diff options
author | Graham Linden <graham@lindenlab.com> | 2018-11-06 19:33:04 +0000 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-11-06 19:33:04 +0000 |
commit | 2929998982f37221a58b9fa8037748a2e905f4b1 (patch) | |
tree | 24cc0c3da6655e9ed98908baa524e72068fbd64d /indra/newview | |
parent | 8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (diff) |
Move to using a shared deferredUtil object for getting pos/norm from gbuffer.
Eliminate 20+ callsites with copy-paste of getPosition and/or getNorm code.
Make pipeline use getShadowTarget/releaseShadowTarget consistently.
Diffstat (limited to 'indra/newview')
43 files changed, 521 insertions, 918 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 767fad016c..c4caed4d71 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,12 +38,5 @@ mat4 getSkinnedTransform() ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x); ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x); ret[3] = vec4(0,0,0,1); - return ret; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = matrixPalette[0]; - vec4 dummy2 = matrixPalette[44]; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 90bf2851c9..94de2f7b53 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,12 +61,5 @@ mat4 getObjectSkinnedTransform() ret[3] = vec4(trans, 1.0); return ret; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - mat3x4 dummy1 = matrixPalette[0]; - mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 3ec2ea12da..a325faaad7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -89,9 +89,7 @@ vec2 encode_normal (vec3 n); vec3 decode_normal (vec2 enc); vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosFragAmbient(vec3 light, vec3 sunlit); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -164,6 +162,8 @@ void main() float shadow = 1.0; + vec3 norm = vary_norm; + #if HAS_SHADOW vec4 spos = pos; @@ -268,13 +268,10 @@ void main() vec4 gamma_diff = diff; diff.rgb = srgb_to_linear(diff.rgb); - vec3 norm = vary_norm; - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); vec2 abnormal = encode_normal(norm.xyz); @@ -290,7 +287,7 @@ void main() vec4 color = vec4(0,0,0,0); - color.rgb = atmosFragAmbient(color.rgb, amblit); + color.rgb = (color.rgb * 0.5) + amblit; color.a = final_alpha; float ambient = abs(da); @@ -299,7 +296,7 @@ void main() ambient = (1.0-ambient); color.rgb *= ambient; - color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit); + color.rgb += (final_da * sunlit); color.rgb *= gamma_diff.rgb; //color.rgb = mix(diff.rgb, color.rgb, final_alpha); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 506118d381..394ae80e53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -73,7 +73,7 @@ void main() vec3 norm; //transform vertex -#ifdef HAS_SKIN +#if defined(HAS_SKIN) mat4 trans = getObjectSkinnedTransform(); trans = modelview_matrix * trans; @@ -83,9 +83,7 @@ void main() norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); vec4 frag_pos = projection_matrix * pos; gl_Position = frag_pos; -#else - -#ifdef IS_AVATAR_SKIN +#elif defined(IS_AVATAR_SKIN) mat4 trans = getSkinnedTransform(); vec4 pos_in = vec4(position.xyz, 1.0); pos.x = dot(trans[0], pos_in); @@ -107,14 +105,11 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#endif - #ifdef USE_INDEXED_TEX passTextureIndex(); #endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_norm = norm; vary_position = pos.xyz; @@ -122,18 +117,14 @@ void main() vertex_color = diffuse_color; #endif -#ifdef HAS_SKIN +#if defined(HAS_SKIN) vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else - -#ifdef IS_AVATAR_SKIN +#elif defined(IS_AVATAR_SKIN) vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #else pos = modelview_projection_matrix * vert; vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); #endif -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index b56abb66d1..7c9382d474 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; @@ -45,22 +44,7 @@ uniform float kern_scale; VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - +vec4 getPosition(vec2 pos_screen); vec3 decode_normal (vec2 enc); void main() @@ -119,11 +103,5 @@ void main() col.y *= col.y; frag_color = col; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec3 dummy1 = kern[0]; - vec3 dummy2 = kern[3]; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 6ba16b169c..def149d86d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -32,11 +32,9 @@ out vec4 frag_data[3]; #endif uniform float minimum_alpha; - - uniform sampler2D diffuseMap; -uniform sampler2D normalMap; uniform sampler2D specularMap; +uniform sampler2D normalMap; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index c1c17532b8..1e566b77bf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -40,7 +40,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec3 atmosFragAmbient(vec3 l, vec3 ambient); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFrag(vec3 l); @@ -176,19 +175,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe } -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - - #else #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; @@ -233,6 +219,8 @@ vec3 decode_normal (vec2 enc); void main() { + vec2 pos_screen = vary_texcoord0.xy; + vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); diffcol.rgb *= vertex_color.rgb; @@ -390,7 +378,7 @@ void main() final_da = min(final_da, 1.0f); final_da = pow(final_da, 1.0/1.3); - col.rgb = atmosFragAmbient(col, amblit); + col.rgb = (col * 0.5) + amblit; float ambient = min(abs(da), 1.0); ambient *= 0.5; @@ -444,9 +432,6 @@ void main() glare += cur_glare; } - //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); - col = atmosFragLighting(col, additive, atten); col = scaleSoftClipFrag(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index d1ac19270d..eb65c28645 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -59,18 +59,7 @@ uniform mat4 inv_proj; vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { @@ -148,12 +137,4 @@ void main() frag_color.rgb = out_col; frag_color.a = 0.0; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT-1]; - vec4 dummy4 = light_col[LIGHT_COUNT-1]; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 1d75322b4c..3aa7a3a449 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -128,19 +128,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) return ret; } - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 13b803e03e..df48a66fab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -57,19 +57,7 @@ uniform mat4 inv_proj; uniform vec4 viewport; vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = (pos_screen.xy-viewport.xy)*2.0; - sc /= viewport.zw; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index a5625fbc16..3da8531442 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@ /** - * @file pointLightF.glsl + * @file pointLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index e33254304b..c2963046c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -49,18 +49,7 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { @@ -101,10 +90,4 @@ void main() col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; frag_color.rgb = col; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec2 dummy1 = kern[0]; - vec2 dummy2 = kern[31]; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5627275df6..cac3e75f1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,33 +69,17 @@ vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); +vec3 scaleSoftClipFrag(vec3 l); vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; - return getPosition_d(pos_screen, depth); -} - +vec4 getPositionWithDepth(vec2 pos_screen, float depth); void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm @@ -156,27 +140,25 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - - col = mix(col.rgb, refcol, - envIntensity); + col = mix(col.rgb, refcol, envIntensity); } if (norm.w < 0.5) { col = atmosFragLighting(col, additive, atten); + col = scaleSoftClipFrag(col); } #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index b59fcbe017..5655c6f99f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -30,6 +30,7 @@ ATTRIBUTE vec3 position; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; + void main() { //transform vertex diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 2b6428963d..022bcbabca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -132,18 +132,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl index 00ba0e8fad..bc3324f543 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -48,7 +48,6 @@ vec3 srgb_to_linear(vec3 cs) bvec3 lte = lessThanEqual(cs,vec3(0.04045)); return mix(high_range, low_range, lte); - } vec3 linear_to_srgb(vec3 cl) @@ -59,6 +58,4 @@ vec3 linear_to_srgb(vec3 cl) bvec3 lt = lessThan(cl,vec3(0.0031308)); return mix(high_range, low_range, lt); - } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 403df87853..006a49d9a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,102 +35,26 @@ out vec4 frag_color; //class 1 -- no shadow, SSAO only -uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2D noiseMap; - // Inputs -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - float ret = 1.0; - - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - ret = (1.0 - (float(points != 0) * angle_hidden)); - - return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); void main() { - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); - + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); + frag_color[0] = 1.0; - frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); frag_color[2] = 1.0; frag_color[3] = 1.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 73f6d9fec3..69543b93ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -41,15 +41,6 @@ uniform sampler2D bumpMap2; uniform float blend_factor; uniform sampler2D screenTex; uniform sampler2D refTex; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; - uniform float sunAngle; uniform float sunAngle2; uniform vec3 lightDir; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index c1cc3679a7..2b8cf9d8df 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -23,21 +23,10 @@ * $/LicenseInfo$ */ -vec3 atmosFragAmbient(vec3 light, vec3 sunlit) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - -vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) -{ - return light * sunlit; + /* stub function for fallback compatibility on class1 hardware */ + return light; } vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index ebce9ea91d..e2b391cb7a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -1,5 +1,5 @@ /** - * @file transportF.glsl + * @file class1/windlight/transportF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -25,6 +25,24 @@ uniform int no_atmo; +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) +{ + /* stub function for fallback compatibility on class1 hardware */ + return light; +} + vec3 atmosTransport(vec3 light) { /* stub function for fallback compatibility on class1 hardware */ @@ -33,11 +51,12 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransport(vec3 light) { + /* stub function for fallback compatibility on class1 hardware */ return light; } vec3 fullbrightShinyAtmosTransport(vec3 light) { + /* stub function for fallback compatibility on class1 hardware */ return light; } - diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 864ba4859d..0848adba73 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index c92dbda185..33f3eb46c0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -83,51 +83,12 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClipFrag(vec3 l); vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - return (light + additive) * atten.r * 2.0; -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); -} - -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); -} - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).r; - return getPosition_d(pos_screen, depth); -} +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -137,7 +98,7 @@ void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec4 pos = getPositionWithDepth(tc, depth); vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index c840d72784..8b8b338f68 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -36,7 +36,5 @@ void main() //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index a7da140b31..80e2a9dd55 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index aa5e99a2f7..c4018ca61a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -67,20 +67,9 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; +vec3 getNorm(vec2 pos_screen); vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -123,14 +112,9 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 58f3f2f91e..bd468306ee 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -70,79 +70,10 @@ uniform float spot_shadow_offset; vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec2 getKern(int i) -{ - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - return kern[i]; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - float ret = 1.0; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - float points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; - points = points + diffz_val; - } - - angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); - - float points_val = (points > 0.0) ? 1.0 : 0.0; - ret = (1.0 - (points_val * angle_hidden)); +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); - ret = max(ret, 0.0); - return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -185,13 +116,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -291,7 +217,7 @@ void main() } frag_color[0] = shadow; - frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index bf64605014..75d1bb0cd5 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -32,7 +32,7 @@ vec3 getAtmosAttenuation(); uniform int no_atmo; -vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { if (no_atmo == 1) { @@ -41,32 +41,36 @@ vec3 atmosFragTransport(vec3 light, vec3 atten, vec3 additive) return (light + additive) * atten * 2.0; } -vec3 fullbrightFragAtmosTransport(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosFragTransport(light.rgb, atten, additive), light.rgb + additive.rgb, brightness * brightness); + return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightFragShinyAtmosTransport(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) { if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosFragTransport(light.rgb, atten, additive), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); + return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); } -vec3 atmosTransport(vec3 light) { - return (no_atmo == 1) ? light : atmosFragTransport(light, getAtmosAttenuation(), getAdditiveColor()); +vec3 atmosTransport(vec3 light) +{ + return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); } -vec3 fullbrightAtmosTransport(vec3 light) { - return (no_atmo == 1) ? light : fullbrightFragAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +vec3 fullbrightAtmosTransport(vec3 light) +{ + return fullbrightAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation()); } -vec3 fullbrightShinyAtmosTransport(vec3 light) { - return (no_atmo == 1) ? light : fullbrightFragShinyAtmosTransport(light, getAtmosAttenuation(), getAdditiveColor()); +vec3 fullbrightShinyAtmosTransport(vec3 light) +{ + return fullbrightShinyAtmosTransportFrag(light,getAdditiveColor(), getAtmosAttenuation()); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index 9f06319da3..f8373215f0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -1,5 +1,5 @@ /** - * @file WLCloudsF.glsl + * @file class3/deferred/cloudsF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,9 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; +out vec4 frag_data[3]; #else -#define frag_color gl_FragColor +#define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// @@ -36,20 +36,37 @@ out vec4 frag_color; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 gamma; +uniform vec4 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; +uniform vec3 ambient; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); @@ -67,11 +84,9 @@ void main() // Set variables vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + vec2 uv4 = vary_texcoord3.xy; vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); @@ -82,33 +97,53 @@ void main() uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0)); - // Compute alpha1, the main cloud opacity + cloudDensity *= 1.0 - (density_variance * density_variance); + // Compute alpha1, the main cloud opacity float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; + if (alpha1 < 0.001f) + { + discard; + } // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; alpha2 = 1. - alpha2 * alpha2; + vec3 view_ray = vary_pos.xyz + camPosLocal; + + vec3 view_direction = normalize(view_ray); + vec3 sun_direction = normalize(sun_dir); + vec3 earth_center = vec3(0, 0, -6360.0f); + vec3 camPos = (camPosLocal / 1000.0f) - earth_center; + + vec3 transmittance; + vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); + + vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); + // Combine vec4 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = alpha1; + color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); + color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); + color.rgb += ambient; + + frag_data[0] = vec4(color.rgb, alpha1); + frag_data[1] = vec4(0); + frag_data[2] = vec4(0,1,0,1); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl index c1dd45cd67..53b6d88ef5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -24,6 +24,7 @@ */ uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; @@ -33,158 +34,37 @@ ATTRIBUTE vec2 texcoord0; /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; VARYING vec2 vary_texcoord2; VARYING vec2 vary_texcoord3; +VARYING vec3 vary_pos; // Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; - -uniform vec4 cloud_color; - uniform float cloud_scale; +uniform vec4 lightnorm; +uniform vec3 camPosLocal; void main() { + vary_pos = position; // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - - // Get relative position - vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); - - // Set altitude - if (P.y > 0.) - { - P *= (max_y / P.y); - } - else - { - P *= (-32000. / P.y); - } - - // Can normalize then - vec3 Pn = normalize(P); - float Plen = length(P); - - // Initialize temp variables - vec4 temp1 = vec4(0.); - vec4 temp2 = vec4(0.); - vec4 blue_weight; - vec4 haze_weight; - vec4 sunlight = sunlight_color; - vec4 light_atten; - - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - temp1 = blue_density + haze_density; - blue_weight = blue_density / temp1; - haze_weight = haze_density / temp1; - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Distance - temp2.z = Plen * density_multiplier; - - // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati - // compiler gets confused. - temp1 = exp(-temp1 * temp2.z); - - - // Compute haze glow - temp2.x = dot(Pn, lightnorm.xyz); - temp2.x = 1. - temp2.x; - // temp2.x is 0 at the sun and increases away from sun - temp2.x = max(temp2.x, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - temp2.x += .25; - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) - ); - - // CLOUDS - - sunlight = sunlight_color; - temp2.y = max(0., lightnorm.y * 2.); - temp2.y = 1. / temp2.y; - sunlight *= exp( - light_atten * temp2.y); - - // Cloud color out - vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= temp1; - vary_CloudColorAmbient *= temp1; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; + vary_texcoord0.xy /= cloud_scale; + vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; + vary_texcoord1.y += lightnorm.z * 0.0125; vary_texcoord2 = vary_texcoord0 * 16.; vary_texcoord3 = vary_texcoord1 * 16.; - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - // END CLOUDS } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 864ba4859d..0848adba73 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index 2073fc066f..d0514f7d23 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -1,5 +1,5 @@ /** - * @file class3/skyF.glsl + * @file class3/deferred/skyF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -44,6 +44,7 @@ uniform sampler3D single_mie_scattering_texture; uniform sampler2D irradiance_texture; uniform sampler2D rainbow_map; uniform sampler2D halo_map; +uniform vec4 gamma; uniform float moisture_level; uniform float droplet_radius; @@ -53,6 +54,7 @@ vec3 GetSolarLuminance(); vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 ColorFromRadiance(vec3 radiance); vec3 rainbow(float d) { float rad = (droplet_radius - 5.0f) / 1024.0f; @@ -93,18 +95,15 @@ void main() } s = smoothstep(0.9, 1.0, s) * 16.0f; - vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001); + vec3 color = ColorFromRadiance(radiance_sun); float optic_d = dot(view_direction, sun_direction); - vec3 halo_22 = halo22(optic_d); - if (optic_d <= 0) - color.rgb += rainbow(optic_d); - + color.rgb += rainbow(optic_d) * optic_d; color.rgb += halo_22; - color = pow(color, vec3(1.0 / 2.2)); + color = pow(color, vec3(1.0/2.2)); frag_data[0] = vec4(color, 1.0 + s); frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl index a5cc49ca30..2eb222ada4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -1,5 +1,5 @@ /** - * @file advancedAtmoV.glsl + * @file class3/deferred/skyV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,12 +23,6 @@ * $/LicenseInfo$ */ -uniform vec3 cameraPosLocal; -uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 2615400e52..ecf6858136 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -38,30 +38,21 @@ uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; +uniform sampler2D lightFunc; uniform float blur_size; +uniform samplerCube environmentMap; + uniform float blur_fidelity; // Inputs uniform vec4 morphFactor; uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; uniform vec4 gamma; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; uniform float global_gamma; -uniform float scene_light_strength; uniform mat3 env_mat; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; @@ -74,28 +65,29 @@ uniform mat4 inv_modelview; uniform vec2 screen_res; +uniform sampler2D transmittance_texture; +uniform sampler3D scattering_texture; +uniform sampler3D single_mie_scattering_texture; +uniform sampler2D irradiance_texture; + +uniform sampler2D sh_input_r; +uniform sampler2D sh_input_g; +uniform sampler2D sh_input_b; + +vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); +vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); +vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); + +vec3 scaleSoftClipFrag(vec3 c); +vec3 fullbrightScaleSoftClipFrag(vec3 c); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); vec3 decode_normal (vec2 enc); -vec4 getPosition_d(vec2 pos_screen, float depth) -{ - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).r; - return getPosition_d(pos_screen, depth); -} - +vec3 ColorFromRadiance(vec3 radiance); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -105,24 +97,22 @@ void main() { vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPosition_d(tc, depth).xyz; + vec3 pos = getPositionWithDepth(tc, depth).xyz; vec4 norm = texture2DRect(normalMap, tc); float envIntensity = norm.z; - norm.xyz = decode_normal(norm.xy); // unpack norm - + norm.xyz = decode_normal(norm.xy); + float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); + vec4 diffuse = texture2DRect(diffuseRect, tc); // linear - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); - vec3 col; float bloom = 0.0; { + vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -132,17 +122,37 @@ void main() float ambocc = scol_ambocc.g; - col *= diffuse.rgb; - + vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); + vec4 l1r = texture2D(sh_input_r, vec2(0,0)); + vec4 l1g = texture2D(sh_input_g, vec2(0,0)); + vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + + vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), + dot(l1g, l1tap * vec4(1, norm.xyz)), + dot(l1b, l1tap * vec4(1, norm.xyz))); + + indirect = clamp(indirect, vec3(0), vec3(1.0)); + + vec3 transmittance; + vec3 sky_irradiance; + vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); + vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); + + vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; + vec3 atmo_color = ColorFromRadiance(radiance); + + col = atmo_color + indirect; + col *= transmittance; + col *= diffuse.rgb; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection { // the old infinite-sky shiny reflection // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -155,17 +165,24 @@ void main() if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, envintensity); + vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; + vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); + vec3 refcol = ColorFromRadiance(radiance_sun); + col = mix(col.rgb, refcol, envIntensity); } + /*if (norm.w < 0.5) + { + col = scaleSoftClipFrag(col); + }*/ + #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif - col = srgb_to_linear(col); + col = pow(col, vec3(light_gamma)); } frag_color.rgb = col; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index c840d72784..9d872b8df8 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -1,5 +1,5 @@ /** - * @file softenLightF.glsl + * @file class3/deferred/softenLightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,21 +22,17 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform mat4 modelview_projection_matrix; - ATTRIBUTE vec3 position; -uniform vec2 screen_res; - VARYING vec2 vary_fragcoord; +uniform mat4 modelview_projection_matrix; +uniform vec2 screen_res; + void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index a7da140b31..80e2a9dd55 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -133,18 +133,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) } -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index aa5e99a2f7..894534b105 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -68,19 +68,8 @@ uniform float spot_shadow_bias; uniform float spot_shadow_offset; vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -124,13 +113,8 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl index 58f3f2f91e..0870a80a32 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -68,81 +68,11 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -vec3 decode_normal (vec2 enc); - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).r; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec2 getKern(int i) -{ - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; - kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; - kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - - return kern[i]; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - float ret = 1.0; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - float points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; - angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; - points = points + diffz_val; - } - - angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); - - float points_val = (points > 0.0) ? 1.0 : 0.0; - ret = (1.0 - (points_val * angle_hidden)); - - ret = max(ret, 0.0); - return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen); float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { @@ -184,14 +114,9 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr void main() { - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = decode_normal(norm.xy); // unpack norm + vec2 pos_screen = vary_fragcoord.xy; + vec4 pos = getPosition(pos_screen); + vec3 norm = getNorm(pos_screen); /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -291,7 +216,7 @@ void main() } frag_color[0] = shadow; - frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 8195801be6..9c050256dc 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -41,16 +41,18 @@ vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) return (light + additive) * atten * 2.0; } -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; } float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransportFrag(light.rgb, additive,a tten), light.rgb + additive.rgb, brightness * brightness); + return mix(atmosTransportFrag(light.rgb, additive,atten), light.rgb + additive.rgb, brightness * brightness); } -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 atten, vec3 additive) { +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ if (no_atmo == 1) { return light; diff --git a/indra/newview/lltoolgun.cpp b/indra/newview/lltoolgun.cpp index ee757f2566..9539081f30 100644 --- a/indra/newview/lltoolgun.cpp +++ b/indra/newview/lltoolgun.cpp @@ -116,7 +116,7 @@ BOOL LLToolGun::handleHover(S32 x, S32 y, MASK mask) { LLVector3 moonpos = LLViewerCamera::getInstance()->getAtAxis(); gSky.setMoonDirectionCFR(moonpos); - gSavedSettings.setVector3("SkySunDefaultPosition", LLViewerCamera::getInstance()->getAtAxis()); + gSavedSettings.setVector3("SkyMoonDefaultPosition", LLViewerCamera::getInstance()->getAtAxis()); } gViewerWindow->moveCursorToCenter(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6418c9900e..6498ed652a 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -483,6 +483,8 @@ void LLViewerShaderMgr::setShaders() S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); + bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"); + (void)useAdvancedAtmospherics; //using shaders, disable fixed function LLGLSLShader::sNoFixedFunction = true; @@ -989,6 +991,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders() index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); + index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); 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] ) ); @@ -1042,7 +1046,10 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment() gTerrainProgram.mName = "Terrain Shader"; gTerrainProgram.mFeatures.calculatesLighting = true; gTerrainProgram.mFeatures.calculatesAtmospherics = true; - gTerrainProgram.mFeatures.hasAtmospherics = 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; @@ -1201,6 +1208,8 @@ BOOL LLViewerShaderMgr::loadShadersEffects() BOOL LLViewerShaderMgr::loadShadersDeferred() { + bool use_sun_shadow = mVertexShaderLevel[SHADER_DEFERRED] > 1; + if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); @@ -1330,7 +1339,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); llassert(success); } - if (success) { @@ -1373,6 +1381,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true; gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1381,7 +1391,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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("HAS_SHADOW", use_sun_shadow ? "1" : "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); llassert(success); @@ -1435,17 +1445,19 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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"); + gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0"); bool has_skin = i & 0x10; gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; - gDeferredMaterialProgram[i].mFeatures.hasGamma = true; gDeferredMaterialProgram[i].mFeatures.hasTransport = true; gDeferredMaterialProgram[i].mFeatures.decodesNormal = 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 = true; + gDeferredMaterialProgram[i].mFeatures.hasIndirect = true; if (has_skin) { @@ -1478,12 +1490,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; - gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true; gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true; gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true; gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true; + gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true; + gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true; + gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true; if (has_skin) { @@ -1555,6 +1569,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mFeatures.decodesNormal = true; + gDeferredLightProgram.mFeatures.isDeferred = true; + gDeferredLightProgram.mFeatures.hasShadows = 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)); @@ -1570,6 +1587,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true; + gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; + gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; + 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)); @@ -1586,6 +1606,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mFeatures.hasSrgb = true; gDeferredSpotLightProgram.mFeatures.decodesNormal = true; + gDeferredSpotLightProgram.mFeatures.isDeferred = true; + gDeferredSpotLightProgram.mFeatures.hasShadows = true; + 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]; @@ -1599,6 +1622,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true; + gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; + gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; + 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)); @@ -1628,6 +1654,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mFeatures.decodesNormal = true; + gDeferredSunProgram.mFeatures.isDeferred = true; + gDeferredSunProgram.mFeatures.hasShadows = true; + gDeferredSunProgram.mFeatures.hasIndirect = true; + 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)); @@ -1641,6 +1671,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; gDeferredBlurLightProgram.mFeatures.decodesNormal = true; + 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)); @@ -1659,11 +1691,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredAlphaProgram.mFeatures.hasSrgb = true; - gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.decodesNormal = true; gDeferredAlphaProgram.mFeatures.encodesNormal = true; gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredAlphaProgram.mFeatures.hasGamma = true; + gDeferredAlphaProgram.mFeatures.hasTransport = true; + gDeferredAlphaProgram.mFeatures.isDeferred = true; + gDeferredAlphaProgram.mFeatures.hasShadows = true; + gDeferredAlphaProgram.mFeatures.hasIndirect = true; if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { @@ -1678,7 +1714,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); - gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1700,6 +1736,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true; gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true; gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true; + gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true; + gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true; + gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true; + gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { @@ -1714,7 +1754,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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("HAS_SHADOW", use_sun_shadow ? "1" : "0"); gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); @@ -1737,11 +1777,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true; gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true; - gDeferredAlphaWaterProgram.mFeatures.hasGamma = true; gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true; gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true; gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true; + gDeferredAlphaWaterProgram.mFeatures.hasGamma = true; + gDeferredAlphaWaterProgram.mFeatures.isDeferred = true; + gDeferredAlphaWaterProgram.mFeatures.hasShadows = true; + gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true; if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { @@ -1758,7 +1801,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); @@ -1778,7 +1821,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; - gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; + gDeferredAvatarEyesProgram.mFeatures.isDeferred = 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)); @@ -1794,7 +1839,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = true; gDeferredFullbrightProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightProgram.mFeatures.hasGamma = true; + gDeferredFullbrightProgram.mFeatures.isDeferred = true; + gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1811,7 +1857,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1830,7 +1877,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true; gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightWaterProgram.mShaderFiles.clear(); gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1850,7 +1897,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1869,6 +1916,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; + gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true; gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1; gDeferredFullbrightShinyProgram.mShaderFiles.clear(); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1887,6 +1935,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true; + gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = 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)); @@ -1903,6 +1952,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true; + gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = 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)); @@ -1917,6 +1967,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasTransport = true; + gDeferredEmissiveProgram.mFeatures.isDeferred = true; gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredEmissiveProgram.mShaderFiles.clear(); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1934,6 +1985,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWaterProgram.mFeatures.hasGamma = true; gDeferredWaterProgram.mFeatures.hasTransport = true; gDeferredWaterProgram.mFeatures.encodesNormal = true; + gDeferredWaterProgram.mFeatures.isDeferred = true; + gDeferredWaterProgram.mFeatures.hasShadows = true; + gDeferredWaterProgram.mFeatures.hasIndirect = 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)); @@ -1953,6 +2008,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredUnderWaterProgram.mFeatures.hasTransport = true; gDeferredUnderWaterProgram.mFeatures.hasSrgb = true; gDeferredUnderWaterProgram.mFeatures.encodesNormal = true; + gDeferredUnderWaterProgram.mFeatures.isDeferred = true; + gDeferredUnderWaterProgram.mFeatures.hasShadows = true; + gDeferredUnderWaterProgram.mFeatures.hasIndirect = 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)); @@ -1969,17 +2028,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mFeatures.decodesNormal = true; gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; + gDeferredSoftenProgram.mFeatures.hasTransport = true; gDeferredSoftenProgram.mFeatures.hasGamma = true; + gDeferredSoftenProgram.mFeatures.isDeferred = true; + gDeferredSoftenProgram.mFeatures.hasShadows = true; + gDeferredSoftenProgram.mFeatures.hasIndirect = 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)); gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); } + + // insure we use class3/deferred version of softenLight for advanced atmo.. + gDeferredSoftenProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : gDeferredSoftenProgram.mShaderLevel; + + if (gAtmosphere && gDeferredSoftenProgram.mShaderLevel > 2) + { + gDeferredSoftenProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); + } success = gDeferredSoftenProgram.createShader(NULL, NULL); llassert(success); @@ -2000,7 +2071,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true; gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; + gDeferredSoftenWaterProgram.mFeatures.hasTransport = true; gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; + gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; + gDeferredSoftenWaterProgram.mFeatures.hasShadows = true; + gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true; + + if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2) + { + gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); + } + + if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2) + { + gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); + } if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled @@ -2014,6 +2099,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredShadowProgram.mName = "Deferred Shadow Shader"; + gDeferredShadowProgram.mFeatures.isDeferred = 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)); @@ -2026,6 +2112,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; + gDeferredShadowCubeProgram.mFeatures.isDeferred = 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)); @@ -2039,6 +2126,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true; 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)); @@ -2052,6 +2140,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarShadowProgram.mFeatures.isDeferred = 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)); @@ -2065,6 +2154,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader"; gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; + gDeferredAttachmentShadowProgram.mFeatures.isDeferred = 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)); @@ -2078,6 +2168,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mFeatures.encodesNormal = true; + gDeferredTerrainProgram.mFeatures.isDeferred = 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)); @@ -2091,6 +2182,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.mName = "Avatar Shader"; gDeferredAvatarProgram.mFeatures.hasSkinning = true; gDeferredAvatarProgram.mFeatures.encodesNormal = true; + gDeferredAvatarProgram.mFeatures.isDeferred = 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)); @@ -2114,6 +2206,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; + gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; + gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; + gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2134,6 +2229,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { 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)); @@ -2145,6 +2241,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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)); @@ -2156,6 +2253,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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)); @@ -2178,6 +2276,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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)); @@ -2189,6 +2288,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() 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)); @@ -2205,6 +2305,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSkyProgram.mFeatures.hasTransport = true; gDeferredWLSkyProgram.mFeatures.hasGamma = true; + gDeferredWLSkyProgram.mFeatures.hasSrgb = true; + gDeferredWLSkyProgram.mFeatures.isDeferred = 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_WINDLIGHT]; @@ -2220,6 +2323,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasTransport = true; gDeferredWLCloudProgram.mFeatures.hasGamma = true; + gDeferredWLCloudProgram.mFeatures.hasSrgb = true; + gDeferredWLCloudProgram.mFeatures.isDeferred = 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_WINDLIGHT]; @@ -2237,6 +2343,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.isFullbright = true; gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; + gDeferredWLSunProgram.mFeatures.isDeferred = 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)); @@ -2255,6 +2362,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.isFullbright = true; gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; + gDeferredWLMoonProgram.mFeatures.isDeferred = 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)); @@ -2267,6 +2376,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredStarProgram.mName = "Deferred Star Program"; + gDeferredStarProgram.mFeatures.isDeferred = true; 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)); @@ -2279,6 +2389,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gNormalMapGenProgram.mName = "Normal Map Generation Program"; + gNormalMapGenProgram.mFeatures.isDeferred = true; 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)); @@ -3603,20 +3714,19 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() return TRUE; } -#if USE_ADVANCED_ATMOSPHERICS -// disabled until we can determine why low-end machines crash during this init... - if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1) + if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mVertexShaderLevel[SHADER_WINDLIGHT] > 2) { // Prepare precomputed atmospherics textures using libatmosphere LLAtmosphere::initClass(); } -#endif if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.clear(); + gWLSkyProgram.mFeatures.calculatesAtmospherics = true; + gWLSkyProgram.mFeatures.hasTransport = true; gWLSkyProgram.mFeatures.hasGamma = 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)); @@ -3630,6 +3740,8 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLCloudProgram.mName = "Windlight Cloud Program"; //gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mShaderFiles.clear(); + gWLCloudProgram.mFeatures.calculatesAtmospherics = true; + gWLCloudProgram.mFeatures.hasTransport = true; gWLCloudProgram.mFeatures.hasGamma = 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)); diff --git a/indra/newview/llvowlsky.h b/indra/newview/llvowlsky.h index ef3f8e0361..3217d2a7e2 100644 --- a/indra/newview/llvowlsky.h +++ b/indra/newview/llvowlsky.h @@ -88,9 +88,9 @@ private: std::vector< LLPointer<LLVertexBuffer> > mStripsVerts; LLPointer<LLVertexBuffer> mStarsVerts; - std::vector<LLVector3> mStarVertices; // Star verticies - std::vector<LLColor4> mStarColors; // Star colors - std::vector<F32> mStarIntensities; // Star intensities + std::vector<LLVector3> mStarVertices; // Star verticies + std::vector<LLColor4> mStarColors; // Star colors + std::vector<F32> mStarIntensities; // Star intensities }; #endif // LL_VOWLSKY_H diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f91878587f..bac6267bbd 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -853,6 +853,9 @@ LLPipeline::eFBOStatus LLPipeline::doAllocateScreenBuffer(U32 resX, U32 resY) return ret; } + // must be even to avoid a stripe in the horizontal shadow blur +inline U32 BlurHappySize(U32 x, U32 scale) { return (((x*scale)+1)&~1); } + bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { refreshCachedSettings(); @@ -921,22 +924,34 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) } F32 scale = RenderShadowResolutionScale; + U32 sun_shadow_map_width = BlurHappySize(resX, scale); + U32 sun_shadow_map_height = BlurHappySize(resY, scale); if (shadow_detail > 0) { //allocate 4 sun shadow maps - U32 sun_shadow_map_width = ((U32(resX*scale)+1)&~1); // must be even to avoid a stripe in the horizontal shadow blur for (U32 i = 0; i < 4; i++) { - if (!mShadow[i].allocate(sun_shadow_map_width,U32(resY*scale), 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false; - if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) return false; + //allocate VSM sun shadow map(s) + if ((shadow_detail > 3) && !mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE)) + { + return false; + } + else if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) + { + return false; + } + + if (!mShadowOcclusion[i].allocate(sun_shadow_map_width/occlusion_divisor, sun_shadow_map_height/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE)) + { + return false; + } } } else { for (U32 i = 0; i < 4; i++) { - mShadow[i].release(); - mShadowOcclusion[i].release(); + releaseShadowTarget(i); } } @@ -952,19 +967,29 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (shadow_detail > 1) { //allocate two spot shadow maps - U32 spot_shadow_map_width = width; + U32 spot_shadow_map_width = width; + U32 spot_shadow_map_height = height; for (U32 i = 4; i < 6; i++) { - if (!mShadow[i].allocate(spot_shadow_map_width, height, 0, TRUE, FALSE)) return false; - if (!mShadowOcclusion[i].allocate(mShadow[i].getWidth()/occlusion_divisor, mShadow[i].getHeight()/occlusion_divisor, 0, TRUE, FALSE)) return false; + if ((shadow_detail > 3) && !mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, GL_RGBA16F_ARB, FALSE, FALSE)) + { + return false; + } + else if (!mShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE)) + { + return false; + } + if (!mShadowOcclusion[i].allocate(spot_shadow_map_width/occlusion_divisor, height/occlusion_divisor, 0, TRUE, FALSE)) + { + return false; + } } } else { for (U32 i = 4; i < 6; i++) { - mShadow[i].release(); - mShadowOcclusion[i].release(); + releaseShadowTarget(i); } } @@ -978,11 +1003,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) { mDeferredLight.release(); - for (U32 i = 0; i < 6; i++) - { - mShadow[i].release(); - mShadowOcclusion[i].release(); - } + releaseShadowTargets(); mFXAABuffer.release(); mScreen.release(); mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first @@ -1179,16 +1200,26 @@ void LLPipeline::releaseScreenBuffers() mDeferredLight.release(); mOcclusionDepth.release(); - for (U32 i = 0; i < 6; i++) - { - mShadow[i].release(); - mShadowOcclusion[i].release(); - } + releaseShadowTargets(); mInscatter.release(); } +void LLPipeline::releaseShadowTarget(U32 index) +{ + mShadow[index].release(); + mShadowOcclusion[index].release(); +} + +void LLPipeline::releaseShadowTargets() +{ + for (U32 i = 0; i < 6; i++) + { + releaseShadowTarget(i); + } +} + void LLPipeline::createGLBuffers() { stop_glerror(); @@ -8285,20 +8316,24 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n for (U32 i = 0; i < 4; i++) { - channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); - stop_glerror(); - if (channel > -1) - { - stop_glerror(); - gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); + LLRenderTarget* shadow_target = getShadowTarget(i); + if (shadow_target) + { + channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); + stop_glerror(); + if (channel > -1) + { + stop_glerror(); + gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); - stop_glerror(); - } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } + } } for (U32 i = 4; i < 6; i++) @@ -8308,18 +8343,22 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n if (channel > -1) { stop_glerror(); - gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); - gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); - gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); - stop_glerror(); + LLRenderTarget* shadow_target = getShadowTarget(i); + if (shadow_target) + { + gGL.getTexUnit(channel)->bind(shadow_target, TRUE); + gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); + gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); + stop_glerror(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); - stop_glerror(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); + stop_glerror(); + } } } - channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE); + /*channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE); stop_glerror(); if (channel > -1) { @@ -8332,7 +8371,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS); stop_glerror(); - } + }*/ stop_glerror(); @@ -10600,6 +10639,10 @@ void LLPipeline::generateHighlight(LLCamera& camera) } } +LLRenderTarget* LLPipeline::getShadowTarget(U32 i) +{ + return &mShadow[i]; +} static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow"); @@ -10819,9 +10862,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera) for (S32 j = 0; j < 4; j++) { - mShadow[j].bindTarget(); - mShadow[j].clear(); - mShadow[j].flush(); + LLRenderTarget* shadow_target = getShadowTarget(j); + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->clear(); + shadow_target->flush(); + } } } else @@ -10887,12 +10934,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) mShadowCamera[j+4] = shadow_cam; } - mShadow[j].bindTarget(); - { - LLGLDepthTest depth(GL_TRUE); - mShadow[j].clear(); - } - mShadow[j].flush(); + LLRenderTarget* shadow_target = getShadowTarget(j); + if (shadow_target) + { + shadow_target->bindTarget(); + { + LLGLDepthTest depth(GL_TRUE); + shadow_target->clear(); + } + shadow_target->flush(); + } mShadowError.mV[j] = 0.f; mShadowFOV.mV[j] = 0.f; @@ -11181,20 +11232,24 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mShadow[j].bindTarget(); - mShadow[j].getViewport(gGLViewport); - mShadow[j].clear(); - - U32 target_width = mShadow[j].getWidth(); + LLRenderTarget* shadow_target = getShadowTarget(j); - { - static LLCullResult result[4]; + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->getViewport(gGLViewport); + shadow_target->clear(); - renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); - } + U32 target_width = shadow_target->getWidth(); + + { + static LLCullResult result[4]; + renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); + } + + shadow_target->flush(); + } - mShadow[j].flush(); - if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA)) { LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); @@ -11327,19 +11382,23 @@ void LLPipeline::generateSunShadow(LLCamera& camera) stop_glerror(); - mShadow[i+4].bindTarget(); - mShadow[i+4].getViewport(gGLViewport); - mShadow[i+4].clear(); + LLRenderTarget* shadow_target = getShadowTarget(i + 4); - U32 target_width = mShadow[i+4].getWidth(); - - static LLCullResult result[2]; + if (shadow_target) + { + shadow_target->bindTarget(); + shadow_target->getViewport(gGLViewport); + shadow_target->clear(); + + U32 target_width = shadow_target->getWidth(); - LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); + static LLCullResult result[2]; + LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); - renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); + renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); - mShadow[i+4].flush(); + shadow_target->flush(); + } } } else diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index b292ac9358..3646aaaf45 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -209,6 +209,8 @@ public: U32 addObject(LLViewerObject *obj); void enableShadows(const bool enable_shadows); + void releaseShadowTargets(); + void releaseShadowTarget(U32 index); // void setLocalLighting(const bool local_lighting); // bool isLocalLightingEnabled() const; @@ -283,6 +285,8 @@ public: void generateWaterReflection(LLCamera& camera); void generateSunShadow(LLCamera& camera); + LLRenderTarget* getShadowTarget(U32 i); + void generateHighlight(LLCamera& camera); void renderHighlight(const LLViewerObject* obj, F32 fade); void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; } |