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authorIma Mechanique <ima.mechanique@secondlife.com>2013-10-04 20:47:54 +0100
committerIma Mechanique <ima.mechanique@secondlife.com>2013-10-04 20:47:54 +0100
commit0c1d6d7d9e89a6d3169621157bcba335ead477a9 (patch)
treec5523eeb99bcd8ee77cf28a1d6f5e5cef8b52f2c /indra/newview/llviewershadermgr.cpp
parent02097397e06a6cf45c639823c7f633dffe3684e8 (diff)
parentf7158bc5afcec1da8b9d2d5a4ed86921e62d4959 (diff)
Merge v3.6.7 in
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rwxr-xr-xindra/newview/llviewershadermgr.cpp484
1 files changed, 341 insertions, 143 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index b9e0847935..50f0a5f1af 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -42,28 +42,19 @@
#include "llvosky.h"
#include "llrender.h"
-#if LL_DARWIN
-#include "OpenGL/OpenGL.h"
-
-// include spec exp clamp to fix older mac rendering artifacts
-//
-#define SINGLE_FP_PERMUTATION(shader) \
- if (gGLManager.mIsMobileGF) \
- { \
- shader.addPermutation("SINGLE_FP_ONLY","1"); \
- }
-
-
-#else
-#define SINGLE_FP_PERMUTATION(shader)
-#endif
-
#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
#else
#define UNIFORM_ERRS LL_ERRS("Shader")
#endif
+static LLStaticHashedString sTexture0("texture0");
+static LLStaticHashedString sTexture1("texture1");
+static LLStaticHashedString sTex0("tex0");
+static LLStaticHashedString sTex1("tex1");
+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;
@@ -93,10 +84,13 @@ LLGLSLShader gTwoTextureAddProgram;
LLGLSLShader gOneTextureNoColorProgram;
LLGLSLShader gDebugProgram;
LLGLSLShader gClipProgram;
+LLGLSLShader gDownsampleDepthProgram;
+LLGLSLShader gDownsampleDepthRectProgram;
LLGLSLShader gAlphaMaskProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
+LLGLSLShader gObjectSimpleImpostorProgram;
LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gObjectSimpleWaterProgram;
LLGLSLShader gObjectSimpleAlphaMaskProgram;
@@ -182,6 +176,7 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredWaterProgram;
+LLGLSLShader gDeferredUnderWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
@@ -197,20 +192,26 @@ LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
-LLGLSLShader gDeferredMultiLightProgram;
+LLGLSLShader gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram;
LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
+LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
+LLGLSLShader gDeferredAlphaImpostorProgram;
+LLGLSLShader gDeferredAlphaWaterProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
+LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
+LLGLSLShader gDeferredFullbrightWaterProgram;
+LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
LLGLSLShader gDeferredEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
LLGLSLShader gDeferredCoFProgram;
@@ -228,6 +229,7 @@ LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
+LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
@@ -243,6 +245,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
+ mShaderList.push_back(&gObjectSimpleImpostorProgram);
mShaderList.push_back(&gObjectPreviewProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectFullbrightNoColorProgram);
@@ -293,6 +296,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
+ mShaderList.push_back(&gDeferredSoftenWaterProgram);
mShaderList.push_back(&gDeferredMaterialProgram[1]);
mShaderList.push_back(&gDeferredMaterialProgram[5]);
mShaderList.push_back(&gDeferredMaterialProgram[9]);
@@ -301,15 +305,29 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]);
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]);
mShaderList.push_back(&gDeferredAlphaProgram);
+ mShaderList.push_back(&gDeferredAlphaImpostorProgram);
+ mShaderList.push_back(&gDeferredAlphaWaterProgram);
mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredFullbrightWaterProgram);
+ mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredWaterProgram);
+ mShaderList.push_back(&gDeferredUnderWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
@@ -337,47 +355,6 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
-
- mAvatarUniforms.push_back("matrixPalette");
- mAvatarUniforms.push_back("gWindDir");
- mAvatarUniforms.push_back("gSinWaveParams");
- mAvatarUniforms.push_back("gGravity");
-
- mWLUniforms.push_back("camPosLocal");
-
- mTerrainUniforms.reserve(5);
- mTerrainUniforms.push_back("detail_0");
- mTerrainUniforms.push_back("detail_1");
- mTerrainUniforms.push_back("detail_2");
- mTerrainUniforms.push_back("detail_3");
- mTerrainUniforms.push_back("alpha_ramp");
-
- mGlowUniforms.push_back("glowDelta");
- mGlowUniforms.push_back("glowStrength");
-
- mGlowExtractUniforms.push_back("minLuminance");
- mGlowExtractUniforms.push_back("maxExtractAlpha");
- mGlowExtractUniforms.push_back("lumWeights");
- mGlowExtractUniforms.push_back("warmthWeights");
- mGlowExtractUniforms.push_back("warmthAmount");
-
- mShinyUniforms.push_back("origin");
-
- mWaterUniforms.reserve(12);
- mWaterUniforms.push_back("screenTex");
- mWaterUniforms.push_back("screenDepth");
- mWaterUniforms.push_back("refTex");
- mWaterUniforms.push_back("eyeVec");
- mWaterUniforms.push_back("time");
- mWaterUniforms.push_back("d1");
- mWaterUniforms.push_back("d2");
- mWaterUniforms.push_back("lightDir");
- mWaterUniforms.push_back("specular");
- mWaterUniforms.push_back("lightExp");
- mWaterUniforms.push_back("fogCol");
- mWaterUniforms.push_back("kd");
- mWaterUniforms.push_back("refScale");
- mWaterUniforms.push_back("waterHeight");
}
}
@@ -702,6 +679,8 @@ void LLViewerShaderMgr::unloadShaders()
gOcclusionCubeProgram.unload();
gDebugProgram.unload();
gClipProgram.unload();
+ gDownsampleDepthProgram.unload();
+ gDownsampleDepthRectProgram.unload();
gAlphaMaskProgram.unload();
gUIProgram.unload();
gPathfindingProgram.unload();
@@ -717,6 +696,7 @@ void LLViewerShaderMgr::unloadShaders()
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectSimpleImpostorProgram.unload();
gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
@@ -962,7 +942,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
- success = gTerrainProgram.createShader(NULL, &mTerrainUniforms);
+ success = gTerrainProgram.createShader(NULL, NULL);
}
if (!success)
@@ -1000,7 +980,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
- success = gWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1014,7 +994,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gUnderWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gUnderWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1032,7 +1012,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, &mTerrainUniforms);
+ terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
}
/// Keep track of water shader levels
@@ -1081,7 +1061,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB));
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gGlowProgram.createShader(NULL, &mGlowUniforms);
+ success = gGlowProgram.createShader(NULL, NULL);
if (!success)
{
LLPipeline::sRenderGlow = FALSE;
@@ -1095,7 +1075,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
- success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms);
+ success = gGlowExtractProgram.createShader(NULL, NULL);
if (!success)
{
LLPipeline::sRenderGlow = FALSE;
@@ -1124,12 +1104,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
gDeferredLightProgram.unload();
- gDeferredMultiLightProgram.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();
+ gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
@@ -1138,7 +1122,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
+ gDeferredAlphaWaterProgram.unload();
gDeferredFullbrightProgram.unload();
+ gDeferredFullbrightAlphaMaskProgram.unload();
+ gDeferredFullbrightWaterProgram.unload();
+ gDeferredFullbrightAlphaMaskWaterProgram.unload();
gDeferredEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
gDeferredPostProgram.unload();
@@ -1147,6 +1135,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
gDeferredWaterProgram.unload();
+ gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredStarProgram.unload();
@@ -1158,6 +1147,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
+ gDeferredMaterialWaterProgram[i].unload();
}
return TRUE;
}
@@ -1242,11 +1232,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
- gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
@@ -1256,8 +1242,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
@@ -1285,6 +1271,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
+
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
@@ -1304,8 +1299,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
- SINGLE_FP_PERMUTATION(gDeferredMaterialProgram[i]);
-
if (has_skin)
{
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1313,6 +1306,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
}
+
+ if (success)
+ {
+ gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
+
+ U32 alpha_mode = i & 0x3;
+
+ gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
+
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ bool has_skin = i & 0x10;
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
+
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
+ }
+
+ success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
+ }
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
@@ -1324,6 +1345,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
+ gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
@@ -1364,22 +1393,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredLightProgram);
-
success = gDeferredLightProgram.createShader(NULL, NULL);
}
+ for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
+ {
if (success)
{
- gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
- gDeferredMultiLightProgram.mShaderFiles.clear();
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-
- SINGLE_FP_PERMUTATION(gDeferredMultiLightProgram);
-
- success = gDeferredMultiLightProgram.createShader(NULL, NULL);
+ gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
+ gDeferredMultiLightProgram[i].mShaderFiles.clear();
+ gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
+ success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
+ }
}
if (success)
@@ -1390,8 +1418,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredSpotLightProgram);
-
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
@@ -1403,8 +1429,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredMultiSpotLightProgram);
-
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
@@ -1432,8 +1456,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredSunProgram);
-
success = gDeferredSunProgram.createShader(NULL, NULL);
}
@@ -1445,19 +1467,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredBlurLightProgram);
-
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAlphaProgram.mName = "Deferred Alpha Shader";
- gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true;
+
gDeferredAlphaProgram.mFeatures.calculatesLighting = false;
- gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasLighting = false;
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
@@ -1474,12 +1491,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredAlphaProgram);
-
success = gDeferredAlphaProgram.createShader(NULL, NULL);
// Hack
@@ -1489,6 +1504,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Shader";
+
+ gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false;
+ gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false;
+ gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
+ gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
+
+ gDeferredAlphaImpostorProgram.mShaderFiles.clear();
+ gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
+ gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
+
+ gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
+ success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
+
+ // Hack
+ gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true;
+ }
+
+ if (success)
+ {
+ gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
+ gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false;
+ gDeferredAlphaWaterProgram.mFeatures.hasLighting = false;
+ gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true;
+ gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
+ gDeferredAlphaWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredAlphaWaterProgram.mShaderFiles.clear();
+ gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
+ gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
+ gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+
+ success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
+
+ // Hack
+ gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasLighting = true;
+ }
+
+ if (success)
+ {
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
@@ -1517,6 +1598,54 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader";
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
+ gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
+ gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader";
+ gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredFullbrightWaterProgram.mShaderFiles.clear();
+ gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
+ success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
+ gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
+ success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
@@ -1526,7 +1655,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -1556,7 +1685,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -1584,7 +1713,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredWaterProgram.createShader(NULL, &mWaterUniforms);
+ success = gDeferredWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ // load water shader
+ gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
+ gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
+ gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
+ gDeferredUnderWaterProgram.mShaderFiles.clear();
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredUnderWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -1596,8 +1739,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- SINGLE_FP_PERMUTATION(gDeferredSoftenProgram);
-
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);
@@ -1608,6 +1749,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
+ gDeferredSoftenWaterProgram.mShaderFiles.clear();
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
+ gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ { //if using SSAO, take screen space light map into account as if shadows are enabled
+ gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
+ }
+
+ success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1649,7 +1809,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
}
if (success)
@@ -1671,7 +1831,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredTerrainProgram.createShader(NULL, &mTerrainUniforms);
+ success = gDeferredTerrainProgram.createShader(NULL, NULL);
}
if (success)
@@ -1682,18 +1842,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader";
- gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true;
gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
- gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
@@ -1705,7 +1861,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms);
+ success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
@@ -1780,7 +1936,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms);
+ success = gDeferredWLSkyProgram.createShader(NULL, NULL);
}
if (success)
@@ -1791,7 +1947,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms);
+ success = gDeferredWLCloudProgram.createShader(NULL, NULL);
}
if (success)
@@ -1802,7 +1958,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gDeferredStarProgram.createShader(NULL, &mWLUniforms);
+ success = gDeferredStarProgram.createShader(NULL, NULL);
}
if (success)
@@ -1832,6 +1988,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gObjectSimpleImpostorProgram.unload();
gObjectPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
@@ -2153,7 +2310,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL);
}
if (success)
@@ -2170,7 +2327,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2186,7 +2343,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL);
}
if (success)
@@ -2204,7 +2361,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2254,6 +2411,27 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gObjectSimpleImpostorProgram.mName = "Simple Impostor Shader";
+ gObjectSimpleImpostorProgram.mFeatures.calculatesLighting = true;
+ gObjectSimpleImpostorProgram.mFeatures.calculatesAtmospherics = true;
+ gObjectSimpleImpostorProgram.mFeatures.hasGamma = true;
+ gObjectSimpleImpostorProgram.mFeatures.hasAtmospherics = true;
+ gObjectSimpleImpostorProgram.mFeatures.hasLighting = true;
+ gObjectSimpleImpostorProgram.mFeatures.mIndexedTextureChannels = 0;
+ // force alpha mask version of lighting so we can weed out
+ // transparent pixels from impostor temp buffer
+ //
+ gObjectSimpleImpostorProgram.mFeatures.hasAlphaMask = true;
+ gObjectSimpleImpostorProgram.mShaderFiles.clear();
+ gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
+ gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gObjectSimpleImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+
+ success = gObjectSimpleImpostorProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gObjectSimpleWaterProgram.mName = "Simple Water Shader";
gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
@@ -2283,12 +2461,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
-
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
gObjectBumpProgram.bind();
- gObjectBumpProgram.uniform1i("texture0", 0);
- gObjectBumpProgram.uniform1i("texture1", 1);
+ gObjectBumpProgram.uniform1i(sTexture0, 0);
+ gObjectBumpProgram.uniform1i(sTexture1, 1);
gObjectBumpProgram.unbind();
}
}
@@ -2437,7 +2614,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2454,7 +2631,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectShinyWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2470,7 +2647,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2488,7 +2665,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
if (mVertexShaderLevel[SHADER_AVATAR] > 0)
@@ -2576,7 +2753,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -2594,7 +2771,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL);
}
if (success)
@@ -2653,7 +2830,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -2673,7 +2850,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, &mShinyUniforms);
+ success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL);
}
}
@@ -2714,7 +2891,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarProgram.createShader(NULL, NULL);
if (success)
{
@@ -2733,7 +2910,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
// Note: no cloth under water:
gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarWaterProgram.createShader(NULL, NULL);
}
/// Keep track of avatar levels
@@ -2752,7 +2929,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
- success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms);
+ success = gAvatarPickProgram.createShader(NULL, NULL);
}
if (success)
@@ -2874,7 +3051,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gSplatTextureRectProgram.bind();
- gSplatTextureRectProgram.uniform1i("screenMap", 0);
+ gSplatTextureRectProgram.uniform1i(sScreenMap, 0);
gSplatTextureRectProgram.unbind();
}
}
@@ -2890,8 +3067,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gGlowCombineProgram.bind();
- gGlowCombineProgram.uniform1i("glowMap", 0);
- gGlowCombineProgram.uniform1i("screenMap", 1);
+ gGlowCombineProgram.uniform1i(sGlowMap, 0);
+ gGlowCombineProgram.uniform1i(sScreenMap, 1);
gGlowCombineProgram.unbind();
}
}
@@ -2907,8 +3084,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gGlowCombineFXAAProgram.bind();
- gGlowCombineFXAAProgram.uniform1i("glowMap", 0);
- gGlowCombineFXAAProgram.uniform1i("screenMap", 1);
+ gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0);
+ gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1);
gGlowCombineFXAAProgram.unbind();
}
}
@@ -2925,8 +3102,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gTwoTextureAddProgram.bind();
- gTwoTextureAddProgram.uniform1i("tex0", 0);
- gTwoTextureAddProgram.uniform1i("tex1", 1);
+ gTwoTextureAddProgram.uniform1i(sTex0, 0);
+ gTwoTextureAddProgram.uniform1i(sTex1, 1);
}
}
@@ -2941,7 +3118,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gOneTextureNoColorProgram.bind();
- gOneTextureNoColorProgram.uniform1i("tex0", 0);
+ gOneTextureNoColorProgram.uniform1i(sTex0, 0);
}
}
@@ -2956,7 +3133,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
gSolidColorProgram.bind();
- gSolidColorProgram.uniform1i("tex0", 0);
+ gSolidColorProgram.uniform1i(sTex0, 0);
gSolidColorProgram.unbind();
}
}
@@ -3003,6 +3180,26 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ gDownsampleDepthProgram.mName = "DownsampleDepth Shader";
+ gDownsampleDepthProgram.mShaderFiles.clear();
+ gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
+ gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gDownsampleDepthProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader";
+ gDownsampleDepthRectProgram.mShaderFiles.clear();
+ gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
+ gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ success = gDownsampleDepthRectProgram.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_ARB));
@@ -3040,7 +3237,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gWLSkyProgram.createShader(NULL, &mWLUniforms);
+ success = gWLSkyProgram.createShader(NULL, NULL);
}
if (success)
@@ -3052,7 +3249,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
- success = gWLCloudProgram.createShader(NULL, &mWLUniforms);
+ success = gWLCloudProgram.createShader(NULL, NULL);
}
return success;
@@ -3167,3 +3364,4 @@ LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const
{
return mShaderList.end();
}
+