.mFeatures.isDeferred = true; + gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow; + gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + + gHazeWaterProgram.clearPermutations(); + gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeV.glsl", GL_VERTEX_SHADER)); + gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER)); + + gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gHazeWaterProgram.createShader(NULL, NULL); + llassert(success); + } + + + if (success) + { + gDeferredShadowProgram.mName = "Deferred Shadow Shader"; + gDeferredShadowProgram.mShaderFiles.clear(); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram; + success = gDeferredShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredSkinnedShadowProgram.mName = "Deferred Skinned Shadow Shader"; + gDeferredSkinnedShadowProgram.mFeatures.isDeferred = true; + gDeferredSkinnedShadowProgram.mFeatures.hasShadows = true; + gDeferredSkinnedShadowProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedShadowProgram.mShaderFiles.clear(); + gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER)); + gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + // gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1"); // disable depth clamp for now + success = gDeferredSkinnedShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; + gDeferredShadowCubeProgram.mFeatures.isDeferred = true; + gDeferredShadowCubeProgram.mFeatures.hasShadows = true; + gDeferredShadowCubeProgram.mShaderFiles.clear(); + gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER)); + // gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", "1"); + gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredShadowCubeProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredShadowFullbrightAlphaMaskProgram.mName = "Deferred Shadow Fullbright Alpha Mask Shader"; + gDeferredShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + + gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations(); + gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1"); + gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1"); + gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredShadowFullbrightAlphaMaskProgram, gDeferredSkinnedShadowFullbrightAlphaMaskProgram); + success = success && gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; + gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + + gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = make_rigged_variant(gDeferredShadowAlphaMaskProgram, gDeferredSkinnedShadowAlphaMaskProgram); + success = success && gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + + if (success) + { + gDeferredShadowGLTFAlphaMaskProgram.mName = "Deferred GLTF Shadow Alpha Mask Shader"; + gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.clear(); + gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowGLTFAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowGLTFAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredShadowGLTFAlphaMaskProgram.clearPermutations(); + success = make_rigged_variant(gDeferredShadowGLTFAlphaMaskProgram, gDeferredSkinnedShadowGLTFAlphaMaskProgram); + success = success && gDeferredShadowGLTFAlphaMaskProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredShadowGLTFAlphaBlendProgram.mName = "Deferred GLTF Shadow Alpha Blend Shader"; + gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.clear(); + gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaMaskV.glsl", GL_VERTEX_SHADER)); + gDeferredShadowGLTFAlphaBlendProgram.mShaderFiles.push_back(make_pair("deferred/pbrShadowAlphaBlendF.glsl", GL_FRAGMENT_SHADER)); + gDeferredShadowGLTFAlphaBlendProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredShadowGLTFAlphaBlendProgram.clearPermutations(); + success = make_rigged_variant(gDeferredShadowGLTFAlphaBlendProgram, gDeferredSkinnedShadowGLTFAlphaBlendProgram); + success = success && gDeferredShadowGLTFAlphaBlendProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; + gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; + + gDeferredAvatarShadowProgram.mShaderFiles.clear(); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader"; + gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaShadowProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaShadowProgram.createShader(NULL, NULL); + llassert(success); + } + if (success) + { + gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader"; + gDeferredAvatarAlphaMaskShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaMaskShadowProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredTerrainProgram.mName = "Deferred Terrain Shader"; + gDeferredTerrainProgram.mFeatures.encodesNormal = true; + gDeferredTerrainProgram.mFeatures.hasSrgb = true; + gDeferredTerrainProgram.mFeatures.calculatesLighting = false; + gDeferredTerrainProgram.mFeatures.hasLighting = false; + gDeferredTerrainProgram.mFeatures.isAlphaLighting = true; + gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true; + gDeferredTerrainProgram.mFeatures.hasAtmospherics = true; + gDeferredTerrainProgram.mFeatures.hasGamma = true; + + gDeferredTerrainProgram.mShaderFiles.clear(); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); + gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredTerrainProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredAvatarProgram.mName = "Deferred Avatar Shader"; + gDeferredAvatarProgram.mFeatures.hasSkinning = true; + gDeferredAvatarProgram.mFeatures.encodesNormal = true; + gDeferredAvatarProgram.mShaderFiles.clear(); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER)); + gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredAvatarAlphaProgram.mName = "Deferred Avatar Alpha Shader"; + gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; + gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; + gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; + gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; + gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; + gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; + gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true; + + gDeferredAvatarAlphaProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); + + gDeferredAvatarAlphaProgram.clearPermutations(); + gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); + gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); + if (use_sun_shadow) + { + gDeferredAvatarAlphaProgram.addPermutation("HAS_SUN_SHADOW", "1"); + } + + gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); + llassert(success); + + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + } + + if (success) + { + gExposureProgram.mName = "Exposure"; + gExposureProgram.mFeatures.hasSrgb = true; + gExposureProgram.mFeatures.isDeferred = true; + gExposureProgram.mShaderFiles.clear(); + gExposureProgram.clearPermutations(); + gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER)); + gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gExposureProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gLuminanceProgram.mName = "Luminance"; + gLuminanceProgram.mShaderFiles.clear(); + gLuminanceProgram.clearPermutations(); + gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gLuminanceProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER)); + gLuminanceProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gLuminanceProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; + gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; + gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true; + gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); + gDeferredPostGammaCorrectProgram.clearPermutations(); + gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gNoPostGammaCorrectProgram.mName = "No Post Gamma Correction Post Process"; + gNoPostGammaCorrectProgram.mFeatures.hasSrgb = true; + gNoPostGammaCorrectProgram.mFeatures.isDeferred = true; + gNoPostGammaCorrectProgram.mShaderFiles.clear(); + gNoPostGammaCorrectProgram.clearPermutations(); + gNoPostGammaCorrectProgram.addPermutation("NO_POST", "1"); + gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gNoPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); + gNoPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gNoPostGammaCorrectProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gLegacyPostGammaCorrectProgram.mName = "Legacy Gamma Correction Post Process"; + gLegacyPostGammaCorrectProgram.mFeatures.hasSrgb = true; + gLegacyPostGammaCorrectProgram.mFeatures.isDeferred = true; + gLegacyPostGammaCorrectProgram.mShaderFiles.clear(); + gLegacyPostGammaCorrectProgram.clearPermutations(); + gLegacyPostGammaCorrectProgram.addPermutation("LEGACY_GAMMA", "1"); + gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gLegacyPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER)); + gLegacyPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gLegacyPostGammaCorrectProgram.createShader(NULL, NULL); + llassert(success); + } + + + if (success && gGLManager.mGLVersion > 3.9f) + { + gFXAAProgram.mName = "FXAA Shader"; + gFXAAProgram.mFeatures.isDeferred = true; + gFXAAProgram.mShaderFiles.clear(); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER)); + gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER)); + gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gFXAAProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredPostProgram.mName = "Deferred Post Shader"; + gDeferredPostProgram.mFeatures.isDeferred = true; + gDeferredPostProgram.mShaderFiles.clear(); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredCoFProgram.mName = "Deferred CoF Shader"; + gDeferredCoFProgram.mShaderFiles.clear(); + gDeferredCoFProgram.mFeatures.isDeferred = true; + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER)); + gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredCoFProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; + gDeferredDoFCombineProgram.mFeatures.isDeferred = true; + gDeferredDoFCombineProgram.mShaderFiles.clear(); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER)); + gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredDoFCombineProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredPostNoDoFProgram.mName = "Deferred Post NoDoF Shader"; + gDeferredPostNoDoFProgram.mFeatures.isDeferred = true; + gDeferredPostNoDoFProgram.mShaderFiles.clear(); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER)); + gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; + gDeferredWLSkyProgram.mShaderFiles.clear(); + gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLSkyProgram.mFeatures.hasAtmospherics = true; + gDeferredWLSkyProgram.mFeatures.hasGamma = true; + gDeferredWLSkyProgram.mFeatures.hasSrgb = true; + + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER)); + gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; + + success = gDeferredWLSkyProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; + gDeferredWLCloudProgram.mShaderFiles.clear(); + gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLCloudProgram.mFeatures.hasAtmospherics = true; + gDeferredWLCloudProgram.mFeatures.hasGamma = true; + gDeferredWLCloudProgram.mFeatures.hasSrgb = true; + + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER)); + gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; + gDeferredWLCloudProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 + success = gDeferredWLCloudProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; + gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; + gDeferredWLSunProgram.mFeatures.hasGamma = true; + gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; + gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; + gDeferredWLSunProgram.mFeatures.hasSrgb = true; + gDeferredWLSunProgram.mShaderFiles.clear(); + gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER)); + gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gDeferredWLSunProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program"; + gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; + gDeferredWLMoonProgram.mFeatures.hasGamma = true; + gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; + gDeferredWLMoonProgram.mFeatures.hasSrgb = true; + gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; + + gDeferredWLMoonProgram.mShaderFiles.clear(); + gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER)); + gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER)); + gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; + gDeferredWLMoonProgram.addConstant( LLGLSLShader::SHADER_CONST_CLOUD_MOON_DEPTH ); // SL-14113 + success = gDeferredWLMoonProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mShaderFiles.clear(); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER)); + gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER)); + gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; + gDeferredStarProgram.addConstant( LLGLSLShader::SHADER_CONST_STAR_DEPTH ); // SL-14113 + success = gDeferredStarProgram.createShader(NULL, NULL); + llassert(success); + } + + if (success) + { + gNormalMapGenProgram.mName = "Normal Map Generation Program"; + gNormalMapGenProgram.mShaderFiles.clear(); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER)); + gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER)); + gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; + success = gNormalMapGenProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredGenBrdfLutProgram.mName = "Brdf Gen Shader"; + gDeferredGenBrdfLutProgram.mShaderFiles.clear(); + gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutV.glsl", GL_VERTEX_SHADER)); + gDeferredGenBrdfLutProgram.mShaderFiles.push_back(make_pair("deferred/genbrdflutF.glsl", GL_FRAGMENT_SHADER)); + gDeferredGenBrdfLutProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL); + } + + if (success) { + gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post"; + gPostScreenSpaceReflectionProgram.mShaderFiles.clear(); + gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER)); + gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER)); + gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true; + gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true; + gPostScreenSpaceReflectionProgram.mShaderLevel = 3; + success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL); + } + + if (success) { + gDeferredBufferVisualProgram.mName = "Deferred Buffer Visualization Shader"; + gDeferredBufferVisualProgram.mShaderFiles.clear(); + gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER)); + gDeferredBufferVisualProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredVisualizeBuffers.glsl", GL_FRAGMENT_SHADER)); + gDeferredBufferVisualProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + success = gDeferredBufferVisualProgram.createShader(NULL, NULL); + } + + return success; +} + +bool LLViewerShaderMgr::loadShadersObject() +{ + LL_PROFILE_ZONE_SCOPED; + bool success = true; + + if (success) + { + gObjectBumpProgram.mName = "Bump Shader"; + gObjectBumpProgram.mFeatures.encodesNormal = true; + gObjectBumpProgram.mShaderFiles.clear(); + gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER)); + gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER)); + gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram); + success = success && gObjectBumpProgram.createShader(NULL, NULL); + if (success) + { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 + LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram }; + for (int i = 0; i < 2; ++i) + { + shader[i]->bind(); + shader[i]->uniform1i(sTexture0, 0); + shader[i]->uniform1i(sTexture1, 1); + shader[i]->unbind(); + } + } + } + + if (success) + { + gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; + gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; + gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; + gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); + gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER)); + gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); + } + + if (success) + { + gImpostorProgram.mName = "Impostor Shader"; + gImpostorProgram.mFeatures.disableTextureIndex = true; + gImpostorProgram.mFeatures.hasSrgb = true; + gImpostorProgram.mShaderFiles.clear(); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER)); + gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER)); + gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gImpostorProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectPreviewProgram.mName = "Object Preview Shader"; + gObjectPreviewProgram.mFeatures.disableTextureIndex = true; + gObjectPreviewProgram.mShaderFiles.clear(); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER)); + gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER)); + gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = make_rigged_variant(gObjectPreviewProgram, gSkinnedObjectPreviewProgram); + success = gObjectPreviewProgram.createShader(NULL, NULL); + gObjectPreviewProgram.mFeatures.hasLighting = true; + gSkinnedObjectPreviewProgram.mFeatures.hasLighting = true; + } + + if (success) + { + gPhysicsPreviewProgram.mName = "Preview Physics Shader"; + gPhysicsPreviewProgram.mFeatures.calculatesLighting = false; + gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false; + gPhysicsPreviewProgram.mFeatures.hasGamma = false; + gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false; + gPhysicsPreviewProgram.mFeatures.hasLighting = false; + gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0; + gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true; + gPhysicsPreviewProgram.mShaderFiles.clear(); + gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER)); + gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER)); + gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; + success = gPhysicsPreviewProgram.createShader(NULL, NULL); + gPhysicsPreviewProgram.mFeatures.hasLighting = false; + } + + if (!success) + { + mShaderLevel[SHADER_OBJECT] = 0; + return false; + } + + return true; +} + +bool LLViewerShaderMgr::loadShadersAvatar() +{ + LL_PROFILE_ZONE_SCOPED; +#if 1 // DEPRECATED -- forward rendering is deprecated + bool success = true; + + if (mShaderLevel[SHADER_AVATAR] == 0) + { + gAvatarProgram.unload(); + gAvatarEyeballProgram.unload(); + return true; + } + + if (success) + { + gAvatarProgram.mName = "Avatar Shader"; + gAvatarProgram.mFeatures.hasSkinning = true; + gAvatarProgram.mFeatures.calculatesAtmospherics = true; + gAvatarProgram.mFeatures.calculatesLighting = true; + gAvatarProgram.mFeatures.hasGamma = true; + gAvatarProgram.mFeatures.hasAtmospherics = true; + gAvatarProgram.mFeatures.hasLighting = true; + gAvatarProgram.mFeatures.hasAlphaMask = true; + gAvatarProgram.mFeatures.disableTextureIndex = true; + gAvatarProgram.mShaderFiles.clear(); + gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER)); + gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER)); + gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; + success = gAvatarProgram.createShader(NULL, NULL); + + /// Keep track of avatar levels + if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR]) + { + mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; + } + } + + if (success) + { + gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; + gAvatarEyeballProgram.mFeatures.calculatesLighting = true; + gAvatarEyeballProgram.mFeatures.isSpecular = true; + gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasGamma = true; + gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasLighting = true; + gAvatarEyeballProgram.mFeatures.hasAlphaMask = true; + gAvatarEyeballProgram.mFeatures.disableTextureIndex = true; + gAvatarEyeballProgram.mShaderFiles.clear(); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER)); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER)); + gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR]; + success = gAvatarEyeballProgram.createShader(NULL, NULL); + } + + if( !success ) + { + mShaderLevel[SHADER_AVATAR] = 0; + mMaxAvatarShaderLevel = 0; + return false; + } +#endif + return true; +} + +bool LLViewerShaderMgr::loadShadersInterface() +{ + LL_PROFILE_ZONE_SCOPED; + bool success = true; + + if (success) + { + gHighlightProgram.mName = "Highlight Shader"; + gHighlightProgram.mShaderFiles.clear(); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER)); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram); + success = success && gHighlightProgram.createShader(NULL, NULL); + } + + if (success) + { + gHighlightNormalProgram.mName = "Highlight Normals Shader"; + gHighlightNormalProgram.mShaderFiles.clear(); + gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER)); + gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gHighlightNormalProgram.createShader(NULL, NULL); + } + + if (success) + { + gHighlightSpecularProgram.mName = "Highlight Spec Shader"; + gHighlightSpecularProgram.mShaderFiles.clear(); + gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER)); + gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER)); + gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gHighlightSpecularProgram.createShader(NULL, NULL); + } + + if (success) + { + gUIProgram.mName = "UI Shader"; + gUIProgram.mShaderFiles.clear(); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER)); + gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER)); + gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gUIProgram.createShader(NULL, NULL); + } + + if (success) + { + gPathfindingProgram.mName = "Pathfinding Shader"; + gPathfindingProgram.mShaderFiles.clear(); + gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER)); + gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); + gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gPathfindingProgram.createShader(NULL, NULL); + } + + if (success) + { + gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader"; + gPathfindingNoNormalsProgram.mShaderFiles.clear(); + gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER)); + gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER)); + gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gPathfindingNoNormalsProgram.createShader(NULL, NULL); + } + + if (success) + { + gGlowCombineProgram.mName = "Glow Combine Shader"; + gGlowCombineProgram.mShaderFiles.clear(); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER)); + gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER)); + gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineProgram.createShader(NULL, NULL); + if (success) + { + gGlowCombineProgram.bind(); + gGlowCombineProgram.uniform1i(sGlowMap, 0); + gGlowCombineProgram.uniform1i(sScreenMap, 1); + gGlowCombineProgram.unbind(); + } + } + + if (success) + { + gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; + gGlowCombineFXAAProgram.mShaderFiles.clear(); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER)); + gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER)); + gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gGlowCombineFXAAProgram.createShader(NULL, NULL); + if (success) + { + gGlowCombineFXAAProgram.bind(); + gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); + gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); + gGlowCombineFXAAProgram.unbind(); + } + } + +#ifdef LL_WINDOWS + if (success) + { + gTwoTextureCompareProgram.mName = "Two Texture Compare Shader"; + gTwoTextureCompareProgram.mShaderFiles.clear(); + gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER)); + gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER)); + gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gTwoTextureCompareProgram.createShader(NULL, NULL); + if (success) + { + gTwoTextureCompareProgram.bind(); + gTwoTextureCompareProgram.uniform1i(sTex0, 0); + gTwoTextureCompareProgram.uniform1i(sTex1, 1); + gTwoTextureCompareProgram.uniform1i(sDitherTex, 2); + } + } + + if (success) + { + gOneTextureFilterProgram.mName = "One Texture Filter Shader"; + gOneTextureFilterProgram.mShaderFiles.clear(); + gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER)); + gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER)); + gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gOneTextureFilterProgram.createShader(NULL, NULL); + if (success) + { + gOneTextureFilterProgram.bind(); + gOneTextureFilterProgram.uniform1i(sTex0, 0); + } + } +#endif + + if (success) + { + gSolidColorProgram.mName = "Solid Color Shader"; + gSolidColorProgram.mShaderFiles.clear(); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER)); + gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER)); + gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gSolidColorProgram.createShader(NULL, NULL); + if (success) + { + gSolidColorProgram.bind(); + gSolidColorProgram.uniform1i(sTex0, 0); + gSolidColorProgram.unbind(); + } + } + + if (success) + { + gOcclusionProgram.mName = "Occlusion Shader"; + gOcclusionProgram.mShaderFiles.clear(); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER)); + gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); + gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram; + success = gOcclusionProgram.createShader(NULL, NULL); + } + + if (success) + { + gSkinnedOcclusionProgram.mName = "Skinned Occlusion Shader"; + gSkinnedOcclusionProgram.mFeatures.hasObjectSkinning = true; + gSkinnedOcclusionProgram.mShaderFiles.clear(); + gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER)); + gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); + gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gSkinnedOcclusionProgram.createShader(NULL, NULL); + } + + if (success) + { + gOcclusionCubeProgram.mName = "Occlusion Cube Shader"; + gOcclusionCubeProgram.mShaderFiles.clear(); + gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER)); + gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER)); + gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gOcclusionCubeProgram.createShader(NULL, NULL); + } + + if (success) + { + gDebugProgram.mName = "Debug Shader"; + gDebugProgram.mShaderFiles.clear(); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER)); + gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER)); + gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram; + gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram); + success = success && gDebugProgram.createShader(NULL, NULL); + } + + if (success) + { + gClipProgram.mName = "Clip Shader"; + gClipProgram.mShaderFiles.clear(); + gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER)); + gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER)); + gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gClipProgram.createShader(NULL, NULL); + } + + if (success) + { + gBenchmarkProgram.mName = "Benchmark Shader"; + gBenchmarkProgram.mShaderFiles.clear(); + gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER)); + gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER)); + gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gBenchmarkProgram.createShader(NULL, NULL); + } + + if (success) + { + gReflectionProbeDisplayProgram.mName = "Reflection Probe Display Shader"; + gReflectionProbeDisplayProgram.mFeatures.hasReflectionProbes = true; + gReflectionProbeDisplayProgram.mFeatures.hasSrgb = true; + gReflectionProbeDisplayProgram.mFeatures.calculatesAtmospherics = true; + gReflectionProbeDisplayProgram.mFeatures.hasAtmospherics = true; + gReflectionProbeDisplayProgram.mFeatures.hasGamma = true; + gReflectionProbeDisplayProgram.mFeatures.isDeferred = true; + gReflectionProbeDisplayProgram.mShaderFiles.clear(); + gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeV.glsl", GL_VERTEX_SHADER)); + gReflectionProbeDisplayProgram.mShaderFiles.push_back(make_pair("interface/reflectionprobeF.glsl", GL_FRAGMENT_SHADER)); + gReflectionProbeDisplayProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gReflectionProbeDisplayProgram.createShader(NULL, NULL); + } + + if (success) + { + gCopyProgram.mName = "Copy Shader"; + gCopyProgram.mShaderFiles.clear(); + gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER)); + gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER)); + gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gCopyProgram.createShader(NULL, NULL); + } + + if (success) + { + gCopyDepthProgram.mName = "Copy Depth Shader"; + gCopyDepthProgram.mShaderFiles.clear(); + gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER)); + gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER)); + gCopyDepthProgram.clearPermutations(); + gCopyDepthProgram.addPermutation("COPY_DEPTH", "1"); + gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gCopyDepthProgram.createShader(NULL, NULL); + } + + if (success) + { + gAlphaMaskProgram.mName = "Alpha Mask Shader"; + gAlphaMaskProgram.mShaderFiles.clear(); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER)); + gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER)); + gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gReflectionMipProgram.mName = "Reflection Mip Shader"; + gReflectionMipProgram.mFeatures.isDeferred = true; + gReflectionMipProgram.mFeatures.hasGamma = true; + gReflectionMipProgram.mFeatures.hasAtmospherics = true; + gReflectionMipProgram.mFeatures.calculatesAtmospherics = true; + gReflectionMipProgram.mShaderFiles.clear(); + gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); + gReflectionMipProgram.mShaderFiles.push_back(make_pair("interface/reflectionmipF.glsl", GL_FRAGMENT_SHADER)); + gReflectionMipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gReflectionMipProgram.createShader(NULL, NULL); + } + + if (success) + { + gGaussianProgram.mName = "Reflection Mip Shader"; + gGaussianProgram.mFeatures.isDeferred = true; + gGaussianProgram.mFeatures.hasGamma = true; + gGaussianProgram.mFeatures.hasAtmospherics = true; + gGaussianProgram.mFeatures.calculatesAtmospherics = true; + gGaussianProgram.mShaderFiles.clear(); + gGaussianProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER)); + gGaussianProgram.mShaderFiles.push_back(make_pair("interface/gaussianF.glsl", GL_FRAGMENT_SHADER)); + gGaussianProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gGaussianProgram.createShader(NULL, NULL); + } + + if (success && gGLManager.mHasCubeMapArray) + { + gRadianceGenProgram.mName = "Radiance Gen Shader"; + gRadianceGenProgram.mShaderFiles.clear(); + gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER)); + gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER)); + gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gRadianceGenProgram.createShader(NULL, NULL); + } + + if (success && gGLManager.mHasCubeMapArray) + { + gIrradianceGenProgram.mName = "Irradiance Gen Shader"; + gIrradianceGenProgram.mShaderFiles.clear(); + gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenV.glsl", GL_VERTEX_SHADER)); + gIrradianceGenProgram.mShaderFiles.push_back(make_pair("interface/irradianceGenF.glsl", GL_FRAGMENT_SHADER)); + gIrradianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE]; + success = gIrradianceGenProgram.createShader(NULL, NULL); + } + + if( !success ) + { + mShaderLevel[SHADER_INTERFACE] = 0; + return false; + } + + return true; +} + + +std::string LLViewerShaderMgr::getShaderDirPrefix(void) +{ + return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); +} + +void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) +{ + LLEnvironment::instance().updateShaderUniforms(shader); +} + +LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const +{ + return mShaderList.begin(); +} + +LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const +{ + return mShaderList.end(); +} + |