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authorGraham Linden <graham@lindenlab.com>2019-01-30 12:34:20 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-30 12:34:20 -0800
commit08440def112395487d57a9d6e719c7700d7134b5 (patch)
tree94167b6f71edb1aba9ab384fedace93ee4819584 /indra/newview
parentbd25688867d824a3c21ffce93d689bb30e4ba803 (diff)
WIP for 10374 (reduce number of shaders linking against deferredUtil).
Prepare for using ifdef to conditionally engage using gl_FragDepth in water shaders (because GL requires that writing to gl_FragDepth on any path means you need to write a depth value on every path).
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl189
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl171
-rw-r--r--indra/newview/lldrawpoolwater.cpp13
-rw-r--r--indra/newview/llviewershadermgr.cpp146
-rw-r--r--indra/newview/llviewershadermgr.h2
6 files changed, 268 insertions, 255 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 24804c3011..2569e49743 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -140,7 +140,7 @@ void main()
discard;
}
- float envIntensity = texture2DRect(normalMap. frag.xy).z;
+ float envIntensity = texture2DRect(normalMap, frag.xy).z;
vec3 norm = getNorm(frag.xy);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index d9ae37fbfa..df7b8f3f92 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -55,6 +55,7 @@ uniform float fresnelOffset;
uniform float blurMultiplier;
uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
+uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -73,105 +74,107 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
void main()
{
- vec4 color;
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
-
-
- vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ vec4 color;
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
vec3 wave1 = BlendNormal(wave1_a, wave1_b);
vec3 wave2 = BlendNormal(wave2_a, wave2_b);
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
-
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
+
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+
+ refcol = mix(baseCol*df2, refcol, dweight);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
-
- vec4 pos = vary_position;
-
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClipFrag(color.rgb);
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+
+ vec4 pos = vary_position;
+
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClipFrag(color.rgb);
+ color.a = spec * sunAngle2;
+
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+#if defined(WATER_EDGE)
// force frag depth which doesn't z-fight
- gl_FragDepth = 0.99999f;
+ gl_FragDepth = 0.99999f;
+#endif
- frag_data[0] = vec4(color.rgb, color); // diffuse
- frag_data[1] = vec4(0); // speccolor, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
+ frag_data[0] = vec4(color.rgb, color); // diffuse
+ frag_data[1] = vec4(0); // speccolor, spec
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index c4b3684141..415d0b9db4 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -50,7 +50,7 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-
+uniform int water_edge;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -68,96 +68,99 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
void main()
{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec4 color;
+
+ float dist = length(view.xy);
+
+ //normalize view vector
+ vec3 viewVec = normalize(view.xyz);
+
+ //get wave normals
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+ df *= df;
+
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ vec2 dmod_scale = vec2(dmod*dmod, dmod);
+
+ //get reflected color
+ vec2 refdistort1 = wave1.xy*normScale.x;
+ vec2 refvec1 = distort+refdistort1/dmod_scale;
+ vec4 refcol1 = texture2D(refTex, refvec1);
+
+ vec2 refdistort2 = wave2.xy*normScale.y;
+ vec2 refvec2 = distort+refdistort2/dmod_scale;
+ vec4 refcol2 = texture2D(refTex, refvec2);
+
+ vec2 refdistort3 = wave3.xy*normScale.z;
+ vec2 refvec3 = distort+refdistort3/dmod_scale;
+ vec4 refcol3 = texture2D(refTex, refvec3);
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
+ vec4 refcol = refcol1 + refcol2 + refcol3;
+ float df1 = df.x + df.y + df.z;
+ refcol *= df1 * 0.333;
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ wavef.z *= max(-viewVec.z, 0.1);
+ wavef = normalize(wavef);
+
+ float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
+
+ vec2 refdistort4 = wavef.xy*0.125;
+ refdistort4.y -= abs(refdistort4.y);
+ vec2 refvec4 = distort+refdistort4/dmod;
+ float dweight = min(dist2*blurMultiplier, 1.0);
+ vec4 baseCol = texture2D(refTex, refvec4);
+ refcol = mix(baseCol*df2, refcol, dweight);
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
+ color.rgb += spec * specular;
+
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
+#if defined(WATER_EDGE)
// force frag depth to fix z-fighting at back edge of water edge pieces
gl_FragDepth = 0.99999;
- frag_color = color;
+#endif
+
+ frag_color = color;
}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 9820720fb9..514ce41d5a 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -716,11 +716,18 @@ void LLDrawPoolWater::shade()
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
- gGL.getTexUnit(diffTex)->bind(face->getTexture());
- face->renderIndexed();
+ if (face)
+ {
+ LLVOWater* water = (LLVOWater*) face->getViewerObject();
+ gGL.getTexUnit(diffTex)->bind(face->getTexture());
+
+ bool edge = water && water->getIsEdgePatch();
+ shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0);
+ face->renderIndexed();
+ }
}
}
-
+
shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
shader->disableTexture(LLShaderMgr::WATER_SCREENTEX);
shader->disableTexture(LLShaderMgr::BUMP_MAP);
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 5c65a3630c..a42aeaf015 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -153,6 +153,7 @@ LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
LLGLSLShader gTerrainProgram;
LLGLSLShader gTerrainWaterProgram;
LLGLSLShader gWaterProgram;
+LLGLSLShader gWaterEdgeProgram;
LLGLSLShader gUnderWaterProgram;
//interface shaders
@@ -186,6 +187,7 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
LLGLSLShader gDeferredWaterProgram;
+LLGLSLShader gDeferredWaterEdgeProgram;
LLGLSLShader gDeferredUnderWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
@@ -263,6 +265,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gObjectShinyProgram);
mShaderList.push_back(&gObjectShinyNonIndexedProgram);
mShaderList.push_back(&gWaterProgram);
+ mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
mShaderList.push_back(&gObjectSimpleImpostorProgram);
@@ -347,6 +350,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredWaterProgram);
+ mShaderList.push_back(&gDeferredWaterEdgeProgram);
mShaderList.push_back(&gDeferredUnderWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
@@ -865,6 +869,7 @@ void LLViewerShaderMgr::unloadShaders()
gWaterProgram.unload();
+ gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
gTerrainProgram.unload();
gTerrainWaterProgram.unload();
@@ -1098,6 +1103,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
if (mShaderLevel[SHADER_WATER] == 0)
{
gWaterProgram.unload();
+ gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
gTerrainWaterProgram.unload();
return TRUE;
@@ -1119,6 +1125,23 @@ BOOL LLViewerShaderMgr::loadShadersWater()
llassert(success);
}
+ if (success)
+ {
+ // load water shader
+ gWaterEdgeProgram.mName = "Water Edge Shader";
+ gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
+ gWaterEdgeProgram.mFeatures.hasGamma = true;
+ gWaterEdgeProgram.mFeatures.hasTransport = true;
+ gWaterEdgeProgram.mShaderFiles.clear();
+ gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
+ gWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
+ success = gWaterProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
//load under water vertex shader
@@ -1275,6 +1298,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
gDeferredWaterProgram.unload();
+ gDeferredWaterEdgeProgram.unload();
gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
@@ -1305,8 +1329,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mFeatures.encodesNormal = true;
- gDeferredDiffuseProgram.mFeatures.isDeferred = true;
- gDeferredDiffuseProgram.mShaderFiles.clear();
+ gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@@ -1319,8 +1342,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
- gDeferredDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
- gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
+ gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@@ -1333,8 +1355,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1346,8 +1367,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.isDeferred = true;
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1359,8 +1379,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true;
- gDeferredNonIndexedDiffuseProgram.mFeatures.isDeferred = true;
- gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
+ gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1373,8 +1392,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true;
- gDeferredSkinnedDiffuseProgram.mFeatures.isDeferred = true;
- gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
+ gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1387,8 +1405,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true;
- gDeferredSkinnedBumpProgram.mFeatures.isDeferred = true;
- gDeferredSkinnedBumpProgram.mShaderFiles.clear();
+ gDeferredSkinnedBumpProgram.mShaderFiles.clear();
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1411,9 +1428,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true;
- gDeferredSkinnedAlphaProgram.mFeatures.isDeferred = true;
-
+
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1434,8 +1449,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mFeatures.encodesNormal = true;
- gDeferredBumpProgram.mFeatures.isDeferred = true;
- gDeferredBumpProgram.mShaderFiles.clear();
+ gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -1487,9 +1501,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialProgram[i].mFeatures.hasShadows = true;
- gDeferredMaterialProgram[i].mFeatures.hasIndirect = true;
- gDeferredMaterialProgram[i].mFeatures.isDeferred = true;
-
+
if (has_skin)
{
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1528,9 +1540,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true;
- gDeferredMaterialWaterProgram[i].mFeatures.isDeferred = true;
-
+
if (has_skin)
{
gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1565,8 +1575,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTreeProgram.mName = "Deferred Tree Shader";
gDeferredTreeProgram.mShaderFiles.clear();
gDeferredTreeProgram.mFeatures.encodesNormal = true;
- gDeferredTreeProgram.mFeatures.isDeferred = true;
- gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeProgram.createShader(NULL, NULL);
@@ -1688,7 +1697,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mFeatures.isDeferred = true;
gDeferredSunProgram.mFeatures.hasShadows = true;
- gDeferredSunProgram.mFeatures.hasIndirect = true;
gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;
gDeferredSunProgram.mShaderFiles.clear();
@@ -1728,9 +1736,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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 (mShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1766,9 +1772,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = 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 (mShaderLevel[SHADER_DEFERRED] < 1)
@@ -1812,9 +1816,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
- gDeferredAlphaWaterProgram.mFeatures.isDeferred = true;
gDeferredAlphaWaterProgram.mFeatures.hasShadows = true;
- gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;
if (mShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1851,7 +1853,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarEyesProgram.mFeatures.isDeferred = true;
gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
gDeferredAvatarEyesProgram.mShaderFiles.clear();
@@ -1869,8 +1870,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = 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));
@@ -1887,8 +1887,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = 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));
@@ -1907,8 +1906,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true;
- gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1927,8 +1925,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true;
- gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1946,8 +1943,7 @@ 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.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1965,8 +1961,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true;
- gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
+ gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
@@ -1982,8 +1977,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true;
- gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
+ gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
@@ -1997,8 +1991,7 @@ 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.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2015,9 +2008,7 @@ 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));
@@ -2028,6 +2019,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
}
+ if (success)
+ {
+ // load water shader
+ gDeferredWaterEdgeProgram.mName = "Deferred Water Shader";
+ gDeferredWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredWaterEdgeProgram.mFeatures.hasGamma = true;
+ gDeferredWaterEdgeProgram.mFeatures.hasTransport = true;
+ gDeferredWaterEdgeProgram.mFeatures.encodesNormal = true;
+ gDeferredWaterEdgeProgram.mFeatures.hasShadows = true;
+
+ gDeferredWaterEdgeProgram.mShaderFiles.clear();
+ gDeferredWaterEdgeProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWaterEdgeProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredWaterEdgeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredWaterEdgeProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ gDeferredWaterEdgeProgram.addPermutation("WATER_EDGE", "1");
+ success = gDeferredWaterEdgeProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
// load water shader
@@ -2038,9 +2049,7 @@ 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));
@@ -2061,7 +2070,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
@@ -2104,7 +2112,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
gDeferredSoftenWaterProgram.mFeatures.hasShadows = true;
- gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true;
if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)
{
@@ -2212,8 +2219,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.encodesNormal = true;
- gDeferredTerrainProgram.mFeatures.isDeferred = true;
- gDeferredTerrainProgram.mShaderFiles.clear();
+ gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2226,8 +2232,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mName = "Avatar Shader";
gDeferredAvatarProgram.mFeatures.hasSkinning = true;
gDeferredAvatarProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarProgram.mFeatures.isDeferred = true;
- gDeferredAvatarProgram.mShaderFiles.clear();
+ gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2251,7 +2256,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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));
@@ -2347,14 +2351,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
- //gWLSkyProgram.mFeatures.hasGamma = true;
- gDeferredWLSkyProgram.mShaderFiles.clear();
+ gDeferredWLSkyProgram.mShaderFiles.clear();
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 = mShaderLevel[SHADER_WINDLIGHT];
@@ -2375,8 +2377,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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 = mShaderLevel[SHADER_WINDLIGHT];
@@ -2450,8 +2451,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.isFullbright = true;
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
- gDeferredWLSunProgram.mFeatures.isDeferred = true;
- gDeferredWLSunProgram.mShaderFiles.clear();
+ gDeferredWLSunProgram.mShaderFiles.clear();
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2469,8 +2469,7 @@ 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));
@@ -2483,8 +2482,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
- gDeferredStarProgram.mFeatures.isDeferred = true;
- gDeferredStarProgram.mShaderFiles.clear();
+ gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 18d81bf865..05e1681b40 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -239,6 +239,7 @@ extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
extern LLGLSLShader gTerrainProgram;
extern LLGLSLShader gTerrainWaterProgram;
extern LLGLSLShader gWaterProgram;
+extern LLGLSLShader gWaterEdgeProgram;
extern LLGLSLShader gUnderWaterProgram;
extern LLGLSLShader gGlowProgram;
extern LLGLSLShader gGlowExtractProgram;
@@ -273,6 +274,7 @@ extern LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredWaterProgram;
+extern LLGLSLShader gDeferredWaterEdgeProgram;
extern LLGLSLShader gDeferredUnderWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;