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authorRider Linden <rider@lindenlab.com>2019-04-10 17:48:06 +0000
committerRider Linden <rider@lindenlab.com>2019-04-10 17:48:06 +0000
commit37bd0b809f8d5db5b2fbee5b7c63631e4ffc2a6f (patch)
tree7d92ac04a99115a1cda0d268018c8d8589655df0 /indra
parent4e1874184e5eb2fc69702f0934f245e8b9dd0350 (diff)
parentde1a88d6bb17e767a9db8979ea2f7c0b3ba4cb41 (diff)
Merged in Geenz/viewer-eep/OPEN-340 (pull request #345)
OPEN-340 & OPEN-343 - Consolidate shader atmospheric calcs into a singular utility shader + fix fog on fullbright in deferred
Diffstat (limited to 'indra')
-rw-r--r--indra/llrender/llglslshader.cpp21
-rw-r--r--indra/llrender/llglslshader.h3
-rw-r--r--indra/llrender/llshadermgr.cpp121
-rw-r--r--indra/llrender/llshadermgr.h3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl116
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl128
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl110
-rw-r--r--indra/newview/llviewershadermgr.cpp7
13 files changed, 253 insertions, 288 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index f8b5dd0559..babf649ece 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -485,12 +485,27 @@ BOOL LLGLSLShader::createShader(std::vector<LLStaticHashedString> * attributes,
return success;
}
-BOOL LLGLSLShader::attachObject(std::string object_path)
+BOOL LLGLSLShader::attachVertexObject(std::string object_path) {
+ if (LLShaderMgr::instance()->mVertexShaderObjects.count(object_path) > 0)
+ {
+ stop_glerror();
+ glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mVertexShaderObjects[object_path]);
+ stop_glerror();
+ return TRUE;
+ }
+ else
+ {
+ LL_SHADER_LOADING_WARNS() << "Attempting to attach shader object: '" << object_path << "' that hasn't been compiled." << LL_ENDL;
+ return FALSE;
+ }
+}
+
+BOOL LLGLSLShader::attachFragmentObject(std::string object_path)
{
- if (LLShaderMgr::instance()->mShaderObjects.count(object_path) > 0)
+ if (LLShaderMgr::instance()->mFragmentShaderObjects.count(object_path) > 0)
{
stop_glerror();
- glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object_path]);
+ glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mFragmentShaderObjects[object_path]);
stop_glerror();
return TRUE;
}
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 974d0ea005..38dc980a97 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -102,7 +102,8 @@ public:
std::vector<LLStaticHashedString> * uniforms,
U32 varying_count = 0,
const char** varyings = NULL);
- BOOL attachObject(std::string object);
+ BOOL attachFragmentObject(std::string object);
+ BOOL attachVertexObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 4303c3ed11..27f9e36f0f 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -79,12 +79,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasWaterFog)
{
- if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl"))
{
return FALSE;
}
@@ -92,7 +92,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->calculatesLighting || features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
+ if (!shader->attachVertexObject("windlight/atmosphericsHelpersV.glsl"))
{
return FALSE;
}
@@ -102,40 +102,40 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->isSpecular)
{
- if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightFuncSpecularV.glsl"))
{
return FALSE;
}
if (!features->isAlphaLighting)
{
- if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/sumLightsSpecularV.glsl"))
{
return FALSE;
}
}
- if (!shader->attachObject("lighting/lightSpecularV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightSpecularV.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFuncV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightFuncV.glsl"))
{
return FALSE;
}
if (!features->isAlphaLighting)
{
- if (!shader->attachObject("lighting/sumLightsV.glsl"))
+ if (!shader->attachVertexObject("lighting/sumLightsV.glsl"))
{
return FALSE;
}
}
- if (!shader->attachObject("lighting/lightV.glsl"))
+ if (!shader->attachVertexObject("lighting/lightV.glsl"))
{
return FALSE;
}
@@ -144,8 +144,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->calculatesAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsV.glsl"))
+ {
+ if (!shader->attachVertexObject("windlight/atmosphericsFuncs.glsl")) {
+ return FALSE;
+ }
+
+ if (!shader->attachVertexObject("windlight/atmosphericsV.glsl"))
{
return FALSE;
}
@@ -153,7 +157,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasSkinning)
{
- if (!shader->attachObject("avatar/avatarSkinV.glsl"))
+ if (!shader->attachVertexObject("avatar/avatarSkinV.glsl"))
{
return FALSE;
}
@@ -161,7 +165,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasObjectSkinning)
{
- if (!shader->attachObject("avatar/objectSkinV.glsl"))
+ if (!shader->attachVertexObject("avatar/objectSkinV.glsl"))
{
return FALSE;
}
@@ -177,12 +181,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasWaterFog)
{
- if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl"))
{
return FALSE;
}
@@ -190,7 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->calculatesLighting || features->calculatesAtmospherics)
{
- if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))
+ if (!shader->attachFragmentObject("windlight/atmosphericsHelpersF.glsl"))
{
return FALSE;
}
@@ -199,7 +203,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// we want this BEFORE shadows and AO because those facilities use pos/norm access
if (features->isDeferred)
{
- if (!shader->attachObject("deferred/deferredUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))
{
return FALSE;
}
@@ -207,7 +211,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasShadows)
{
- if (!shader->attachObject("deferred/shadowUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/shadowUtil.glsl"))
{
return FALSE;
}
@@ -215,7 +219,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasAmbientOcclusion)
{
- if (!shader->attachObject("deferred/aoUtil.glsl"))
+ if (!shader->attachFragmentObject("deferred/aoUtil.glsl"))
{
return FALSE;
}
@@ -223,7 +227,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasIndirect)
{
- if (!shader->attachObject("deferred/indirect.glsl"))
+ if (!shader->attachFragmentObject("deferred/indirect.glsl"))
{
return FALSE;
}
@@ -231,7 +235,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasGamma)
{
- if (!shader->attachObject("windlight/gammaF.glsl"))
+ if (!shader->attachFragmentObject("windlight/gammaF.glsl"))
{
return FALSE;
}
@@ -239,7 +243,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasSrgb)
{
- if (!shader->attachObject("environment/srgbF.glsl"))
+ if (!shader->attachFragmentObject("environment/srgbF.glsl"))
{
return FALSE;
}
@@ -247,15 +251,19 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->encodesNormal)
{
- if (!shader->attachObject("environment/encodeNormF.glsl"))
+ if (!shader->attachFragmentObject("environment/encodeNormF.glsl"))
{
return FALSE;
}
}
if (features->hasAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsF.glsl"))
+ {
+ if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
+ return FALSE;
+ }
+
+ if (!shader->attachFragmentObject("windlight/atmosphericsF.glsl"))
{
return FALSE;
}
@@ -263,7 +271,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasTransport)
{
- if (!shader->attachObject("windlight/transportF.glsl"))
+ if (!shader->attachFragmentObject("windlight/transportF.glsl"))
{
return FALSE;
}
@@ -275,7 +283,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasWaterFog)
{
- if (!shader->attachObject("environment/waterFogF.glsl"))
+ if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
{
return FALSE;
}
@@ -289,14 +297,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
{
return FALSE;
}
@@ -306,14 +314,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
{
return FALSE;
}
@@ -328,14 +336,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
{
return FALSE;
}
@@ -345,14 +353,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightF.glsl"))
{
return FALSE;
}
@@ -370,14 +378,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyWaterF.glsl"))
{
return FALSE;
}
@@ -390,12 +398,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
+ else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
{
return FALSE;
}
@@ -404,12 +412,12 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
{
return FALSE;
}
}
- else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
+ else if (!shader->attachFragmentObject("lighting/lightFullbrightWaterF.glsl"))
{
return FALSE;
}
@@ -421,14 +429,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightShinyF.glsl"))
{
return FALSE;
}
@@ -443,14 +451,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightNonIndexedF.glsl"))
{
return FALSE;
}
@@ -460,14 +468,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->hasAlphaMask)
{
- if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightAlphaMaskF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightFullbrightF.glsl"))
{
return FALSE;
}
@@ -485,14 +493,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyWaterNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyWaterF.glsl"))
{
return FALSE;
}
@@ -504,14 +512,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
if (features->disableTextureIndex)
{
- if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyNonIndexedF.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("lighting/lightShinyF.glsl"))
+ if (!shader->attachFragmentObject("lighting/lightShinyF.glsl"))
{
return FALSE;
}
@@ -522,14 +530,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->mIndexedTextureChannels <= 1)
{
- if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ if (!shader->attachVertexObject("objects/nonindexedTextureV.glsl"))
{
return FALSE;
}
}
else
{
- if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ if (!shader->attachVertexObject("objects/indexedTextureV.glsl"))
{
return FALSE;
}
@@ -999,7 +1007,12 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
if (ret)
{
// Add shader file to map
- mShaderObjects[filename] = ret;
+ if (type == GL_VERTEX_SHADER_ARB) {
+ mVertexShaderObjects[filename] = ret;
+ }
+ else if (type == GL_FRAGMENT_SHADER_ARB) {
+ mFragmentShaderObjects[filename] = ret;
+ }
shader_level = try_gpu_class;
}
else
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index e0a67e6198..98caa9295e 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -275,7 +275,8 @@ public:
public:
// Map of shader names to compiled
- std::map<std::string, GLhandleARB> mShaderObjects;
+ std::map<std::string, GLhandleARB> mVertexShaderObjects;
+ std::map<std::string, GLhandleARB> mFragmentShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 4fe0d1351d..ca82dd9432 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -77,7 +77,7 @@ vec2 encode_normal (vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#ifdef HAS_SHADOW
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
@@ -184,7 +184,7 @@ void main()
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec2 abnormal = encode_normal(norm.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index d5ef010017..f98fc0d518 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -45,6 +45,9 @@ VARYING vec2 vary_texcoord0;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
@@ -74,6 +77,8 @@ void main()
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
color.a = final_alpha;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 6d7162b5a2..9b07c11361 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -41,7 +41,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
-void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
@@ -290,7 +290,7 @@ void main()
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 4b9e8290dd..ff30004ffd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -71,7 +71,7 @@ vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
-void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -107,8 +107,8 @@ void main()
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-
+ calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+ sunlit *= 0.5;
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
@@ -166,7 +166,7 @@ vec3 post_diffuse = col.rgb;
col = mix(col.rgb, refcol, envIntensity);
}
- if (norm.w < 0.5)
+ if (norm.w < 1)
{
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
new file mode 100644
index 0000000000..a099083883
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -0,0 +1,116 @@
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 moonlight_color;
+uniform int sun_up_factor;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform mat3 ssao_effect_mat;
+uniform int no_atmo;
+uniform float sun_moon_glow_factor;
+
+vec3 nothing() {
+ return vec3(0, 0, 0);
+}
+
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
+
+ vec3 P = inPositionEye;
+
+ //(TERRAIN) limit altitude
+ if (P.y > max_y) P *= (max_y / P.y);
+ if (P.y < -max_y) P *= (-max_y / P.y);
+
+ vec3 tmpLightnorm = lightnorm.xyz;
+
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ vec4 temp1 = vec4(0);
+ vec3 temp2 = vec3(0);
+ vec4 blue_weight;
+ vec4 haze_weight;
+ vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 light_atten;
+
+ //sunlight attenuation effect (hue and brightness) due to atmosphere
+ //this is used later for sunlight modulation at various altitudes
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ //I had thought blue_density and haze_density should have equal weighting,
+ //but attenuation due to haze_density tends to seem too strong
+
+ temp1 = blue_density + vec4(haze_density);
+ blue_weight = blue_density / temp1;
+ haze_weight = vec4(haze_density) / temp1;
+
+ //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+ temp2.y = max(0.0, tmpLightnorm.y);
+ if (temp2.y > 0.001f)
+ {
+ temp2.y = 1. / temp2.y;
+ }
+ temp2.y = max(0.001f, temp2.y);
+ sunlight *= exp(-light_atten * temp2.y);
+
+ // main atmospheric scattering line integral
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+ //final atmosphere attenuation factor
+ atten = temp1.rgb;
+
+ //compute haze glow
+ //(can use temp2.x as temp because we haven't used it yet)
+ temp2.x = dot(Pn, tmpLightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ //temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001); //was glow.y
+ //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ temp2.x *= glow.x;
+ //higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ temp2.x = pow(temp2.x, glow.z);
+ //glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+ //add "minimum anti-solar illumination"
+ temp2.x += .25;
+
+ temp2.x *= sun_moon_glow_factor;
+
+ //increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+
+ /* decrease value and saturation (that in HSV, not HSL) for occluded areas
+ * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+ * // The following line of code performs the equivalent of:
+ * float ambAlpha = tmpAmbient.a;
+ * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+ * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+ * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+ */
+ tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+ //haze color
+ additive =
+ vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ + tmpAmbient));
+
+ //brightness of surface both sunlight and ambient
+ sunlit = sunlight.rgb;
+ amblit = tmpAmbient.rgb * .25;
+ additive = normalize(additive);
+ additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
+} \ No newline at end of file
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 8814587fbc..d87b2560ce 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -67,11 +67,12 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
-void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
@@ -79,6 +80,8 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
+vec3 nothing();
+
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
@@ -121,8 +124,8 @@ void main()
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
-
+ calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten);
+ sunlit *= 0.5;
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
@@ -180,7 +183,7 @@ vec3 post_diffuse = col.rgb;
col = mix(col.rgb, refcol, envIntensity);
}
- if (norm.w < 0.5)
+ if (norm.w < 1)
{
//col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
//col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 6c4098b9fb..ac7931209e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -34,128 +34,20 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//VARYING vec4 vary_CloudUVs;
-//VARYING float vary_CloudDensity;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-//uniform vec4 camPosWorld;
-
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
-uniform float sun_moon_glow_factor;
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
void calcAtmospherics(vec3 inPositionEye) {
vec3 P = inPositionEye;
setPositionEye(P);
-
- //(TERRAIN) limit altitude
- if (P.y > max_y) P *= (max_y / P.y);
- if (P.y < -max_y) P *= (-max_y / P.y);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- if (temp2.y > 0.001f)
- {
- temp2.y = 1. / temp2.y;
- }
- temp2.y = max(0.001f, temp2.y);
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
- //vary_AtmosAttenuation = distance_multiplier / 10000.;
- //vary_AtmosAttenuation = density_multiplier * 100.;
- //vary_AtmosAttenuation = vec4(Plen / 100000., 0., 0., 1.);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- temp2.x *= sun_moon_glow_factor;
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
-
- vec3 additive =
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient));
- additive = normalize(additive);
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(additive * vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5);
-
- /*
- const float cloudShadowScale = 100.;
- // Get cloud uvs for shadowing
- vec3 cloudPos = inPositionEye + camPosWorld - cloudShadowScale / 2.;
- vary_CloudUVs.xy = cloudPos.xz / cloudShadowScale;
-
- // We can take uv1 and multiply it by (TerrainSpan / CloudSpan)
-// cloudUVs *= (((worldMaxZ - worldMinZ) * 20) /40000.);
- vary_CloudUVs *= (10000./40000.);
-
- // Offset by sun vector * (CloudAltitude / CloudSpan)
- vary_CloudUVs.x += tmpLightnorm.x / tmpLightnorm.y * (3000./40000.);
- vary_CloudUVs.y += tmpLightnorm.z / tmpLightnorm.y * (3000./40000.);
- */
+ vec3 tmpsunlit = vec3(1);
+ vec3 tmpamblit = vec3(1);
+ vec3 tmpaddlit = vec3(1);
+ vec3 tmpattenlit = vec3(1);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ setSunlitColor(tmpsunlit);
+ setAmblitColor(tmpamblit);
+ setAdditiveColor(tmpaddlit);
+ setAtmosAttenuation(tmpattenlit);
}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
index 9bd75cf118..b8c0547102 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
@@ -32,104 +32,20 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
-uniform int sun_up_factor;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
void calcAtmospherics(vec3 inPositionEye) {
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- vec3 tmpLightnorm = lightnorm.xyz;
-
- vec3 Pn = normalize(P);
- float Plen = length(P);
-
- vec4 temp1 = vec4(0);
- vec3 temp2 = vec3(0);
- vec4 blue_weight;
- vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
- vec4 light_atten;
-
- //sunlight attenuation effect (hue and brightness) due to atmosphere
- //this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //I had thought blue_density and haze_density should have equal weighting,
- //but attenuation due to haze_density tends to seem too strong
-
- temp1 = blue_density + vec4(haze_density);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / temp1;
-
- //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
- temp2.y = 1. / temp2.y;
- sunlight *= exp( - light_atten * temp2.y);
-
- // main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //final atmosphere attenuation factor
- setAtmosAttenuation(temp1.rgb);
-
- //compute haze glow
- //(can use temp2.x as temp because we haven't used it yet)
- temp2.x = dot(Pn, tmpLightnorm.xyz);
- temp2.x = 1. - temp2.x;
- //temp2.x is 0 at the sun and increases away from sun
- temp2.x = max(temp2.x, .03); //was glow.y
- //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.x *= glow.x;
- //higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.x = pow(temp2.x, glow.z);
- //glow.z should be negative, so we're doing a sort of (1 / "angle") function
-
- //add "minimum anti-solar illumination"
- temp2.x += .25;
-
- //increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
-
- /* decrease value and saturation (that in HSV, not HSL) for occluded areas
- * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
- * // The following line of code performs the equivalent of:
- * float ambAlpha = tmpAmbient.a;
- * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
- * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
- * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
- */
- //tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
-
- //haze color
- setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
- + tmpAmbient)));
-
- //brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ vec3 P = inPositionEye;
+ setPositionEye(P);
+ vec3 tmpsunlit = vec3(1);
+ vec3 tmpamblit = vec3(1);
+ vec3 tmpaddlit = vec3(1);
+ vec3 tmpattenlit = vec3(1);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ setSunlitColor(tmpsunlit);
+ setAmblitColor(tmpamblit);
+ setAdditiveColor(tmpaddlit);
+ setAtmosAttenuation(tmpattenlit);
}
+
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index cf0cd693ae..1b1759aeaf 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -424,7 +424,8 @@ void LLViewerShaderMgr::setShaders()
LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits);
// Make sure the compiled shader map is cleared before we recompile shaders.
- mShaderObjects.clear();
+ mVertexShaderObjects.clear();
+ mFragmentShaderObjects.clear();
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
@@ -938,6 +939,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
@@ -978,6 +980,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsFuncs.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );
@@ -1006,7 +1009,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );