diff options
| author | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2011-09-28 00:41:10 -0500 | 
| commit | 348a70181211b8fe37c569f8b3fb8324cc8c59ea (patch) | |
| tree | 4b3e5ad42d549879c319bcf7e3fdfc0b60076dc9 /indra/newview | |
| parent | 554b14dedac5a51927bad57b475d8f5a571c1add (diff) | |
SH-2507 Shave some unused/redundant varying state and make the max texture index debug setting rebuild shaders to use no flow control when set to 1 or lower
Diffstat (limited to 'indra/newview')
46 files changed, 396 insertions, 143 deletions
| diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index ddc4f4ddd2..727851b4da 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -7796,7 +7796,7 @@      <key>Type</key>      <string>U32</string>      <key>Value</key> -    <integer>6</integer> +    <integer>32</integer>    </map>      <key>RenderDebugTextureBind</key>      <map> diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index cf939e2df8..2901e18db8 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -59,8 +59,6 @@ void main()  	gl_Position = projection_matrix * pos; -	fog_depth = length(pos.xyz); -  	calcAtmospherics(pos.xyz);  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0,0,0,0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 15781bc92d..b09441f7eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -49,7 +49,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip; @@ -135,7 +135,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 74ee082bed..93b1a114db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; @@ -50,10 +50,10 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_light;  VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip;  uniform float shadow_offset; @@ -98,7 +98,7 @@ void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz, 1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -138,7 +138,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index 12e88ca5dd..acbc3f7e15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip; @@ -137,7 +137,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 7ed41cbcb9..9461e3e32e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -32,7 +32,7 @@ ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0;  VARYING vec3 vary_normal; -VARYING float vary_texture_index; +  VARYING vec2 vary_texcoord0;  void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 908f3abcd0..76d29b1df7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -28,23 +28,24 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0;  VARYING vec3 vary_normal; -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +void passTextureIndex(); +  void main()  {  	//transform vertex  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);   	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_texture_index = texture_index; +	passTextureIndex();  	vary_normal = normalize(normal_matrix * normal);  	vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 7b108e4562..115b04797f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec4 emissive;  ATTRIBUTE vec2 texcoord0; @@ -39,17 +39,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz, 1.0);  	vec4 pos = (modelview_matrix * vert); -	vary_texture_index = texture_index; +	passTextureIndex();  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -59,5 +59,5 @@ void main()  	vertex_color = emissive; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index ab638991f7..2e6982d101 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; @@ -40,17 +40,17 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz, 1.0);  	vec4 pos = (modelview_matrix * vert); -	vary_texture_index = texture_index; +	passTextureIndex();  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -60,5 +60,5 @@ void main()  	vertex_color = diffuse_color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index 57b3a6d001..45bd5c8b42 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,7 +24,7 @@   */ -VARYING float fog_depth; +  uniform vec4 waterFogColor;  uniform float waterFogEnd; diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8c38d5df2a..8494ffba52 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -54,5 +54,5 @@ void main()  	gl_Position = projection_matrix*vec4(pos, 1.0); -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index 35feacb7b1..e984deb0c8 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec4 emissive;  ATTRIBUTE vec2 texcoord0; @@ -37,13 +37,13 @@ VARYING vec2 vary_texcoord0;  void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; + +  void main()  {  	//transform vertex -	vary_texture_index = texture_index; +	passTextureIndex();  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -52,5 +52,5 @@ void main()  	vertex_color = emissive; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl index f73760bfd4..5d6f14230c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec3 normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye); @@ -49,5 +49,5 @@ void main()  	vertex_color = vec4(1,1,1,1); -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl index 69cd858b4d..79b552ee1a 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_texcoord1; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye);  mat4 getObjectSkinnedTransform(); @@ -63,5 +63,5 @@ void main()  	gl_Position = projection_matrix*vec4(pos, 1.0); -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index a8e640018d..8d1bbf350d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -37,7 +37,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_texcoord1; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye); @@ -59,5 +59,5 @@ void main()  	vertex_color = diffuse_color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl index 4de24fd46b..eff75435a9 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl @@ -35,7 +35,7 @@ mat4 getObjectSkinnedTransform();  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  { @@ -53,5 +53,5 @@ void main()  	gl_Position = projection_matrix*vec4(pos, 1.0); -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index 7286e5e2f4..8b20c2a860 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye); @@ -50,5 +50,5 @@ void main()  	vertex_color = diffuse_color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl new file mode 100644 index 0000000000..a95c9e0ab9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -0,0 +1,34 @@ +/**  + * @file indexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +ATTRIBUTE float texture_index; + +VARYING float vary_texture_index; + +void passTextureIndex() +{ +	vary_texture_index = texture_index; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl new file mode 100644 index 0000000000..2839171044 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl @@ -0,0 +1,30 @@ +/**  + * @file nonindexedTextureV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +void passTextureIndex() +{ + +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 282686a9b0..5dcfa87066 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 86a78b190c..4ca53a8f30 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec3 vary_texcoord0; -VARYING float fog_depth; +  void calcAtmospherics(vec3 inPositionEye); @@ -57,6 +57,6 @@ void main()  	vary_texcoord0 = (texture_matrix0*vec4(ref,1.0)).xyz; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 45a493e4f2..706627e175 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -34,7 +34,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -53,5 +53,5 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl index aea0e25e60..1c6e53b187 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl @@ -33,7 +33,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -61,5 +61,5 @@ void main()  	gl_Position = projection_matrix*vec4(pos, 1.0); -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 4b6b219751..df9111f941 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -53,6 +53,4 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vertex_color = color; - -	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl index 250d99a9c7..fa01a27ec0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -37,7 +37,7 @@ void calcAtmospherics(vec3 inPositionEye);  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  { @@ -56,5 +56,5 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 2e41360150..8bdae328bd 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -24,10 +24,7 @@   */ - -VARYING vec3 vary_PositionEye; -  vec3 getPositionEye()  { -	return vary_PositionEye; +	return vec3(0,0,0);  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 42f8646f2d..8ec9ae617c 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -25,15 +25,12 @@ -VARYING vec3 vary_PositionEye; - -  vec3 getPositionEye()  { -	return vary_PositionEye; +	return vec3(0,0,0);  }  void setPositionEye(vec3 v)  { -	vary_PositionEye = v; +	  } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..636d4af006 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,33 @@ +/**  + * @file atmosphericVarsWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  + +VARYING vec3 vary_PositionEye; + +vec3 getPositionEye() +{ +	return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..ef34c5c853 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,39 @@ +/**  + * @file atmosphericVarsWaterV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +  +VARYING vec3 vary_PositionEye; +VARYING float fog_depth; + +vec3 getPositionEye() +{ +	return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ +	vary_PositionEye = v; +	fog_depth = v.z; +} diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 04d3e2aa1f..5af9f5c902 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -56,7 +56,7 @@ void main()  	vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index ad353eb624..5a3955ef00 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip;  uniform float shadow_offset; @@ -140,7 +140,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 6a3777c7c8..9540ddd2e8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; @@ -49,10 +49,10 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip;  uniform float shadow_offset; @@ -97,7 +97,7 @@ void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz, 1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -136,7 +136,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 091a865160..63c7a6b13d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -48,7 +48,7 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  uniform float near_clip;  uniform float shadow_offset; @@ -139,7 +139,7 @@ void main()  	vertex_color = col; -	fog_depth = pos.z; +	  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl index 580ef2694f..34bd8d445a 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl @@ -34,10 +34,10 @@ void calcAtmospherics(vec3 inPositionEye);  uniform vec4 origin; -VARYING float vary_texture_index; +  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; @@ -45,13 +45,13 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_texcoord1; -VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz,1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,6 +64,4 @@ void main()  	calcAtmospherics(pos.xyz);  	vertex_color = diffuse_color; - -	fog_depth = pos.z;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl index 09dbd0b6cd..fc20d3270e 100644 --- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl @@ -28,7 +28,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec2 texcoord0;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color; @@ -36,16 +36,16 @@ ATTRIBUTE vec4 diffuse_color;  void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz,1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; @@ -54,5 +54,5 @@ void main()  	vertex_color = diffuse_color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index 86c592ea57..fdb3453cc5 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -30,7 +30,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec2 texcoord0;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color; @@ -43,16 +43,13 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; -VARYING float fog_depth; -  uniform vec4 origin;  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz,1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); @@ -64,7 +61,5 @@ void main()  	calcAtmospherics(pos.xyz); -	vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0)); - -	fog_depth = pos.z; +	vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));	  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl index 6799e43b9a..cb80697d15 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -35,7 +35,7 @@ ATTRIBUTE vec4 diffuse_color;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -57,5 +57,5 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl index 8e8f0664b0..37a20383e2 100644 --- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl @@ -29,7 +29,7 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -ATTRIBUTE float texture_index; +void passTextureIndex();  ATTRIBUTE vec2 texcoord0;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color; @@ -37,16 +37,16 @@ ATTRIBUTE vec4 diffuse_color;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); -VARYING float vary_texture_index; +  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -VARYING float fog_depth; +  void main()  {  	//transform vertex  	vec4 vert = vec4(position.xyz,1.0); -	vary_texture_index = texture_index; +	passTextureIndex();  	vec4 pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -60,5 +60,5 @@ void main()  	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));  	vertex_color = color; -	fog_depth = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 08814b49d8..e8e56e12c1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -24,25 +24,17 @@   */ - -VARYING vec3 vary_PositionEye; -  VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor;  VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; -vec3 getPositionEye() -{ -	return vary_PositionEye; -}  vec3 getSunlitColor()  { -	return vary_SunlitColor; +	return vec3(0,0,0);  }  vec3 getAmblitColor()  { -	return vary_AmblitColor; +	return vec3(0,0,0);  }  vec3 getAdditiveColor()  { @@ -50,5 +42,5 @@ vec3 getAdditiveColor()  }  vec3 getAtmosAttenuation()  { -	return vary_AtmosAttenuation; +	return vec3(vary_AtmosAttenuation);  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 514f009add..01605e5b25 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -24,49 +24,50 @@   */ - -VARYING vec3 vary_PositionEye; - -VARYING vec3 vary_SunlitColor; -VARYING vec3 vary_AmblitColor;  VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; +vec3 position_eye; -vec3 getPositionEye() -{ -	return vary_PositionEye; -}  vec3 getSunlitColor()  { -	return vary_SunlitColor; +	return sunlit_color;  }  vec3 getAmblitColor()  { -	return vary_AmblitColor; +	return amblit_color;  } +  vec3 getAdditiveColor()  {  	return vary_AdditiveColor;  }  vec3 getAtmosAttenuation()  { -	return vary_AtmosAttenuation; +	return atmos_attenuation;  } +vec3 getPositionEye() +{ +	return position_eye; +}  void setPositionEye(vec3 v)  { -	vary_PositionEye = v; +	position_eye = v;  }  void setSunlitColor(vec3 v)  { -	vary_SunlitColor = v; +	sunlit_color  = v;  }  void setAmblitColor(vec3 v)  { -	vary_AmblitColor = v; +	amblit_color = v;  }  void setAdditiveColor(vec3 v) @@ -76,5 +77,6 @@ void setAdditiveColor(vec3 v)  void setAtmosAttenuation(vec3 v)  { -	vary_AtmosAttenuation = v; +	atmos_attenuation = v; +	vary_AtmosAttenuation = v.r;  } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl new file mode 100644 index 0000000000..23046f990d --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -0,0 +1,51 @@ +/**  + * @file atmosphericVarsWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_SunlitColor; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 getSunlitColor() +{ +	return vec3(0,0,0); +} +vec3 getAmblitColor() +{ +	return vec3(0,0,0); +} +vec3 getAdditiveColor() +{ +	return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ +	return vec3(vary_AtmosAttenuation); +} +vec3 getPositionEye() +{ +	return vary_PositionEye; +} + diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl new file mode 100644 index 0000000000..279c4dd981 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -0,0 +1,81 @@ +/**  + * @file atmosphericVarsWaterV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +VARYING vec3 vary_PositionEye; +VARYING vec3 vary_AdditiveColor; +VARYING float vary_AtmosAttenuation; + +vec3 atmos_attenuation; +vec3 sunlit_color; +vec3 amblit_color; + +vec3 getSunlitColor() +{ +	return sunlit_color; +} +vec3 getAmblitColor() +{ +	return amblit_color; +} + +vec3 getAdditiveColor() +{ +	return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ +	return atmos_attenuation; +} + +vec3 getPositionEye() +{ +	return vary_PositionEye; +} + +void setPositionEye(vec3 v) +{ +	vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ +	sunlit_color  = v; +} + +void setAmblitColor(vec3 v) +{ +	amblit_color = v; +} + +void setAdditiveColor(vec3 v) +{ +	vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ +	atmos_attenuation = v; +	vary_AtmosAttenuation = v.r; +} diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index e12c2f7853..ca66ae989c 100755 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -292,6 +292,7 @@ RenderVBOEnable				1	0  list OpenGLPre30  RenderDeferred				0	0 +RenderMaxTextureIndex		1	1  list Intel  RenderAnisotropic			1	0 diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index a0245f5369..e855b2c569 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -290,6 +290,7 @@ RenderVBOEnable				1	0  list OpenGLPre30  RenderDeferred				0	0 +RenderMaxTextureIndex		1	1  list Intel  RenderAnisotropic			1	0 diff --git a/indra/newview/llviewercontrol.cpp b/indra/newview/llviewercontrol.cpp index f521d93e03..563a63287e 100644 --- a/indra/newview/llviewercontrol.cpp +++ b/indra/newview/llviewercontrol.cpp @@ -594,7 +594,7 @@ void settings_setup_listeners()  	gSavedSettings.getControl("OctreeMaxNodeCapacity")->getSignal()->connect(boost::bind(&handleRepartition, _2));  	gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));  	gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2)); -	gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2)); +	gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));  	gSavedSettings.getControl("RenderUseTriStrips")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));  	gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));  	gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2)); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 17cce3069e..94b7451f0e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -444,6 +444,9 @@ void LLViewerShaderMgr::setShaders()  		return;  	} +	LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); + +  	if (LLRender::sGLCoreProfile)  	{   		if (!gSavedSettings.getBOOL("VertexShaderEnable")) @@ -826,8 +829,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	// (in order of shader function call depth for reference purposes, deepest level first)  	vector< pair<string, S32> > shaders; -	shaders.reserve(10);  	shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl",		mVertexShaderLevel[SHADER_WINDLIGHT] ) ); +	shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl",		mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl",	mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	shaders.push_back( make_pair( "lighting/lightFuncV.glsl",				mVertexShaderLevel[SHADER_LIGHTING] ) );  	shaders.push_back( make_pair( "lighting/sumLightsV.glsl",				sum_lights_class ) ); @@ -838,6 +841,8 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	shaders.push_back( make_pair( "windlight/atmosphericsV.glsl",			mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	shaders.push_back( make_pair( "avatar/avatarSkinV.glsl",				1 ) );  	shaders.push_back( make_pair( "avatar/objectSkinV.glsl",				1 ) ); +	shaders.push_back( make_pair( "objects/indexedTextureV.glsl",			1 ) ); +	shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl",		1 ) );  	// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.  	for (U32 i = 0; i < shaders.size(); i++) @@ -853,8 +858,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	// (in order of shader function call depth for reference purposes, deepest level first)  	shaders.clear(); -	shaders.reserve(13); -	S32 ch = gGLManager.mNumTextureImageUnits-1; +	S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);  	if (gGLManager.mGLVersion < 3.1f)  	{ //force to 1 texture index channel for old drivers @@ -863,6 +867,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	std::vector<S32> index_channels;  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl",		mVertexShaderLevel[SHADER_WINDLIGHT] ) ); +	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl",		mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/gammaF.glsl",					mVertexShaderLevel[SHADER_WINDLIGHT]) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/atmosphericsF.glsl",			mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/transportF.glsl",				mVertexShaderLevel[SHADER_WINDLIGHT] ) );	 @@ -1186,7 +1191,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		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 = gGLManager.mNumTextureImageUnits; +		gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredDiffuseProgram.createShader(NULL, NULL);  	} @@ -1197,7 +1202,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		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 = gGLManager.mNumTextureImageUnits; +		gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);  	} @@ -1394,11 +1399,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels  		if (mVertexShaderLevel[SHADER_DEFERRED] < 1)  		{ -			gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; +			gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		}  		else  		{ //shave off some texture units for shadow maps -			gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits - 6; +			gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);  		}  		gDeferredAlphaProgram.mShaderFiles.clear(); @@ -1428,7 +1433,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredFullbrightProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightProgram.mFeatures.hasTransport = true; -		gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; +		gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightProgram.mShaderFiles.clear();  		gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1442,7 +1447,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredEmissiveProgram.mFeatures.hasGamma = true;  		gDeferredEmissiveProgram.mFeatures.hasTransport = true; -		gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = gGLManager.mNumTextureImageUnits; +		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)); | 
