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authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-12 22:26:22 +0100
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-03-12 22:26:22 +0100
commit4f6682ca29cefb83ac2307657d8605f96051da19 (patch)
treef1c4d894e2a81f659fd44b16de47dddcdbf9fbab /indra/newview/llviewershadermgr.cpp
parentd992cff950d69b6935171fae1c304d15ee06e95a (diff)
De-duplicate deferred shader code for atmospherics and transport.
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r--indra/newview/llviewershadermgr.cpp28
1 files changed, 27 insertions, 1 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index abb0f78c98..54f48baa97 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -941,9 +941,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
- std::vector<S32> index_channels;
+ 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/atmosphericsHelpersF.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] ) );
@@ -1316,6 +1317,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasSrgb = true;
gDeferredSkinnedAlphaProgram.mFeatures.decodesNormal = true;
gDeferredSkinnedAlphaProgram.mFeatures.encodesNormal = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = 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));
@@ -1382,6 +1386,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
+ gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
+ gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
if (has_skin)
{
@@ -1415,6 +1421,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
if (has_skin)
{
@@ -1582,6 +1590,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.hasSrgb = true;
gDeferredAlphaProgram.mFeatures.decodesNormal = true;
gDeferredAlphaProgram.mFeatures.encodesNormal = true;
+ gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1655,6 +1665,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;
gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1861,6 +1873,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mFeatures.hasSrgb = true;
gDeferredSoftenProgram.mFeatures.decodesNormal = true;
+ gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
+ gDeferredSoftenProgram.mFeatures.hasTransport = true;
+ gDeferredSoftenProgram.mFeatures.hasGamma = true;
+
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));
@@ -1887,6 +1904,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true;
gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;
+ gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
@@ -1988,6 +2009,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true;
gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true;
gDeferredAvatarAlphaProgram.mFeatures.decodesNormal = true;
+ gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasGamma = 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));