diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
---|---|---|
committer | RunitaiLinden <davep@lindenlab.com> | 2023-11-16 16:46:12 -0600 |
commit | bdb53fd56d56c659941e7e63f83cefc366acef6d (patch) | |
tree | 89a6744852e7df622df02477a54c977aa91783d7 /indra | |
parent | 361efcb9267f2c91f88198081bbe6ac2264766fd (diff) |
SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders.
Diffstat (limited to 'indra')
27 files changed, 369 insertions, 732 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 0e7f9e1331..f14216f3d8 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -81,14 +81,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->calculatesAtmospherics) { - if (features->hasWaterFog) - { - if (!shader->attachVertexObject("windlight/atmosphericsVarsWaterV.glsl")) - { - return FALSE; - } - } - else if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) + if (!shader->attachVertexObject("windlight/atmosphericsVarsV.glsl")) { return FALSE; } @@ -201,14 +194,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) if(features->calculatesAtmospherics || features->hasGamma || features->isDeferred) { - if (features->hasWaterFog) - { - if (!shader->attachFragmentObject("windlight/atmosphericsVarsWaterF.glsl")) - { - return FALSE; - } - } - else if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) + if (!shader->attachFragmentObject("windlight/atmosphericsVarsF.glsl")) { return FALSE; } @@ -292,7 +278,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } // NOTE order of shader object attaching is VERY IMPORTANT!!! - if (features->hasWaterFog) + if (features->hasWaterFog || features->hasAtmospherics) { if (!shader->attachFragmentObject("environment/waterFogF.glsl")) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 5d58cc91cd..2798c59f1c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,9 +35,7 @@ in vec3 vary_position; in vec4 vertex_color; in vec2 vary_texcoord0; -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); @@ -86,18 +84,14 @@ void main() calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); #endif -#ifdef WATER_FOG - - vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); - color.rgb = fogged.rgb; - color.a = fogged.a; -#else - color.a = final_alpha; -#endif #ifndef IS_HUD color.rgb = srgb_to_linear(color.rgb); color.rgb = atmosFragLighting(color.rgb, additive, atten); + + vec4 fogged = applyWaterFogViewLinear(pos, vec4(color.rgb, final_alpha)); + color.rgb = fogged.rgb; + color.a = fogged.a; #endif frag_color = max(color, vec4(0)); diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index cfdb393b34..140e01cc2a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -30,12 +30,12 @@ uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; -vec3 getPositionEye(); - vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); -vec4 applyWaterFogView(vec3 pos, vec4 color) +// get a water fog color that will apply the appropriate haze to a color given +// a blend function of (ONE, SOURCE_ALPHA) +vec4 getWaterFogViewNoClip(vec3 pos) { vec3 view = normalize(pos); //normalize view vector @@ -67,38 +67,44 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); + + return vec4(srgb_to_linear(kc.rgb*L), D); +} + +vec4 getWaterFogView(vec3 pos) +{ + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return vec4(0,0,0,1); + } + + return getWaterFogViewNoClip(pos); +} + +vec4 applyWaterFogView(vec3 pos, vec4 color) +{ + vec4 fogged = getWaterFogView(pos); - color.rgb = color.rgb * D + kc.rgb * L; + color.rgb = color.rgb * fogged.a + fogged.rgb; return color; } -vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit) +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color) { - color.rgb = linear_to_srgb(color.rgb); - color = applyWaterFogView(pos, color); - color.rgb = srgb_to_linear(color.rgb); + vec4 fogged = getWaterFogViewNoClip(pos); + color.rgb *= fogged.a; + color.rgb += fogged.rgb; return color; } -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit) +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) { if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) { return color; } - return applyWaterFogViewLinearNoClip(pos, color, sunlit); -} - -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) -{ - return applyWaterFogViewLinear(pos, color, vec3(1)); -} - -vec4 applyWaterFog(vec4 color) -{ - //normalize view vector - return applyWaterFogViewLinear(getPositionEye(), color); + return applyWaterFogViewLinearNoClip(pos, color); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 6ecbfaecb1..4f88aed765 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -30,7 +30,6 @@ vec3 getSunlitColor(); vec3 getAmblitColor(); vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -vec3 getPositionEye(); uniform float scene_light_strength; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index cc3617ba61..7b59e07243 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -42,7 +42,6 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou void calcAtmospherics(vec3 inPositionEye) { vec3 P = inPositionEye; - setPositionEye(P); vec3 tmpsunlit = vec3(1); vec3 tmpamblit = vec3(1); vec3 tmpaddlit = vec3(1); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 34669a6796..9d5f60b313 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -44,5 +44,5 @@ vec3 getAdditiveColor() vec3 getAtmosAttenuation() { - return vec3(vary_AtmosAttenuation); + return vary_AtmosAttenuation; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 1b854d80b3..0617bc9908 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -31,7 +31,6 @@ vec3 additive_color; vec3 atmos_attenuation; vec3 sunlit_color; vec3 amblit_color; -vec3 position_eye; vec3 getSunlitColor() { @@ -51,16 +50,6 @@ vec3 getAtmosAttenuation() return atmos_attenuation; } -vec3 getPositionEye() -{ - return position_eye; -} - -void setPositionEye(vec3 v) -{ - position_eye = v; -} - void setSunlitColor(vec3 v) { sunlit_color = v; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl deleted file mode 100644 index 7a6741fe0e..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file class2\wl\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 - * $/LicenseInfo$ - */ - -in vec3 vary_PositionEye; -in vec3 vary_AdditiveColor; -in vec3 vary_AtmosAttenuation; - -vec3 getSunlitColor() -{ - return vec3(0,0,0); -} -vec3 getAmblitColor() -{ - return vec3(0,0,0); -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} -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 deleted file mode 100644 index 23c3aed4d8..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl +++ /dev/null @@ -1,81 +0,0 @@ -/** - * @file class2\wl\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 - * $/LicenseInfo$ - */ - -out vec3 vary_PositionEye; -out vec3 vary_AdditiveColor; -out vec3 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; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index b63f3b60f9..07fa5cd01c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -65,9 +65,7 @@ uniform vec3 light_diffuse[8]; void waterClip(vec3 pos); -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); -#endif +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); @@ -270,12 +268,6 @@ void main() color.rgb *= diffuse_linear.rgb; - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - -#ifdef WATER_FOG - color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear); -#endif // WATER_FOG - vec4 light = vec4(0,0,0,0); #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); @@ -291,6 +283,10 @@ void main() // sum local light contrib in linear colorspace color.rgb += light.rgb; + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + + color = applyWaterFogViewLinear(pos.xyz, color); + #endif // #else // FOR_IMPOSTOR #ifdef IS_HUD diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 35d752be02..80c1769b15 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -84,9 +84,7 @@ vec3 linear_to_srgb(vec3 c); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten); -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); -#endif +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); float calcLegacyDistanceAttenuation(float distance, float falloff); @@ -228,13 +226,6 @@ void main() color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear); - color = temp.rgb; -#endif - vec3 light = vec3(0); // Punctual lights @@ -250,7 +241,11 @@ void main() color.rgb += light.rgb; + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0)); + color = temp.rgb; + float a = basecolor.a*vertex_color.a; frag_color = max(vec4(color.rgb,a), vec4(0)); diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 5483a4e29c..6446015b03 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -40,6 +40,8 @@ in vec3 vary_position; uniform samplerCube environmentMap; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); vec3 linear_to_srgb(vec3 c); @@ -84,6 +86,7 @@ void main() applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); color.rgb = atmosFragLighting(color.rgb, additive, atten); + color = applyWaterFogViewLinear(pos.xyz, color); #endif color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl new file mode 100644 index 0000000000..7b77a2f5fb --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -0,0 +1,109 @@ +/** + * @file class3/deferred/hazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D normalMap; + +// Inputs +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; +in vec2 vary_fragcoord; + +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); + +float getDepth(vec2 pos_screen); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform vec4 waterPlane; + +uniform int cube_snapshot; + +uniform float sky_hdr_scale; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + vec3 color = vec3(0); + float bloom = 0.0; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + bool do_atmospherics = false; + + // mask off atmospherics below water + if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + discard; + } + + float alpha = 0.0; + + if (do_atmospherics) + { + alpha = atten.r; + color = srgb_to_linear(additive*2.0); + color *= sky_hdr_scale; + } + else + { + color = vec3(0,0,0); + alpha = 1.0; + } + + frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results + frag_color.a = alpha; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index acff03ec4b..1880f0c870 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -37,9 +37,7 @@ uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise uniform int sun_up_factor; -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); -#endif +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); @@ -386,13 +384,6 @@ void main() glare += cur_glare; } - color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear); - color = temp.rgb; -#endif - vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0, 0, 0); @@ -408,6 +399,11 @@ void main() color += light; + color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); + + vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0)); + color = temp.rgb; + glare *= 1.0-emissive; glare = min(glare, 1.0); float al = max(diffcol.a, glare) * vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 35e99c5bd2..5e8fe9301a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -83,10 +83,6 @@ uniform vec4 waterPlane; uniform int cube_snapshot; -#ifdef WATER_FOG -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); -#endif - uniform float sky_hdr_scale; void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); @@ -167,18 +163,6 @@ void main() vec3 sunlit_linear = srgb_to_linear(sunlit); vec3 amblit_linear = amblit; - bool do_atmospherics = false; - -#ifndef WATER_FOG - // when above water, mask off atmospherics below water - if (dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) - { - do_atmospherics = true; - } -#else - do_atmospherics = true; -#endif - vec3 irradiance = vec3(0); vec3 radiance = vec3(0); @@ -203,11 +187,6 @@ void main() vec3 v = -normalize(pos.xyz); color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); - - if (do_atmospherics) - { - color = atmosFragLightingLinear(color, additive, atten); - } } else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) { @@ -273,21 +252,8 @@ void main() { // add environment map applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - - - if (do_atmospherics) - { - color = atmosFragLightingLinear(color, additive, atten); - } } - - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom)); - color = fogged.rgb; - #endif - frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl new file mode 100644 index 0000000000..f63d70cbd7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -0,0 +1,58 @@ +/** + * @file class3/deferred/waterHazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +// Inputs +in vec2 vary_fragcoord; + +uniform sampler2D normalMap; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); + +vec4 getWaterFogView(vec3 pos); + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + discard; + } + + vec4 fogged = getWaterFogView(pos.xyz); + + frag_color.rgb = max(fogged.rgb, vec3(0)); //output linear since local lights will be added to this shader's results + frag_color.a = fogged.a; +} diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index e99ad5b474..924f356f35 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -55,7 +55,7 @@ in vec4 littleWave; in vec4 view; in vec3 vary_position; -vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color); void main() { @@ -77,5 +77,5 @@ void main() vec4 fb = vec4(waterFogColorLinear, 0.0); #endif - frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0)); + frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index ddade462be..af0460fa8b 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -34,7 +34,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); vec3 scaleSoftClipFragLinear(vec3 l); vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); // PBR interface vec2 BRDF(float NoV, float roughness); @@ -223,7 +223,6 @@ void main() refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); } - fb = applyWaterFogViewLinear(refPos, fb, sunlit); #else vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear); #endif diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 052a1d796a..41dc95a8cb 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -178,27 +178,24 @@ void LLDrawPoolAlpha::renderPostDeferred(S32 pass) fullbright_shader = (LLPipeline::sImpostorRender) ? &gDeferredFullbrightAlphaMaskProgram : - (LLPipeline::sUnderWaterRender) ? &gDeferredFullbrightWaterAlphaProgram : (LLPipeline::sRenderingHUDs) ? &gHUDFullbrightAlphaMaskAlphaProgram : &gDeferredFullbrightAlphaMaskAlphaProgram; prepare_alpha_shader(fullbright_shader, true, true, water_sign); simple_shader = (LLPipeline::sImpostorRender) ? &gDeferredAlphaImpostorProgram : - (LLPipeline::sUnderWaterRender) ? &gDeferredAlphaWaterProgram : (LLPipeline::sRenderingHUDs) ? &gHUDAlphaProgram : &gDeferredAlphaProgram; prepare_alpha_shader(simple_shader, false, true, water_sign); //prime simple shader (loads shadow relevant uniforms) - LLGLSLShader* materialShader = LLPipeline::sUnderWaterRender ? gDeferredMaterialWaterProgram : gDeferredMaterialProgram; + LLGLSLShader* materialShader = gDeferredMaterialProgram; for (int i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { prepare_alpha_shader(&materialShader[i], false, true, water_sign); } pbr_shader = - (LLPipeline::sUnderWaterRender) ? &gDeferredPBRAlphaWaterProgram : (LLPipeline::sRenderingHUDs) ? &gHUDPBRAlphaProgram : &gDeferredPBRAlphaProgram; @@ -727,11 +724,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) llassert(mask < LLMaterial::SHADER_COUNT); target_shader = &(gDeferredMaterialProgram[mask]); - - if (LLPipeline::sUnderWaterRender) - { - target_shader = &(gDeferredMaterialWaterProgram[mask]); - } } else if (!params.mFullbright) { diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 342b76d93b..7f6409dbde 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -509,14 +509,7 @@ void LLDrawPoolAvatar::beginRigid() if (gPipeline.shadersLoaded()) { - if (LLPipeline::sUnderWaterRender) - { - sVertexProgram = &gObjectAlphaMaskNoColorWaterProgram; - } - else - { - sVertexProgram = &gObjectAlphaMaskNoColorProgram; - } + sVertexProgram = &gObjectAlphaMaskNoColorProgram; if (sVertexProgram != NULL) { //eyeballs render with the specular shader diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp index 6a7e05ac74..c0e4ed38c1 100644 --- a/indra/newview/lldrawpoolmaterials.cpp +++ b/indra/newview/lldrawpoolmaterials.cpp @@ -82,14 +82,7 @@ void LLDrawPoolMaterials::beginDeferredPass(S32 pass) U32 idx = shader_idx[pass]; - if (LLPipeline::sUnderWaterRender) - { - mShader = &(gDeferredMaterialWaterProgram[idx]); - } - else - { - mShader = &(gDeferredMaterialProgram[idx]); - } + mShader = &(gDeferredMaterialProgram[idx]); if (rigged) { diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index a89c9d4561..696618f75b 100644 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -193,10 +193,6 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass) { shader = &gHUDFullbrightProgram; } - else if (LLPipeline::sUnderWaterRender) - { - shader = &gDeferredFullbrightWaterProgram; - } else { shader = &gDeferredFullbrightProgram; @@ -225,10 +221,6 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass) { shader = &gHUDFullbrightAlphaMaskProgram; } - else if (LLPipeline::sUnderWaterRender) - { - shader = &gDeferredFullbrightAlphaMaskWaterProgram; - } else { shader = &gDeferredFullbrightAlphaMaskProgram; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 42587658a6..2f65f3dec3 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -983,7 +983,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLEnvironment& env = LLEnvironment::instance(); - auto group = LLGLSLShader::SG_WATER; + auto group = LLGLSLShader::SG_ANY; LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[group]; { diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp index b37f08283d..b926631ebe 100644 --- a/indra/newview/llviewercamera.cpp +++ b/indra/newview/llviewercamera.cpp @@ -50,6 +50,7 @@ #include "llquaternion.h" #include "llwindow.h" // getPixelAspectRatio() #include "lltracerecording.h" +#include "llenvironment.h" // System includes #include <iomanip> // for setprecision @@ -96,35 +97,37 @@ LLViewerCamera::LLViewerCamera() : LLCamera() gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2)); } -void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, - const LLVector3 &up_direction, - const LLVector3 &point_of_interest) +void LLViewerCamera::updateCameraLocation(const LLVector3 ¢er, const LLVector3 &up_direction, const LLVector3 &point_of_interest) { - // do not update if avatar didn't move - if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate()) - { - return; - } - - LLVector3 last_position; - LLVector3 last_axis; - last_position = getOrigin(); - last_axis = getAtAxis(); - - mLastPointOfInterest = point_of_interest; - - LLViewerRegion * regp = gAgent.getRegion(); - F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f; - - LLVector3 origin = center; - if (origin.mV[2] > water_height) - { - origin.mV[2] = llmax(origin.mV[2], water_height+0.20f); - } - else - { - origin.mV[2] = llmin(origin.mV[2], water_height-0.20f); - } + // do not update if avatar didn't move + if (!LLViewerJoystick::getInstance()->getCameraNeedsUpdate()) + { + return; + } + + LLVector3 last_position; + LLVector3 last_axis; + last_position = getOrigin(); + last_axis = getAtAxis(); + + mLastPointOfInterest = point_of_interest; + + LLViewerRegion *regp = gAgent.getRegion(); + F32 water_height = (NULL != regp) ? regp->getWaterHeight() : 0.f; + + LLVector3 origin = center; + + if (LLEnvironment::instance().getCurrentWater()->getFogMod() != 1.f) + { + if (origin.mV[2] > water_height) + { + origin.mV[2] = llmax(origin.mV[2], water_height + 0.20f); + } + else + { + origin.mV[2] = llmin(origin.mV[2], water_height - 0.20f); + } + } setOriginAndLookAt(origin, up_direction, point_of_interest); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index cdf5e2875f..e6e80e9532 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -99,7 +99,6 @@ LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectBumpProgram; LLGLSLShader gSkinnedObjectBumpProgram; LLGLSLShader gObjectAlphaMaskNoColorProgram; -LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; //environment shaders LLGLSLShader gWaterProgram; @@ -138,7 +137,6 @@ LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; -LLGLSLShader gDeferredTerrainWaterProgram; LLGLSLShader gDeferredTreeProgram; LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredSkinnedTreeShadowProgram; @@ -149,9 +147,10 @@ LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; +LLGLSLShader gHazeProgram; +LLGLSLShader gHazeWaterProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; -LLGLSLShader gDeferredSoftenWaterProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredSkinnedShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; @@ -171,8 +170,6 @@ LLGLSLShader gHUDAlphaProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredAlphaImpostorProgram; LLGLSLShader gDeferredSkinnedAlphaImpostorProgram; -LLGLSLShader gDeferredAlphaWaterProgram; -LLGLSLShader gDeferredSkinnedAlphaWaterProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gHUDFullbrightProgram; @@ -180,12 +177,6 @@ LLGLSLShader gDeferredFullbrightAlphaMaskProgram; LLGLSLShader gHUDFullbrightAlphaMaskProgram; LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; -LLGLSLShader gDeferredFullbrightWaterProgram; -LLGLSLShader gDeferredSkinnedFullbrightWaterProgram; -LLGLSLShader gDeferredFullbrightWaterAlphaProgram; -LLGLSLShader gDeferredSkinnedFullbrightWaterAlphaProgram; -LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; -LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredSkinnedEmissiveProgram; LLGLSLShader gDeferredPostProgram; @@ -215,7 +206,6 @@ LLGLSLShader gDeferredBufferVisualProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; -LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gHUDPBROpaqueProgram; LLGLSLShader gPBRGlowProgram; LLGLSLShader gPBRGlowSkinnedProgram; @@ -224,8 +214,6 @@ LLGLSLShader gDeferredSkinnedPBROpaqueProgram; LLGLSLShader gHUDPBRAlphaProgram; LLGLSLShader gDeferredPBRAlphaProgram; LLGLSLShader gDeferredSkinnedPBRAlphaProgram; -LLGLSLShader gDeferredPBRAlphaWaterProgram; -LLGLSLShader gDeferredSkinnedPBRAlphaWaterProgram; //helper for making a rigged variant of a given shader bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) @@ -258,30 +246,22 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); - mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); + mShaderList.push_back(&gHazeProgram); + mShaderList.push_back(&gHazeWaterProgram); mShaderList.push_back(&gDeferredSoftenProgram); - mShaderList.push_back(&gDeferredSoftenWaterProgram); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gHUDAlphaProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredAlphaImpostorProgram); mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram); - mShaderList.push_back(&gDeferredAlphaWaterProgram); - mShaderList.push_back(&gDeferredSkinnedAlphaWaterProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gHUDFullbrightProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram); mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram); - mShaderList.push_back(&gDeferredFullbrightWaterProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightWaterProgram); - mShaderList.push_back(&gDeferredFullbrightWaterAlphaProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightWaterAlphaProgram); - mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram); - mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gHUDFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); @@ -291,17 +271,14 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredSkinnedEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); - mShaderList.push_back(&gDeferredTerrainWaterProgram); - mShaderList.push_back(&gDeferredAvatarAlphaProgram); + mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); mShaderList.push_back(&gDeferredPBRAlphaProgram); - mShaderList.push_back(&gDeferredPBRAlphaWaterProgram); mShaderList.push_back(&gHUDPBRAlphaProgram); mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram); - mShaderList.push_back(&gDeferredSkinnedPBRAlphaWaterProgram); mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma mShaderList.push_back(&gNoPostGammaCorrectProgram); mShaderList.push_back(&gLegacyPostGammaCorrectProgram); @@ -594,7 +571,6 @@ std::string LLViewerShaderMgr::loadBasicShaders() vector< pair<string, S32> > shaders; shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); @@ -674,7 +650,6 @@ std::string LLViewerShaderMgr::loadBasicShaders() std::vector<S32> index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) ); - 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] ) ); @@ -908,7 +883,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); - gDeferredTerrainWaterProgram.unload(); gDeferredLightProgram.unload(); for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) { @@ -919,7 +893,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); - gDeferredSoftenWaterProgram.unload(); gDeferredShadowProgram.unload(); gDeferredSkinnedShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); @@ -937,20 +910,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.unload(); gHUDAlphaProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); - gDeferredAlphaWaterProgram.unload(); - gDeferredSkinnedAlphaWaterProgram.unload(); gDeferredFullbrightProgram.unload(); gHUDFullbrightProgram.unload(); gDeferredFullbrightAlphaMaskProgram.unload(); gHUDFullbrightAlphaMaskProgram.unload(); gDeferredFullbrightAlphaMaskAlphaProgram.unload(); gHUDFullbrightAlphaMaskAlphaProgram.unload(); - gDeferredFullbrightWaterProgram.unload(); - gDeferredSkinnedFullbrightWaterProgram.unload(); - gDeferredFullbrightWaterAlphaProgram.unload(); - gDeferredSkinnedFullbrightWaterAlphaProgram.unload(); - gDeferredFullbrightAlphaMaskWaterProgram.unload(); - gDeferredSkinnedFullbrightAlphaMaskWaterProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredSkinnedEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); @@ -984,7 +949,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); - gDeferredMaterialWaterProgram[i].unload(); } gHUDPBROpaqueProgram.unload(); @@ -993,8 +957,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedPBROpaqueProgram.unload(); gDeferredPBRAlphaProgram.unload(); gDeferredSkinnedPBRAlphaProgram.unload(); - gDeferredPBRAlphaWaterProgram.unload(); - gDeferredSkinnedPBRAlphaWaterProgram.unload(); return TRUE; } @@ -1084,15 +1046,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; - for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { if (success) @@ -1158,77 +1111,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredMaterialProgram[i].createShader(NULL, NULL); llassert(success); } - - if (success) - { - mShaderList.push_back(&gDeferredMaterialWaterProgram[i]); - - gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i); - - U32 alpha_mode = i & 0x3; - - gDeferredMaterialWaterProgram[i].mShaderFiles.clear(); - gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER)); - gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER)); - gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER; - - gDeferredMaterialWaterProgram[i].clearPermutations(); - - bool has_normal_map = (i & 0x8) > 0; - bool has_specular_map = (i & 0x4) > 0; - - if (has_normal_map) - { - gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", "1"); - } - - if (has_specular_map) - { - gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", "1"); - } - - gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); - if (alpha_mode != 0) - { - gDeferredMaterialWaterProgram[i].mFeatures.hasAlphaMask = true; - gDeferredMaterialWaterProgram[i].addPermutation("HAS_ALPHA_MASK", "1"); - } - - if (use_sun_shadow) - { - gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", "1"); - } - - bool has_skin = i & 0x10; - if (has_skin) - { - gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1"); - } - else - { - gDeferredMaterialWaterProgram[i].mRiggedVariant = &(gDeferredMaterialWaterProgram[i + 0x10]); - } - gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1"); - - gDeferredMaterialWaterProgram[i].mFeatures.hasReflectionProbes = true; - gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; - gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; - gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true; - gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true; - gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true; - gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true; - - gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = use_sun_shadow; - - if (has_skin) - { - gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; - } - - success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms); - llassert(success); - } } gDeferredMaterialProgram[1].mFeatures.hasLighting = true; @@ -1240,15 +1122,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; - if (success) { gDeferredPBROpaqueProgram.mName = "Deferred PBR Opaque Shader"; @@ -1358,62 +1231,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - LLGLSLShader* shader = &gDeferredPBRAlphaWaterProgram; - shader->mName = "Deferred PBR Alpha Underwater Shader"; - - shader->mFeatures.calculatesLighting = false; - shader->mFeatures.hasLighting = false; - shader->mFeatures.isAlphaLighting = true; - shader->mFeatures.hasWaterFog = true; - shader->mFeatures.hasSrgb = true; - shader->mFeatures.encodesNormal = true; - shader->mFeatures.calculatesAtmospherics = true; - shader->mFeatures.hasAtmospherics = true; - shader->mFeatures.hasGamma = true; - shader->mFeatures.hasShadows = use_sun_shadow; - shader->mFeatures.isDeferred = true; // include deferredUtils - shader->mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED]; - - shader->mShaderGroup = LLGLSLShader::SG_WATER; - - shader->mShaderFiles.clear(); - shader->mShaderFiles.push_back(make_pair("deferred/pbralphaV.glsl", GL_VERTEX_SHADER)); - shader->mShaderFiles.push_back(make_pair("deferred/pbralphaF.glsl", GL_FRAGMENT_SHADER)); - - shader->clearPermutations(); - - U32 alpha_mode = LLMaterial::DIFFUSE_ALPHA_MODE_BLEND; - shader->addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); - shader->addPermutation("HAS_NORMAL_MAP", "1"); - shader->addPermutation("HAS_SPECULAR_MAP", "1"); // PBR: Packed: Occlusion, Metal, Roughness - shader->addPermutation("HAS_EMISSIVE_MAP", "1"); - shader->addPermutation("USE_VERTEX_COLOR", "1"); - shader->addPermutation("WATER_FOG", "1"); - - if (use_sun_shadow) - { - shader->addPermutation("HAS_SUN_SHADOW", "1"); - } - - shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - success = make_rigged_variant(*shader, gDeferredSkinnedPBRAlphaWaterProgram); - if (success) - { - success = shader->createShader(NULL, NULL); - } - llassert(success); - - // Alpha Shader Hack - // See: LLRender::syncMatrices() - shader->mFeatures.calculatesLighting = true; - shader->mFeatures.hasLighting = true; - - shader->mRiggedVariant->mFeatures.calculatesLighting = true; - shader->mRiggedVariant->mFeatures.hasLighting = true; - } - - if (success) - { LLGLSLShader* shader = &gHUDPBRAlphaProgram; shader->mName = "HUD PBR Alpha Shader"; @@ -1737,68 +1554,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() } } - if (success) - { - LLGLSLShader* shader[] = { - &gDeferredAlphaWaterProgram, - &gDeferredSkinnedAlphaWaterProgram - }; - - gDeferredAlphaWaterProgram.mRiggedVariant = &gDeferredSkinnedAlphaWaterProgram; - - gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader"; - gDeferredSkinnedAlphaWaterProgram.mName = "Deferred Skinned Alpha Underwater Shader"; - - for (int i = 0; i < 2 && success; ++i) - { - shader[i]->mFeatures.calculatesLighting = false; - shader[i]->mFeatures.hasLighting = false; - shader[i]->mFeatures.isAlphaLighting = true; - shader[i]->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels - shader[i]->mFeatures.hasWaterFog = true; - shader[i]->mFeatures.hasSrgb = true; - shader[i]->mFeatures.encodesNormal = true; - shader[i]->mFeatures.calculatesAtmospherics = true; - shader[i]->mFeatures.hasAtmospherics = true; - shader[i]->mFeatures.hasGamma = true; - shader[i]->mFeatures.hasShadows = use_sun_shadow; - shader[i]->mFeatures.hasReflectionProbes = true; - shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - shader[i]->mShaderGroup = LLGLSLShader::SG_WATER; - shader[i]->mShaderFiles.clear(); - shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); - shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER)); - - shader[i]->clearPermutations(); - shader[i]->addPermutation("USE_INDEXED_TEX", "1"); - shader[i]->addPermutation("WATER_FOG", "1"); - shader[i]->addPermutation("USE_VERTEX_COLOR", "1"); - shader[i]->addPermutation("HAS_ALPHA_MASK", "1"); - if (use_sun_shadow) - { - shader[i]->addPermutation("HAS_SUN_SHADOW", "1"); - } - - if (i == 1) - { // rigged variant - shader[i]->mFeatures.hasObjectSkinning = true; - shader[i]->addPermutation("HAS_SKIN", "1"); - } - else - { - shader[i]->mRiggedVariant = shader[1]; - } - shader[i]->mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - - success = shader[i]->createShader(NULL, NULL); - llassert(success); - - // Hack - shader[i]->mFeatures.calculatesLighting = true; - shader[i]->mFeatures.hasLighting = true; - } - } - if (success) { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; @@ -1825,6 +1580,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); @@ -1860,6 +1616,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasAtmospherics = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); @@ -1935,71 +1692,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader"; - gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; - gDeferredFullbrightWaterProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true; - gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightWaterProgram.mShaderFiles.clear(); - gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1"); - success = make_rigged_variant(gDeferredFullbrightWaterProgram, gDeferredSkinnedFullbrightWaterProgram); - success = success && gDeferredFullbrightWaterProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredFullbrightWaterAlphaProgram.mName = "Deferred Fullbright Underwater Alpha Shader"; - gDeferredFullbrightWaterAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.hasGamma = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.hasWaterFog = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.isDeferred = true; - gDeferredFullbrightWaterAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightWaterAlphaProgram.mShaderFiles.clear(); - gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightWaterAlphaProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredFullbrightWaterAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredFullbrightWaterAlphaProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gDeferredFullbrightWaterAlphaProgram.clearPermutations(); - gDeferredFullbrightWaterAlphaProgram.addPermutation("WATER_FOG", "1"); - gDeferredFullbrightWaterAlphaProgram.addPermutation("IS_ALPHA", "1"); - success = make_rigged_variant(gDeferredFullbrightWaterAlphaProgram, gDeferredSkinnedFullbrightWaterAlphaProgram); - success = success && gDeferredFullbrightWaterAlphaProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { - gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader"; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasAtmospherics = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; - gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; - gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); - gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER)); - gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER)); - gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gDeferredFullbrightAlphaMaskWaterProgram.clearPermutations(); - gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1"); - gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1"); - success = make_rigged_variant(gDeferredFullbrightAlphaMaskWaterProgram, gDeferredSkinnedFullbrightAlphaMaskWaterProgram); - success = success && gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasAtmospherics = true; @@ -2084,40 +1776,53 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() llassert(success); } - if (success) - { - gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader"; - gDeferredSoftenWaterProgram.mShaderFiles.clear(); - gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); - gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER)); - - gDeferredSoftenWaterProgram.clearPermutations(); - gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1"); - gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true; - gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true; - gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true; - gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; - gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; - gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; - gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow; - gDeferredSoftenWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + if (success) + { + gHazeProgram.mName = "Haze Shader"; + gHazeProgram.mShaderFiles.clear(); + gHazeProgram.mFeatures.hasSrgb = true; + gHazeProgram.mFeatures.calculatesAtmospherics = true; + gHazeProgram.mFeatures.hasAtmospherics = true; + gHazeProgram.mFeatures.hasGamma = true; + gHazeProgram.mFeatures.isDeferred = true; + gHazeProgram.mFeatures.hasShadows = use_sun_shadow; + gHazeProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + + gHazeProgram.clearPermutations(); + gHazeProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); + gHazeProgram.mShaderFiles.push_back(make_pair("deferred/hazeF.glsl", GL_FRAGMENT_SHADER)); + + gHazeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gHazeProgram.createShader(NULL, NULL); + llassert(success); + } - if (use_sun_shadow) - { - gDeferredSoftenWaterProgram.addPermutation("HAS_SUN_SHADOW", "1"); - } - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) - { //if using SSAO, take screen space light map into account as if shadows are enabled - gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2); - gDeferredSoftenWaterProgram.addPermutation("HAS_SSAO", "1"); - } + if (success) + { + gHazeWaterProgram.mName = "Water Haze Shader"; + gHazeWaterProgram.mShaderFiles.clear(); + gHazeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gHazeWaterProgram.mFeatures.hasWaterFog = true; + gHazeWaterProgram.mFeatures.hasSrgb = true; + gHazeWaterProgram.mFeatures.calculatesAtmospherics = true; + gHazeWaterProgram.mFeatures.hasAtmospherics = true; + gHazeWaterProgram.mFeatures.hasGamma = true; + gHazeWaterProgram.mFeatures.isDeferred = true; + gHazeWaterProgram.mFeatures.hasShadows = use_sun_shadow; + gHazeWaterProgram.mFeatures.hasReflectionProbes = mShaderLevel[SHADER_DEFERRED] > 2; + + gHazeWaterProgram.clearPermutations(); + gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER)); + gHazeWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterHazeF.glsl", GL_FRAGMENT_SHADER)); + + gHazeWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + + success = gHazeWaterProgram.createShader(NULL, NULL); + llassert(success); + } - success = gDeferredSoftenWaterProgram.createShader(NULL, NULL); - llassert(success); - } if (success) { @@ -2279,31 +1984,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { - gDeferredTerrainWaterProgram.mName = "Deferred Terrain Underwater Shader"; - gDeferredTerrainWaterProgram.mFeatures.encodesNormal = true; - gDeferredTerrainWaterProgram.mFeatures.hasSrgb = true; - gDeferredTerrainWaterProgram.mFeatures.calculatesLighting = false; - gDeferredTerrainWaterProgram.mFeatures.hasLighting = false; - gDeferredTerrainWaterProgram.mFeatures.isAlphaLighting = true; - gDeferredTerrainWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels - gDeferredTerrainWaterProgram.mFeatures.hasWaterFog = true; - gDeferredTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; - gDeferredTerrainWaterProgram.mFeatures.hasAtmospherics = true; - gDeferredTerrainWaterProgram.mFeatures.hasGamma = true; - - gDeferredTerrainWaterProgram.mShaderFiles.clear(); - gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER)); - gDeferredTerrainWaterProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER)); - gDeferredTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; - gDeferredTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - gDeferredTerrainWaterProgram.clearPermutations(); - gDeferredTerrainWaterProgram.addPermutation("WATER_FOG", "1"); - success = gDeferredTerrainWaterProgram.createShader(NULL, NULL); - llassert(success); - } - - if (success) - { gDeferredAvatarProgram.mName = "Deferred Avatar Shader"; gDeferredAvatarProgram.mFeatures.hasSkinning = true; gDeferredAvatarProgram.mFeatures.encodesNormal = true; @@ -2331,6 +2011,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; gDeferredAvatarAlphaProgram.mFeatures.hasReflectionProbes = true; + gDeferredAvatarAlphaProgram.mFeatures.hasWaterFog = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER)); @@ -2662,24 +2343,6 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { - gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader"; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true; - gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true; - gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear(); - gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER)); - gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER)); - gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT]; - gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL); - } - - if (success) - { gImpostorProgram.mName = "Impostor Shader"; gImpostorProgram.mFeatures.disableTextureIndex = true; gImpostorProgram.mFeatures.hasSrgb = true; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index b0b9719d76..04da7e48ae 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -175,7 +175,6 @@ extern LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram; extern LLGLSLShader gObjectBumpProgram; extern LLGLSLShader gSkinnedObjectBumpProgram; extern LLGLSLShader gObjectAlphaMaskNoColorProgram; -extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; //environment shaders extern LLGLSLShader gWaterProgram; @@ -211,7 +210,6 @@ extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; -extern LLGLSLShader gDeferredTerrainWaterProgram; extern LLGLSLShader gDeferredTreeProgram; extern LLGLSLShader gDeferredTreeShadowProgram; extern LLGLSLShader gDeferredLightProgram; @@ -219,10 +217,11 @@ extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT]; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; +extern LLGLSLShader gHazeProgram; +extern LLGLSLShader gHazeWaterProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; -extern LLGLSLShader gDeferredSoftenWaterProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowCubeProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; @@ -251,10 +250,6 @@ extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram; extern LLGLSLShader gHUDFullbrightAlphaMaskProgram; extern LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; extern LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; -extern LLGLSLShader gDeferredAlphaWaterProgram; -extern LLGLSLShader gDeferredFullbrightWaterProgram; -extern LLGLSLShader gDeferredFullbrightWaterAlphaProgram; -extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; extern LLGLSLShader gDeferredEmissiveProgram; extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; @@ -271,12 +266,10 @@ extern LLGLSLShader gDeferredBufferVisualProgram; // Deferred materials shaders extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; -extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; extern LLGLSLShader gHUDPBROpaqueProgram; extern LLGLSLShader gPBRGlowProgram; extern LLGLSLShader gDeferredPBROpaqueProgram; extern LLGLSLShader gDeferredPBRAlphaProgram; -extern LLGLSLShader gDeferredPBRAlphaWaterProgram; extern LLGLSLShader gHUDPBRAlphaProgram; #endif diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9266c84540..52afe16799 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7875,7 +7875,7 @@ void LLPipeline::renderDeferredLighting() if (RenderDeferredAtmospheric) { // apply sunlight contribution - LLGLSLShader &soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram; + LLGLSLShader &soften_shader = gDeferredSoftenProgram; LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - atmospherics"); LL_PROFILE_GPU_ZONE("atmospherics"); @@ -7904,7 +7904,7 @@ void LLPipeline::renderDeferredLighting() mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); } - unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); + unbindDeferredShader(gDeferredSoftenProgram); } static LLCachedControl<S32> local_light_count(gSavedSettings, "RenderLocalLightCount", 256); @@ -8056,7 +8056,7 @@ void LLPipeline::renderDeferredLighting() LLVector4a center; center.load3(drawablep->getPositionAgent().mV); - const F32 *c = center.getF32ptr(); + const F32* c = center.getF32ptr(); F32 s = volume->getLightRadius() * 1.5f; sVisibleLightCount++; @@ -8105,8 +8105,8 @@ void LLPipeline::renderDeferredLighting() U32 idx = count - 1; bindDeferredShader(gDeferredMultiLightProgram[idx]); gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat *) light); - gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat *) col); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*)light); + gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*)col); gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z); far_z = 0.f; count = 0; @@ -8124,11 +8124,11 @@ void LLPipeline::renderDeferredLighting() for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter) { - LLDrawable *drawablep = *iter; - LLVOVolume *volume = drawablep->getVOVolume(); - LLVector3 center = drawablep->getPositionAgent(); - F32 * c = center.mV; - F32 light_size_final = volume->getLightRadius() * 1.5f; + LLDrawable* drawablep = *iter; + LLVOVolume* volume = drawablep->getVOVolume(); + LLVector3 center = drawablep->getPositionAgent(); + F32* c = center.mV; + F32 light_size_final = volume->getLightRadius() * 1.5f; F32 light_falloff_final = volume->getLightFalloff(DEFERRED_LIGHT_FALLOFF); sVisibleLightCount++; @@ -8154,12 +8154,56 @@ void LLPipeline::renderDeferredLighting() } + + if (RenderDeferredAtmospheric) + { + LLGLEnable blend(GL_BLEND); + gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA); + gGL.setColorMask(true, false); + + for (U32 i = 0; i < 2; ++i) + { + // apply haze + LLGLSLShader &haze_shader = i == 0 ? gHazeProgram : gHazeWaterProgram; + + LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - haze"); + LL_PROFILE_GPU_ZONE("haze"); + bindDeferredShader(haze_shader); + + static LLCachedControl<F32> ssao_scale(gSavedSettings, "RenderSSAOIrradianceScale", 0.5f); + static LLCachedControl<F32> ssao_max(gSavedSettings, "RenderSSAOIrradianceMax", 0.25f); + static LLStaticHashedString ssao_scale_str("ssao_irradiance_scale"); + static LLStaticHashedString ssao_max_str("ssao_irradiance_max"); + + haze_shader.uniform1f(ssao_scale_str, ssao_scale); + haze_shader.uniform1f(ssao_max_str, ssao_max); + + LLEnvironment &environment = LLEnvironment::instance(); + haze_shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0); + haze_shader.uniform3fv(LLShaderMgr::LIGHTNORM, 1, environment.getClampedLightNorm().mV); + + haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV); + + { + LLGLDepthTest depth(GL_FALSE); + + // full screen blit + mScreenTriangleVB->setBuffer(); + mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); + } + + unbindDeferredShader(haze_shader); + } + + gGL.setSceneBlendType(LLRender::BT_ALPHA); + } + + gGL.setColorMask(true, true); } { // render non-deferred geometry (alpha, fullbright, glow) LLGLDisable blend(GL_BLEND); - //LLGLDisable stencil(GL_STENCIL_TEST); pushRenderTypeMask(); andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA, |