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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-21 15:37:25 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-21 15:37:25 +0300
commit4cf42435733a111610a13620c56728b1b659b1e9 (patch)
tree5ac5ac10070448dcfdf38bf36e23ea9b6b766f95 /indra/newview/llviewershadermgr.cpp
parentdcb6b5489d2c3cfdb13d5862f8cb29fee06745a7 (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-483
# Conflicts: # indra/newview/CMakeLists.txt # indra/newview/llviewerfloaterreg.cpp # indra/newview/skins/default/xui/de/floater_preview_texture.xml # indra/newview/skins/default/xui/es/floater_preview_texture.xml # indra/newview/skins/default/xui/fr/floater_preview_texture.xml # indra/newview/skins/default/xui/it/floater_preview_texture.xml # indra/newview/skins/default/xui/ja/panel_edit_classified.xml # indra/newview/skins/default/xui/ja/panel_me.xml # indra/newview/skins/default/xui/ru/floater_preview_texture.xml # indra/newview/skins/default/xui/tr/floater_picks.xml # indra/newview/skins/default/xui/tr/floater_preview_texture.xml # indra/newview/skins/default/xui/tr/panel_edit_classified.xml # indra/newview/skins/default/xui/tr/panel_me.xml # indra/newview/skins/default/xui/zh/floater_preview_texture.xml
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp2176
1 files changed, 1454 insertions, 722 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6d8b27ff2d..f108d96320 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -31,27 +31,24 @@
#include "llfeaturemanager.h"
#include "llviewershadermgr.h"
-
-#include "llfile.h"
-#include "llviewerwindow.h"
-#include "llwindow.h"
#include "llviewercontrol.h"
-#include "pipeline.h"
+
+#include "llrender.h"
+#include "llenvironment.h"
+#include "llatmosphere.h"
#include "llworld.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
#include "llsky.h"
#include "llvosky.h"
-#include "llrender.h"
+
+#include "pipeline.h"
+
+#include "llfile.h"
+#include "llviewerwindow.h"
+#include "llwindow.h"
+
#include "lljoint.h"
#include "llskinningutil.h"
-#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");
@@ -154,6 +151,7 @@ LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
LLGLSLShader gTerrainProgram;
LLGLSLShader gTerrainWaterProgram;
LLGLSLShader gWaterProgram;
+LLGLSLShader gWaterEdgeProgram;
LLGLSLShader gUnderWaterProgram;
//interface shaders
@@ -178,7 +176,8 @@ LLGLSLShader gImpostorProgram;
// WindLight shader handles
LLGLSLShader gWLSkyProgram;
LLGLSLShader gWLCloudProgram;
-
+LLGLSLShader gWLSunProgram;
+LLGLSLShader gWLMoonProgram;
// Effects Shaders
LLGLSLShader gGlowProgram;
@@ -200,6 +199,7 @@ LLGLSLShader gDeferredSkinnedBumpProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
+LLGLSLShader gDeferredTerrainWaterProgram;
LLGLSLShader gDeferredTreeProgram;
LLGLSLShader gDeferredTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
@@ -215,6 +215,7 @@ LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
+LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAvatarAlphaShadowProgram;
LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
@@ -238,6 +239,8 @@ LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
+LLGLSLShader gDeferredWLSunProgram;
+LLGLSLShader gDeferredWLMoonProgram;
LLGLSLShader gDeferredStarProgram;
LLGLSLShader gDeferredFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
@@ -249,17 +252,20 @@ LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
- mVertexShaderLevel(SHADER_COUNT, 0),
+ mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
-{
- /// Make sure WL Sky is the first program
- //ONLY shaders that need WL Param management should be added here
+{
+ /// Make sure WL Sky is the first program
+ //ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
+ mShaderList.push_back(&gWLSunProgram);
+ mShaderList.push_back(&gWLMoonProgram);
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gObjectShinyProgram);
mShaderList.push_back(&gObjectShinyNonIndexedProgram);
mShaderList.push_back(&gWaterProgram);
+ mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
mShaderList.push_back(&gObjectSimpleImpostorProgram);
@@ -314,22 +320,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
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]);
- mShaderList.push_back(&gDeferredMaterialProgram[13]);
- mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]);
- 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);
@@ -345,14 +335,17 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredUnderWaterProgram);
+ mShaderList.push_back(&gDeferredTerrainWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
+ mShaderList.push_back(&gDeferredWLMoonProgram);
+ mShaderList.push_back(&gDeferredWLSunProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
{
- mVertexShaderLevel.clear();
+ mShaderLevel.clear();
mShaderList.clear();
}
@@ -389,9 +382,9 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
//============================================================================
// Set Levels
-S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type)
+S32 LLViewerShaderMgr::getShaderLevel(S32 type)
{
- return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type];
+ return LLPipeline::sDisableShaders ? 0 : mShaderLevel[type];
}
//============================================================================
@@ -399,306 +392,341 @@ S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type)
void LLViewerShaderMgr::setShaders()
{
- //setShaders might be called redundantly by gSavedSettings, so return on reentrance
- static bool reentrance = false;
-
- if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
- {
- return;
- }
-
- static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
- LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
-
- //NEVER use more than 16 texture channels (work around for prevalent driver bug)
- LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
-
- if (gGLManager.mGLSLVersionMajor < 1 ||
- (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
- { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
- LLGLSLShader::sIndexedTextureChannels = 1;
- }
-
- reentrance = true;
-
- if (LLRender::sGLCoreProfile)
- {
- if (!gSavedSettings.getBOOL("VertexShaderEnable"))
- { //vertex shaders MUST be enabled to use core profile
- gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
- }
- }
-
- //setup preprocessor definitions
- LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
-
- // Make sure the compiled shader map is cleared before we recompile shaders.
- mShaderObjects.clear();
-
- initAttribsAndUniforms();
- gPipeline.releaseGLBuffers();
-
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- {
- LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
- LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
- LLPipeline::updateRenderDeferred();
- }
- else
- {
- LLPipeline::sRenderGlow = FALSE;
- LLPipeline::sWaterReflections = FALSE;
- }
-
- //hack to reset buffers that change behavior with shaders
- gPipeline.resetVertexBuffers();
-
- if (gViewerWindow)
- {
- gViewerWindow->setCursor(UI_CURSOR_WAIT);
- }
-
- // Lighting
- gPipeline.setLightingDetail(-1);
-
- // 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++)
- {
- mVertexShaderLevel[i] = 0;
- }
- mMaxAvatarShaderLevel = 0;
-
- LLGLSLShader::sNoFixedFunction = false;
- LLVertexBuffer::unbind();
- if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
- && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
- && gSavedSettings.getBOOL("VertexShaderEnable"))
- {
- //using shaders, disable fixed function
- LLGLSLShader::sNoFixedFunction = true;
-
- S32 light_class = 2;
- S32 env_class = 2;
- S32 obj_class = 2;
- S32 effect_class = 2;
- S32 wl_class = 2;
- S32 water_class = 2;
- S32 deferred_class = 0;
- S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
-
- static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
- if (!use_transform_feedback)
- {
- transform_class = 0;
- }
-
- if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
- gSavedSettings.getBOOL("RenderDeferred") &&
- gSavedSettings.getBOOL("RenderAvatarVP") &&
- gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
- {
- if (gSavedSettings.getS32("RenderShadowDetail") > 0)
- { //shadows
- deferred_class = 2;
- }
- else
- { //no shadows
- deferred_class = 1;
- }
-
- //make sure hardware skinning is enabled
- //gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
-
- //make sure atmospheric shaders are enabled
- //gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
- }
-
-
- if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
- && gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
- {
- // user has disabled WindLight in their settings, downgrade
- // windlight shaders to stub versions.
- wl_class = 1;
- }
-
-
- // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
- if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
- {
- gSky.mVOSkyp->forceSkyUpdate();
- }
-
-
- // Load lighting shaders
- mVertexShaderLevel[SHADER_LIGHTING] = light_class;
- mVertexShaderLevel[SHADER_INTERFACE] = light_class;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class;
- mVertexShaderLevel[SHADER_WATER] = water_class;
- mVertexShaderLevel[SHADER_OBJECT] = obj_class;
- mVertexShaderLevel[SHADER_EFFECT] = effect_class;
- mVertexShaderLevel[SHADER_WINDLIGHT] = wl_class;
- mVertexShaderLevel[SHADER_DEFERRED] = deferred_class;
- mVertexShaderLevel[SHADER_TRANSFORM] = transform_class;
-
- BOOL loaded = loadBasicShaders();
-
- if (loaded)
- {
- gPipeline.mVertexShadersEnabled = TRUE;
- gPipeline.mVertexShadersLoaded = 1;
-
- // Load all shaders to set max levels
- loaded = loadShadersEnvironment();
-
- if (loaded)
- {
- loaded = loadShadersWater();
- }
-
- if (loaded)
- {
- loaded = loadShadersWindLight();
- }
+ //setShaders might be called redundantly by gSavedSettings, so return on reentrance
+ static bool reentrance = false;
+
+ if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
+ {
+ return;
+ }
- if (loaded)
- {
- loaded = loadShadersEffects();
- }
+ static LLCachedControl<U32> max_texture_index(gSavedSettings, "RenderMaxTextureIndex", 16);
+ LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) max_texture_index), 1);
- if (loaded)
- {
- loaded = loadShadersInterface();
- }
+ //NEVER use more than 16 texture channels (work around for prevalent driver bug)
+ LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
- if (loaded)
+ if (gGLManager.mGLSLVersionMajor < 1 ||
+ (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
+ { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
+ LLGLSLShader::sIndexedTextureChannels = 1;
+ }
- {
- loaded = loadTransformShaders();
- }
+ reentrance = true;
- if (loaded)
- {
- // Load max avatar shaders to set the max level
- mVertexShaderLevel[SHADER_AVATAR] = 3;
- mMaxAvatarShaderLevel = 3;
-
- if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
- { //hardware skinning is enabled and rigged attachment shaders loaded correctly
- BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
- S32 avatar_class = 1;
-
- // cloth is a class3 shader
- if(avatar_cloth)
- {
- avatar_class = 3;
- }
-
- // Set the actual level
- mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
- loadShadersAvatar();
- if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class)
- {
- if (mVertexShaderLevel[SHADER_AVATAR] == 0)
- {
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
- }
- if(llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3)
- {
- avatar_cloth = true;
- }
- else
- {
- avatar_cloth = false;
- }
- gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
- }
- }
- else
- { //hardware skinning not possible, neither is deferred rendering
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- mVertexShaderLevel[SHADER_DEFERRED] = 0;
-
- if (gSavedSettings.getBOOL("RenderAvatarVP"))
- {
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
- }
-
- loadShadersAvatar(); // unloads
-
- loaded = loadShadersObject();
- }
- }
+ //setup preprocessor definitions
+ LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
+
+ // Make sure the compiled shader map is cleared before we recompile shaders.
+ mVertexShaderObjects.clear();
+ mFragmentShaderObjects.clear();
+
+ initAttribsAndUniforms();
+ gPipeline.releaseGLBuffers();
- if (!loaded)
- { //some shader absolutely could not load, try to fall back to a simpler setting
- if (gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
- { //disable windlight and try again
- gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE);
- reentrance = false;
- setShaders();
- return;
- }
-
- if (gSavedSettings.getBOOL("VertexShaderEnable"))
- { //disable shaders outright and try again
- gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
- reentrance = false;
- setShaders();
- return;
- }
- }
-
- if (loaded && !loadShadersDeferred())
- { //everything else succeeded but deferred failed, disable deferred and try again
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- reentrance = false;
- setShaders();
- return;
- }
- }
- else
- {
- LLGLSLShader::sNoFixedFunction = false;
- gPipeline.mVertexShadersEnabled = FALSE;
- gPipeline.mVertexShadersLoaded = 0;
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- }
- }
- else
- {
- LLGLSLShader::sNoFixedFunction = false;
- gPipeline.mVertexShadersEnabled = FALSE;
- gPipeline.mVertexShadersLoaded = 0;
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- }
-
- if (gViewerWindow)
- {
- gViewerWindow->setCursor(UI_CURSOR_ARROW);
- }
- gPipeline.createGLBuffers();
+ LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
+ LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
+ LLPipeline::updateRenderDeferred();
+
+ //hack to reset buffers that change behavior with shaders
+ gPipeline.resetVertexBuffers();
+
+ if (gViewerWindow)
+ {
+ gViewerWindow->setCursor(UI_CURSOR_WAIT);
+ }
+
+ // Lighting
+ gPipeline.setLightingDetail(-1);
+
+ // 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;
+
+ LLGLSLShader::sNoFixedFunction = false;
+ LLVertexBuffer::unbind();
+
+ llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10));
+
+ bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred");
+ bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+ bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
+ bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
+
+ //using shaders, disable fixed function
+ LLGLSLShader::sNoFixedFunction = true;
+
+ S32 light_class = 3;
+ S32 interface_class = 2;
+ S32 env_class = 2;
+ S32 obj_class = 2;
+ S32 effect_class = 2;
+ S32 wl_class = 1;
+ S32 water_class = 2;
+ S32 deferred_class = 0;
+ S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
+
+ static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false);
+ if (!use_transform_feedback)
+ {
+ transform_class = 0;
+ }
+
+ if (useRenderDeferred)
+ {
+ //shadows
+ switch (shadow_detail)
+ {
+ case 1:
+ deferred_class = 2; // PCF shadows
+ break;
+
+ case 2:
+ deferred_class = 2; // PCF shadows
+ break;
+
+ case 0:
+ default:
+ deferred_class = 1; // no shadows
+ break;
+ }
+ }
+
+ if (doingWindLight)
+ {
+ // user has disabled WindLight in their settings, downgrade
+ // windlight shaders to stub versions.
+ wl_class = 2;
+ }
+ else
+ {
+ light_class = 2;
+ }
+
+ // 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;
+ mShaderLevel[SHADER_TRANSFORM] = transform_class;
+
+ BOOL loaded = loadBasicShaders();
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded basic shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+
+ if (loaded)
+ {
+ gPipeline.mVertexShadersEnabled = TRUE;
+ gPipeline.mVertexShadersLoaded = 1;
+
+ // Load all shaders to set max levels
+ loaded = loadShadersEnvironment();
+
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+
+ if (loaded)
+ {
+ 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 = loadShadersWindLight();
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded windlight shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load windlight 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)
+
+ {
+ loaded = loadTransformShaders();
+ if (loaded)
+ {
+ LL_INFOS() << "Loaded transform shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+ }
+
+ if (loaded)
+ {
+ // Load max avatar shaders to set the max level
+ mShaderLevel[SHADER_AVATAR] = 3;
+ mMaxAvatarShaderLevel = 3;
+
+ if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
+ { //hardware skinning is enabled and rigged attachment shaders loaded correctly
+ BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
+
+ // cloth is a class3 shader
+ S32 avatar_class = avatar_cloth ? 3 : 1;
+
+ // Set the actual level
+ mShaderLevel[SHADER_AVATAR] = avatar_class;
+
+ loaded = loadShadersAvatar();
+ llassert(loaded);
+
+ if (mShaderLevel[SHADER_AVATAR] != avatar_class)
+ {
+ if (mShaderLevel[SHADER_AVATAR] == 0)
+ {
+ gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+ }
+ if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
+ {
+ avatar_cloth = true;
+ }
+ else
+ {
+ avatar_cloth = false;
+ }
+ gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
+ }
+ }
+ else
+ { //hardware skinning not possible, neither is deferred rendering
+ mShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_DEFERRED] = 0;
+
+ if (gSavedSettings.getBOOL("RenderAvatarVP"))
+ {
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+ }
+
+ loadShadersAvatar(); // unloads
+
+ loaded = loadShadersObject();
+ llassert(loaded);
+ }
+ }
+
+ if (!loaded)
+ { //some shader absolutely could not load, try to fall back to a simpler setting
+ if (gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
+ { //disable windlight and try again
+ gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE);
+ LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL;
+ reentrance = false;
+ setShaders();
+ return;
+ }
+ }
+
+ llassert(loaded);
+
+ if (loaded && !loadShadersDeferred())
+ { //everything else succeeded but deferred failed, disable deferred and try again
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL;
+ reentrance = false;
+ setShaders();
+ return;
+ }
+ }
+ else
+ {
+ LLGLSLShader::sNoFixedFunction = false;
+ gPipeline.mVertexShadersEnabled = FALSE;
+ gPipeline.mVertexShadersLoaded = 0;
+ mShaderLevel[SHADER_LIGHTING] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_WATER] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_EFFECT] = 0;
+ mShaderLevel[SHADER_WINDLIGHT] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
+ }
+
+ if (gViewerWindow)
+ {
+ gViewerWindow->setCursor(UI_CURSOR_ARROW);
+ }
+ gPipeline.createGLBuffers();
- reentrance = false;
+ reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()
@@ -780,6 +808,7 @@ void LLViewerShaderMgr::unloadShaders()
gWaterProgram.unload();
+ gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
gTerrainProgram.unload();
gTerrainWaterProgram.unload();
@@ -795,6 +824,8 @@ void LLViewerShaderMgr::unloadShaders()
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLSunProgram.unload();
+ gWLMoonProgram.unload();
gPostColorFilterProgram.unload();
gPostNightVisionProgram.unload();
@@ -814,15 +845,15 @@ void LLViewerShaderMgr::unloadShaders()
gTransformColorProgram.unload();
gTransformTangentProgram.unload();
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_TRANSFORM] = 0;
+ 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;
+ mShaderLevel[SHADER_TRANSFORM] = 0;
gPipeline.mVertexShadersLoaded = 0;
}
@@ -856,7 +887,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
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);
@@ -865,34 +896,55 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (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", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
- shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.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( "avatar/avatarSkinV.glsl", 1 ) );
+ shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
{
- shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
}
- shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
+ shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
boost::unordered_map<std::string, std::string> attribs;
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount());
+ BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
+ BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
+ BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
+
+ if (ambient_kill)
+ {
+ attribs["AMBIENT_KILL"] = "1";
+ }
+
+ if (sunlight_kill)
+ {
+ attribs["SUNLIGHT_KILL"] = "1";
+ }
+
+ if (local_light_kill)
+ {
+ attribs["LOCAL_LIGHT_KILL"] = "1";
+ }
+
// 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_ARB
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB, &attribs) == 0)
{
+ LL_SHADER_LOADING_WARNS() << "Failed to load vertex shader " << shaders[i].first << LL_ENDL;
return FALSE;
}
}
@@ -908,43 +960,51 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
- std::vector<S32> index_channels;
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
-
+ 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/atmosphericsVarsWaterF.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( "windlight/transportF.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( "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(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.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] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_FRAGMENT_SHADER_ARB
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, &attribs, index_channels[i]) == 0)
{
+ LL_SHADER_LOADING_WARNS() << "Failed to load fragment shader " << shaders[i].first << LL_ENDL;
return FALSE;
}
}
@@ -956,7 +1016,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0)
+ if (mShaderLevel[SHADER_ENVIRONMENT] == 0)
{
gTerrainProgram.unload();
return TRUE;
@@ -968,19 +1028,23 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
gTerrainProgram.mFeatures.hasAtmospherics = true;
+ gTerrainProgram.mFeatures.hasTransport = true;
+ gTerrainProgram.mFeatures.hasGamma = true;
+ gTerrainProgram.mFeatures.hasSrgb = true;
gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
- gTerrainProgram.mShaderFiles.clear();
- 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, NULL);
+ gTerrainProgram.mShaderFiles.clear();
+ 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 = mShaderLevel[SHADER_ENVIRONMENT];
+ success = gTerrainProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (!success)
{
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
return FALSE;
}
@@ -994,9 +1058,10 @@ BOOL LLViewerShaderMgr::loadShadersWater()
BOOL success = TRUE;
BOOL terrainWaterSuccess = TRUE;
- if (mVertexShaderLevel[SHADER_WATER] == 0)
+ if (mShaderLevel[SHADER_WATER] == 0)
{
gWaterProgram.unload();
+ gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
gTerrainWaterProgram.unload();
return TRUE;
@@ -1009,11 +1074,32 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
+ gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mShaderFiles.clear();
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];
+ 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.hasGamma = true;
+ gWaterEdgeProgram.mFeatures.hasTransport = true;
+ gWaterEdgeProgram.mFeatures.hasSrgb = true;
+ gWaterEdgeProgram.mShaderFiles.clear();
+ gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
+ gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
+ success = gWaterEdgeProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1021,13 +1107,14 @@ BOOL LLViewerShaderMgr::loadShadersWater()
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gUnderWaterProgram.mFeatures.hasWaterFog = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
- gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
-
+ gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
+ gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gUnderWaterProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1041,31 +1128,40 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainWaterProgram.mFeatures.disableTextureIndex = true;
gTerrainWaterProgram.mShaderFiles.clear();
- gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
+ gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
+ gTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+
+ gTerrainWaterProgram.clearPermutations();
+
+ if (LLPipeline::RenderDeferred)
+ {
+ gTerrainWaterProgram.addPermutation("ALM", "1");
+ }
+
terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
+ llassert(terrainWaterSuccess);
}
/// Keep track of water shader levels
- if (gWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER]
- || gUnderWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER])
+ if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]
+ || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER])
{
- mVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
+ mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
}
if (!success)
{
- mVertexShaderLevel[SHADER_WATER] = 0;
+ 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 (mVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
+ if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
{
- mVertexShaderLevel[SHADER_WATER]--;
+ mShaderLevel[SHADER_WATER]--;
return loadShadersWater();
}
@@ -1078,7 +1174,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_EFFECT] == 0)
+ if (mShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
gGlowExtractProgram.unload();
@@ -1093,7 +1189,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowProgram.mShaderFiles.clear();
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];
+ gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gGlowProgram.createShader(NULL, NULL);
if (!success)
{
@@ -1107,7 +1203,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowExtractProgram.mShaderFiles.clear();
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];
+ gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, NULL);
if (!success)
{
@@ -1121,7 +1217,13 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
- if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
+ bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1;
+
+ BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
+ BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
+ BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
+
+ if (mShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
gDeferredTreeShadowProgram.unload();
@@ -1136,6 +1238,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
+ gDeferredTerrainWaterProgram.unload();
gDeferredLightProgram.unload();
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i)
{
@@ -1149,9 +1252,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
- gDeferredShadowAlphaMaskProgram.unload();
+ gDeferredShadowAlphaMaskProgram.unload();
+ gDeferredShadowFullbrightAlphaMaskProgram.unload();
gDeferredAvatarShadowProgram.unload();
+ gDeferredAvatarAlphaShadowProgram.unload();
+ gDeferredAvatarAlphaMaskShadowProgram.unload();
gDeferredAttachmentShadowProgram.unload();
+ gDeferredAttachmentAlphaShadowProgram.unload();
+ gDeferredAttachmentAlphaMaskShadowProgram.unload();
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
@@ -1171,6 +1279,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
+ gDeferredWLSunProgram.unload();
+ gDeferredWLMoonProgram.unload();
gDeferredStarProgram.unload();
gDeferredFullbrightShinyProgram.unload();
gDeferredSkinnedFullbrightShinyProgram.unload();
@@ -1197,7 +1307,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredHighlightProgram.mShaderFiles.clear();
gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredHighlightProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDeferredHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDeferredHighlightProgram.createShader(NULL, NULL);
}
@@ -1207,7 +1317,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredHighlightNormalProgram.mShaderFiles.clear();
gDeferredHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredHighlightNormalProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredHighlightNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDeferredHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightNormalProgram.createShader(NULL, NULL);
}
@@ -1217,83 +1327,97 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredHighlightSpecularProgram.mShaderFiles.clear();
gDeferredHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredHighlightSpecularProgram.mShaderFiles.push_back(make_pair("deferred/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredHighlightSpecularProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDeferredHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDeferredHighlightSpecularProgram.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_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
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_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
+ llassert(success);
}
-
+
if (success)
{
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true;
+ gDeferredNonIndexedDiffuseProgram.mFeatures.hasSrgb = true;
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL);
+ llassert(success);
}
-
if (success)
{
gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true;
+ gDeferredSkinnedDiffuseProgram.mFeatures.hasSrgb = true;
gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true;
gDeferredSkinnedBumpProgram.mShaderFiles.clear();
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1304,16 +1428,47 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasSrgb = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.encodesNormal = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
+
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ gDeferredSkinnedAlphaProgram.clearPermutations();
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
+
+ if (use_sun_shadow)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
+ if (ambient_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
-
+ llassert(success);
+
// Hack to include uniforms for lighting without linking in lighting file
gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
@@ -1322,11 +1477,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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_ARB));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBumpProgram.createShader(NULL, NULL);
+ llassert(success);
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
@@ -1351,6 +1508,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
if (success)
{
+ mShaderList.push_back(&gDeferredMaterialProgram[i]);
+
gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
U32 alpha_mode = i & 0x3;
@@ -1358,48 +1517,138 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].mShaderFiles.clear();
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
- gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
- gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
- bool has_skin = i & 0x10;
- gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
-
- if (has_skin)
- {
- gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
- }
+ gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
- }
+ gDeferredMaterialProgram[i].clearPermutations();
- if (success)
- {
- gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
+ bool has_normal_map = (i & 0x8) > 0;
+ bool has_specular_map = (i & 0x4) > 0;
- U32 alpha_mode = i & 0x3;
+ if (has_normal_map)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
+ }
- 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)
+ if (has_specular_map)
{
- gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
+ gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
}
- success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
+ if (ambient_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
+ gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+
+ if (use_sun_shadow)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
+ }
+
+ bool has_skin = i & 0x10;
+ gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
+ gDeferredMaterialProgram[i].mFeatures.hasTransport = 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;
+
+ if (has_skin)
+ {
+ gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");
+ gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
+ }
+
+ success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success)
+ {
+ mShaderList.push_back(&gDeferredMaterialWaterProgram[i]);
+
+ 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 = mShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
+
+ gDeferredMaterialWaterProgram[i].clearPermutations();
+
+ bool has_normal_map = (i & 0x8) > 0;
+ bool has_specular_map = (i & 0x4) > 0;
+
+ if (has_normal_map)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1");
+ }
+
+ if (has_specular_map)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
+ }
+
+ gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
+ if (use_sun_shadow)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
+ }
+
+ bool has_skin = i & 0x10;
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1");
+ }
+ gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
+
+ if (ambient_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
+ gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
+
+ gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow;
+
+ if (has_skin)
+ {
+ gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
+ }
+
+ success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
+ llassert(success);
}
}
@@ -1426,9 +1675,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeProgram.mName = "Deferred Tree Shader";
gDeferredTreeProgram.mShaderFiles.clear();
+ gDeferredTreeProgram.mFeatures.encodesNormal = true;
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeProgram.createShader(NULL, NULL);
}
@@ -1436,44 +1686,95 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
gDeferredTreeShadowProgram.mShaderFiles.clear();
+ gDeferredTreeShadowProgram.mFeatures.isDeferred = true;
+ gDeferredTreeShadowProgram.mFeatures.hasShadows = true;
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeShadowProgram.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_ARB));
- gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- success = gDeferredImpostorProgram.createShader(NULL, NULL);
+ gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
+ 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_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ gDeferredLightProgram.clearPermutations();
+
+ if (ambient_kill)
+ {
+ gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
success = gDeferredLightProgram.createShader(NULL, NULL);
+ llassert(success);
}
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
{
- if (success)
- {
+ 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_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
+
+ if (ambient_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
+ llassert(success);
}
}
@@ -1481,22 +1782,54 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
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_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ if (ambient_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
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.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ if (local_light_kill)
+ {
+ gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1504,37 +1837,48 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
std::string fragment;
std::string vertex = "deferred/sunLightV.glsl";
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
- {
- fragment = "deferred/sunLightSSAOF.glsl";
- }
- else
- {
- fragment = "deferred/sunLightF.glsl";
- if (mVertexShaderLevel[SHADER_DEFERRED] == 1)
- { //no shadows, no SSAO, no frag coord
- vertex = "deferred/sunLightNoFragCoordV.glsl";
- }
- }
-
- gDeferredSunProgram.mName = "Deferred Sun Shader";
+ 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.mName = "Deferred Sun Shader";
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
- gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredSunProgram.createShader(NULL, NULL);
+ 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_ARB));
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1545,63 +1889,105 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.hasLighting = false;
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
- {
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- }
- else
- { //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
- }
-
- gDeferredAlphaProgram.mShaderFiles.clear();
- 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("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
- gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
-
- success = gDeferredAlphaProgram.createShader(NULL, NULL);
-
- // Hack
- gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
- gDeferredAlphaProgram.mFeatures.hasLighting = true;
- }
+ gDeferredAlphaProgram.mFeatures.hasSrgb = true;
+ gDeferredAlphaProgram.mFeatures.encodesNormal = true;
+ gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
+ gDeferredAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredAlphaProgram.mFeatures.hasTransport = true;
+ gDeferredAlphaProgram.mFeatures.hasShadows = use_sun_shadow;
+
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
+
+ gDeferredAlphaProgram.mShaderFiles.clear();
+ 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.clearPermutations();
+ gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
+ if (ambient_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
+ gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ success = gDeferredAlphaProgram.createShader(NULL, NULL);
+ llassert(success);
+
+ // Hack
+ gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaProgram.mFeatures.hasLighting = true;
+ }
- if (success)
- {
- gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Shader";
+ if (success)
+ {
+ gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Impostor Shader";
+// Begin Hack
gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false;
gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false;
+
+ gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
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.mFeatures.encodesNormal = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasShadows = use_sun_shadow;
- 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");
+ if (mShaderLevel[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.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ 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));
- success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
+ gDeferredAlphaImpostorProgram.clearPermutations();
+ gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
+ gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
+ gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
- // Hack
- gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true;
- }
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
+ gDeferredAlphaImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
+ llassert(success);
+
+// End Hack
+ gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true;
+ }
if (success)
{
@@ -1610,7 +1996,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.hasWaterFog = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
+ gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasShadows = use_sun_shadow;
+
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
@@ -1622,13 +2017,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.clearPermutations();
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];
+ gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ if (use_sun_shadow)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
+ if (ambient_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+ gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
+ llassert(success);
// Hack
gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true;
@@ -1642,11 +2058,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mFeatures.hasTransport = 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_ARB));
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1655,12 +2076,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = 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_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1669,13 +2092,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = 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_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];
+ gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1684,14 +2109,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
+ gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = 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.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1700,59 +2128,71 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = 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.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
success = gDeferredFullbrightAlphaMaskWaterProgram.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.hasTransport = true;
+ gDeferredFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
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];
+ gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader";
gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSkinnedFullbrightProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
+ gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
+ gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasSrgb = true;
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
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];
+ gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1765,8 +2205,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredEmissiveProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1776,11 +2217,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWaterProgram.mFeatures.hasGamma = true;
gDeferredWaterProgram.mFeatures.hasTransport = true;
+ gDeferredWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredWaterProgram.mFeatures.hasSrgb = true;
+
gDeferredWaterProgram.mShaderFiles.clear();
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];
+ gDeferredWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gDeferredWaterProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1788,23 +2234,54 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
// load water shader
gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredUnderWaterProgram.mFeatures.hasWaterFog = true;
gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
+ gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
+ gDeferredUnderWaterProgram.mFeatures.encodesNormal = true;
+ //gDeferredUnderWaterProgram.mFeatures.hasShadows = 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];
+ gDeferredUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gDeferredUnderWaterProgram.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.hasTransport = true;
+ gDeferredSoftenProgram.mFeatures.hasGamma = true;
+ gDeferredSoftenProgram.mFeatures.isDeferred = true;
+ gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
+
+ gDeferredSoftenProgram.clearPermutations();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ if (ambient_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
@@ -1812,6 +2289,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
success = gDeferredSoftenProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1821,9 +2299,33 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.clearPermutations();
+ gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
+ gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
+ gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
+
+ if (ambient_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
@@ -1831,55 +2333,98 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
+ gDeferredShadowProgram.mFeatures.isDeferred = true;
+ gDeferredShadowProgram.mFeatures.hasShadows = true;
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
+ gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
success = gDeferredShadowProgram.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_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ if (gGLManager.mHasDepthClamp)
+ {
+ 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_ARB));
+ gDeferredShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredShadowFullbrightAlphaMaskProgram.clearPermutations();
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
+ gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ 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_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.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_ARB));
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];
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
- if (success)
+ if (success)
{
gDeferredAvatarAlphaShadowProgram.mName = "Deferred Avatar Alpha Shadow Shader";
gDeferredAvatarAlphaShadowProgram.mFeatures.hasSkinning = true;
@@ -1887,8 +2432,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAvatarAlphaShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1899,23 +2445,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaMaskShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaMaskShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
+
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredAttachmentShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
-
- if (success)
+
+ if (success)
{
gDeferredAttachmentAlphaShadowProgram.mName = "Deferred Attachment Alpha Shadow Shader";
gDeferredAttachmentAlphaShadowProgram.mFeatures.hasObjectSkinning = true;
@@ -1923,8 +2475,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAttachmentAlphaShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAttachmentAlphaShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAttachmentAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentAlphaShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1935,29 +2488,70 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAttachmentAlphaMaskShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAttachmentAlphaMaskShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAttachmentAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentAlphaMaskShadowProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
- gTerrainProgram.mName = "Deferred Terrain Shader";
+ 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.hasWaterFog = true;
+ gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
+ gDeferredTerrainProgram.mFeatures.hasGamma = true;
+ gDeferredTerrainProgram.mFeatures.hasTransport = true;
+
gDeferredTerrainProgram.mShaderFiles.clear();
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, NULL);
+ gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = gDeferredTerrainProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success)
+ {
+ gDeferredTerrainWaterProgram.mName = "Deferred Terrain Underwater Shader";
+ gDeferredTerrainWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredTerrainWaterProgram.mFeatures.hasSrgb = true;
+ gDeferredTerrainWaterProgram.mFeatures.calculatesLighting = false;
+ gDeferredTerrainWaterProgram.mFeatures.hasLighting = false;
+ gDeferredTerrainWaterProgram.mFeatures.isAlphaLighting = true;
+ gDeferredTerrainWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ gDeferredTerrainWaterProgram.mFeatures.hasWaterFog = true;
+ gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true;
+ gDeferredTerrainWaterProgram.mFeatures.hasGamma = true;
+ gDeferredTerrainWaterProgram.mFeatures.hasTransport = true;
+
+ gDeferredTerrainWaterProgram.mShaderFiles.clear();
+ gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredTerrainWaterProgram.addPermutation("WATER_FOG", "1");
+ success = gDeferredTerrainWaterProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredAvatarProgram.mName = "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_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -1968,15 +2562,45 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.hasTransport = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
+
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredAvatarAlphaProgram.clearPermutations();
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
- gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ if (use_sun_shadow)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
+
+ if (ambient_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+ gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
+ llassert(success);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
@@ -1985,95 +2609,160 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
+ gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true;
+ gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;
gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostGammaCorrectProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gFXAAProgram.mName = "FXAA Shader";
+ gFXAAProgram.mFeatures.isDeferred = true;
gFXAAProgram.mShaderFiles.clear();
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gFXAAProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
+ gFXAAProgram.mFeatures.isDeferred = true;
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ 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_ARB));
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ 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_ARB));
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
+ gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
- //gWLSkyProgram.mFeatures.hasGamma = true;
gDeferredWLSkyProgram.mShaderFiles.clear();
+ gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredWLSkyProgram.mFeatures.hasTransport = true;
+ gDeferredWLSkyProgram.mFeatures.hasGamma = true;
+ gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
+
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ 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.hasTransport = true;
+ gDeferredWLCloudProgram.mFeatures.hasGamma = true;
+ gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
+
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
{
+ gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program";
+ gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredWLSunProgram.mFeatures.hasTransport = true;
+ gDeferredWLSunProgram.mFeatures.hasGamma = true;
+ gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
+ gDeferredWLSunProgram.mFeatures.isFullbright = true;
+ gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
+ gDeferredWLSunProgram.mFeatures.hasSrgb = true;
+ gDeferredWLSunProgram.mShaderFiles.clear();
+ gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
+ 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.hasTransport = true;
+ gDeferredWLMoonProgram.mFeatures.hasGamma = true;
+ gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
+ gDeferredWLMoonProgram.mFeatures.hasSrgb = true;
+ gDeferredWLMoonProgram.mFeatures.isFullbright = true;
+ gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
+
+ gDeferredWLMoonProgram.mShaderFiles.clear();
+ gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ 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_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredStarProgram.createShader(NULL, NULL);
+ llassert(success);
}
if (success)
@@ -2082,7 +2771,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gNormalMapGenProgram.mShaderFiles.clear();
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
- gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gNormalMapGenProgram.createShader(NULL, NULL);
}
@@ -2094,7 +2783,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_OBJECT] == 0)
+ if (mShaderLevel[SHADER_OBJECT] == 0)
{
gObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
@@ -2155,12 +2844,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true;
gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true;
gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true;
+ gObjectSimpleNonIndexedProgram.mFeatures.hasAlphaMask = true; // Fix for MAINT-8836
gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectSimpleNonIndexedProgram.mFeatures.hasAlphaMask = true;
gObjectSimpleNonIndexedProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2176,7 +2865,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
}
@@ -2193,7 +2882,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2210,7 +2899,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
}
@@ -2228,7 +2917,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear();
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2245,7 +2934,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2263,7 +2952,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
}
@@ -2280,7 +2969,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
}
@@ -2298,7 +2987,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gTreeProgram.mShaderFiles.clear();
gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gTreeProgram.createShader(NULL, NULL);
}
@@ -2315,7 +3004,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gTreeWaterProgram.mShaderFiles.clear();
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gTreeWaterProgram.createShader(NULL, NULL);
}
@@ -2331,7 +3020,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNonIndexedProgram.mShaderFiles.clear();
gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2343,10 +3032,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true;
gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
+ gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasSrgb = true;
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear();
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2359,10 +3049,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true;
gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true;
gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true;
+ gObjectEmissiveNonIndexedProgram.mFeatures.hasSrgb = true;
gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2377,7 +3068,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2389,11 +3080,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true;
gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightNoColorProgram.mFeatures.hasSrgb = true;
gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true;
gObjectFullbrightNoColorProgram.mShaderFiles.clear();
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
}
@@ -2408,7 +3100,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
}
@@ -2425,7 +3117,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedProgram.mShaderFiles.clear();
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];
+ gObjectShinyNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2441,12 +3133,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear();
gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
- if (success)
+ if (success)
{
gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader";
gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
@@ -2458,7 +3150,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear();
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];
+ gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2475,7 +3167,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear();
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2484,10 +3176,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
{
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_ARB));
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gImpostorProgram.createShader(NULL, NULL);
}
@@ -2504,7 +3197,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectPreviewProgram.createShader(NULL, NULL);
gObjectPreviewProgram.mFeatures.hasLighting = true;
}
@@ -2521,7 +3214,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleProgram.mShaderFiles.clear();
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleProgram.createShader(NULL, NULL);
}
@@ -2541,7 +3234,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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];
+ gObjectSimpleImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleImpostorProgram.createShader(NULL, NULL);
}
@@ -2558,7 +3251,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.mShaderFiles.clear();
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
}
@@ -2572,10 +3265,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mFeatures.hasAtmospherics = true;
gObjectBumpProgram.mFeatures.hasLighting = true;
gObjectBumpProgram.mFeatures.mIndexedTextureChannels = 0;*/
+ gObjectBumpProgram.mFeatures.encodesNormal = true;
gObjectBumpProgram.mShaderFiles.clear();
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
@@ -2600,7 +3294,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2617,7 +3311,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.clear();
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2629,11 +3323,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightProgram.mFeatures.hasGamma = true;
gObjectFullbrightProgram.mFeatures.hasTransport = true;
gObjectFullbrightProgram.mFeatures.isFullbright = true;
+ gObjectFullbrightProgram.mFeatures.hasSrgb = true;
gObjectFullbrightProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightProgram.mShaderFiles.clear();
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightProgram.createShader(NULL, NULL);
}
@@ -2648,7 +3343,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterProgram.mShaderFiles.clear();
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightWaterProgram.createShader(NULL, NULL);
}
@@ -2660,11 +3355,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveProgram.mFeatures.hasGamma = true;
gObjectEmissiveProgram.mFeatures.hasTransport = true;
gObjectEmissiveProgram.mFeatures.isFullbright = true;
+ gObjectEmissiveProgram.mFeatures.hasSrgb = true;
gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectEmissiveProgram.mShaderFiles.clear();
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectEmissiveProgram.createShader(NULL, NULL);
}
@@ -2679,7 +3375,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveWaterProgram.mShaderFiles.clear();
gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
}
@@ -2692,11 +3388,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gObjectFullbrightAlphaMaskProgram.mFeatures.isFullbright = true;
gObjectFullbrightAlphaMaskProgram.mFeatures.hasAlphaMask = true;
+ gObjectFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
gObjectFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightAlphaMaskProgram.mShaderFiles.clear();
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2712,7 +3409,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.clear();
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2729,7 +3426,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyProgram.mShaderFiles.clear();
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];
+ gObjectShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectShinyProgram.createShader(NULL, NULL);
}
@@ -2745,7 +3442,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mShaderFiles.clear();
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectShinyWaterProgram.createShader(NULL, NULL);
}
@@ -2762,7 +3459,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.mShaderFiles.clear();
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];
+ gObjectFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
@@ -2779,12 +3476,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
- if (mVertexShaderLevel[SHADER_AVATAR] > 0)
+ if (mShaderLevel[SHADER_AVATAR] > 0)
{ //load hardware skinned attachment shaders
if (success)
{
@@ -2800,7 +3497,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleProgram.mShaderFiles.clear();
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectSimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectSimpleProgram.createShader(NULL, NULL);
}
@@ -2814,10 +3511,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectFullbrightProgram.mFeatures.hasAlphaMask = true;
gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectFullbrightProgram.mFeatures.hasSrgb = true;
gSkinnedObjectFullbrightProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL);
}
@@ -2830,10 +3528,11 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
+ gSkinnedObjectEmissiveProgram.mFeatures.hasSrgb = true;
gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
}
@@ -2850,7 +3549,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL);
}
@@ -2868,7 +3567,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear();
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];
+ gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
@@ -2886,7 +3585,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleProgram.mShaderFiles.clear();
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];
+ gSkinnedObjectShinySimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL);
}
@@ -2907,7 +3606,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear();
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectSimpleWaterProgram.createShader(NULL, NULL);
}
@@ -2926,7 +3625,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightWaterProgram.createShader(NULL, NULL);
}
@@ -2946,7 +3645,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
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];
+ gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
@@ -2966,14 +3665,14 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear();
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];
+ gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL);
}
}
if( !success )
{
- mVertexShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
return FALSE;
}
@@ -2984,7 +3683,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_AVATAR] == 0)
+ if (mShaderLevel[SHADER_AVATAR] == 0)
{
gAvatarProgram.unload();
gAvatarWaterProgram.unload();
@@ -3007,7 +3706,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mShaderFiles.clear();
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];
+ gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarProgram.createShader(NULL, NULL);
if (success)
@@ -3025,15 +3724,15 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
// Note: no cloth under water:
- gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
+ gAvatarWaterProgram.mShaderLevel = llmin(mShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gAvatarWaterProgram.createShader(NULL, NULL);
}
/// Keep track of avatar levels
- if (gAvatarProgram.mShaderLevel != mVertexShaderLevel[SHADER_AVATAR])
+ if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR])
{
- mMaxAvatarShaderLevel = mVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
+ mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
}
}
@@ -3045,7 +3744,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarPickProgram.mShaderFiles.clear();
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];
+ gAvatarPickProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarPickProgram.createShader(NULL, NULL);
}
@@ -3063,13 +3762,13 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
+ gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarEyeballProgram.createShader(NULL, NULL);
}
if( !success )
{
- mVertexShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
mMaxAvatarShaderLevel = 0;
return FALSE;
}
@@ -3081,7 +3780,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_INTERFACE] == 0)
+ if (mShaderLevel[SHADER_INTERFACE] == 0)
{
gHighlightProgram.unload();
return TRUE;
@@ -3093,7 +3792,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightProgram.mShaderFiles.clear();
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightProgram.createShader(NULL, NULL);
}
@@ -3103,7 +3802,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightNormalProgram.mShaderFiles.clear();
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightNormalProgram.createShader(NULL, NULL);
}
@@ -3113,7 +3812,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightSpecularProgram.mShaderFiles.clear();
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightSpecularProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightSpecularProgram.createShader(NULL, NULL);
}
@@ -3123,7 +3822,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gUIProgram.mShaderFiles.clear();
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER_ARB));
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER_ARB));
- gUIProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gUIProgram.createShader(NULL, NULL);
}
@@ -3133,7 +3832,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gPathfindingProgram.mShaderFiles.clear();
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER_ARB));
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPathfindingProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingProgram.createShader(NULL, NULL);
}
@@ -3143,7 +3842,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gPathfindingNoNormalsProgram.mShaderFiles.clear();
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER_ARB));
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPathfindingNoNormalsProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingNoNormalsProgram.createShader(NULL, NULL);
}
@@ -3153,7 +3852,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gCustomAlphaProgram.mShaderFiles.clear();
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER_ARB));
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gCustomAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gCustomAlphaProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gCustomAlphaProgram.createShader(NULL, NULL);
}
@@ -3163,7 +3862,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gSplatTextureRectProgram.mShaderFiles.clear();
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB));
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gSplatTextureRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSplatTextureRectProgram.createShader(NULL, NULL);
if (success)
{
@@ -3179,7 +3878,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineProgram.createShader(NULL, NULL);
if (success)
{
@@ -3196,7 +3895,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gGlowCombineFXAAProgram.mShaderFiles.clear();
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
if (success)
{
@@ -3214,7 +3913,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gTwoTextureAddProgram.mShaderFiles.clear();
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTwoTextureAddProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gTwoTextureAddProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gTwoTextureAddProgram.createShader(NULL, NULL);
if (success)
{
@@ -3231,7 +3930,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gTwoTextureCompareProgram.mShaderFiles.clear();
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER_ARB));
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTwoTextureCompareProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gTwoTextureCompareProgram.createShader(NULL, NULL);
if (success)
{
@@ -3248,7 +3947,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOneTextureFilterProgram.mShaderFiles.clear();
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER_ARB));
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOneTextureFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOneTextureFilterProgram.createShader(NULL, NULL);
if (success)
{
@@ -3264,7 +3963,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOneTextureNoColorProgram.mShaderFiles.clear();
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOneTextureNoColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOneTextureNoColorProgram.createShader(NULL, NULL);
if (success)
{
@@ -3279,7 +3978,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gSolidColorProgram.mShaderFiles.clear();
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSolidColorProgram.createShader(NULL, NULL);
if (success)
{
@@ -3295,7 +3994,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOcclusionProgram.mShaderFiles.clear();
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOcclusionProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOcclusionProgram.createShader(NULL, NULL);
}
@@ -3305,7 +4004,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOcclusionCubeProgram.mShaderFiles.clear();
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOcclusionCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOcclusionCubeProgram.createShader(NULL, NULL);
}
@@ -3315,7 +4014,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gDebugProgram.mShaderFiles.clear();
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDebugProgram.createShader(NULL, NULL);
}
@@ -3325,7 +4024,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER_ARB));
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER_ARB));
- gClipProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gClipProgram.createShader(NULL, NULL);
}
@@ -3335,7 +4034,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
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];
+ gDownsampleDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthProgram.createShader(NULL, NULL);
}
@@ -3345,7 +4044,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gBenchmarkProgram.mShaderFiles.clear();
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER_ARB));
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER_ARB));
- gBenchmarkProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gBenchmarkProgram.createShader(NULL, NULL);
}
@@ -3355,17 +4054,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
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)
- {
- 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];
+ gDownsampleDepthRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
}
@@ -3375,13 +4064,13 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gAlphaMaskProgram.createShader(NULL, NULL);
}
if( !success )
{
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
return FALSE;
}
@@ -3392,36 +4081,80 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
+ if (mShaderLevel[SHADER_WINDLIGHT] < 2)
{
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLSunProgram.unload();
+ gWLMoonProgram.unload();
return TRUE;
}
- if (success)
- {
- gWLSkyProgram.mName = "Windlight Sky Shader";
- //gWLSkyProgram.mFeatures.hasGamma = true;
- gWLSkyProgram.mShaderFiles.clear();
- gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
- 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, NULL);
- }
+ if (success)
+ {
+ gWLSkyProgram.mName = "Windlight Sky Shader";
+ gWLSkyProgram.mShaderFiles.clear();
+ gWLSkyProgram.mFeatures.calculatesAtmospherics = true;
+ gWLSkyProgram.mFeatures.hasTransport = true;
+ gWLSkyProgram.mFeatures.hasGamma = true;
+ gWLSkyProgram.mFeatures.hasSrgb = true;
+ gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLSkyProgram.createShader(NULL, NULL);
+ }
- if (success)
- {
- gWLCloudProgram.mName = "Windlight Cloud Program";
- //gWLCloudProgram.mFeatures.hasGamma = true;
- gWLCloudProgram.mShaderFiles.clear();
- gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
- 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, NULL);
- }
+ if (success)
+ {
+ gWLCloudProgram.mName = "Windlight Cloud Program";
+ gWLCloudProgram.mShaderFiles.clear();
+ gWLCloudProgram.mFeatures.calculatesAtmospherics = true;
+ gWLCloudProgram.mFeatures.hasTransport = true;
+ gWLCloudProgram.mFeatures.hasGamma = true;
+ gWLCloudProgram.mFeatures.hasSrgb = true;
+ gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLCloudProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gWLSunProgram.mName = "Windlight Sun Program";
+ gWLSunProgram.mShaderFiles.clear();
+ gWLSunProgram.mFeatures.calculatesAtmospherics = true;
+ gWLSunProgram.mFeatures.hasTransport = true;
+ gWLSunProgram.mFeatures.hasGamma = true;
+ gWLSunProgram.mFeatures.hasAtmospherics = true;
+ gWLSunProgram.mFeatures.isFullbright = true;
+ gWLSunProgram.mFeatures.disableTextureIndex = true;
+ gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLSunProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLSunProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gWLMoonProgram.mName = "Windlight Moon Program";
+ gWLMoonProgram.mShaderFiles.clear();
+ gWLMoonProgram.mFeatures.calculatesAtmospherics = true;
+ gWLMoonProgram.mFeatures.hasTransport = true;
+ gWLMoonProgram.mFeatures.hasGamma = true;
+ gWLMoonProgram.mFeatures.hasAtmospherics = true;
+ gWLMoonProgram.mFeatures.isFullbright = true;
+ gWLMoonProgram.mFeatures.disableTextureIndex = true;
+ gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLMoonProgram.createShader(NULL, NULL);
+ }
return success;
}
@@ -3430,7 +4163,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_TRANSFORM] < 1)
+ if (mShaderLevel[SHADER_TRANSFORM] < 1)
{
gTransformPositionProgram.unload();
gTransformTexCoordProgram.unload();
@@ -3442,10 +4175,10 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
if (success)
{
- gTransformPositionProgram.mName = "Position Transform Shader";
+ gTransformPositionProgram.mName = "Position Transform Shader";
gTransformPositionProgram.mShaderFiles.clear();
gTransformPositionProgram.mShaderFiles.push_back(make_pair("transform/positionV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformPositionProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformPositionProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"position_out",
@@ -3460,7 +4193,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformTexCoordProgram.mName = "TexCoord Transform Shader";
gTransformTexCoordProgram.mShaderFiles.clear();
gTransformTexCoordProgram.mShaderFiles.push_back(make_pair("transform/texcoordV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformTexCoordProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformTexCoordProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"texcoord_out",
@@ -3474,7 +4207,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformNormalProgram.mName = "Normal Transform Shader";
gTransformNormalProgram.mShaderFiles.clear();
gTransformNormalProgram.mShaderFiles.push_back(make_pair("transform/normalV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformNormalProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"normal_out",
@@ -3488,7 +4221,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformColorProgram.mName = "Color Transform Shader";
gTransformColorProgram.mShaderFiles.clear();
gTransformColorProgram.mShaderFiles.push_back(make_pair("transform/colorV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformColorProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"color_out",
@@ -3502,7 +4235,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformTangentProgram.mName = "Binormal Transform Shader";
gTransformTangentProgram.mShaderFiles.clear();
gTransformTangentProgram.mShaderFiles.push_back(make_pair("transform/binormalV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformTangentProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformTangentProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"tangent_out",
@@ -3522,8 +4255,7 @@ std::string LLViewerShaderMgr::getShaderDirPrefix(void)
void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
{
- LLWLParamManager::getInstance()->updateShaderUniforms(shader);
- LLWaterParamManager::getInstance()->updateShaderUniforms(shader);
+ LLEnvironment::instance().updateShaderUniforms(shader);
}
LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const