summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llshadermgr.cpp92
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl107
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl (renamed from indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl)48
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl (renamed from indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl)58
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl8
-rw-r--r--indra/newview/lldrawpool.cpp8
-rw-r--r--indra/newview/lldrawpool.h5
-rw-r--r--indra/newview/lldrawpoolalpha.cpp10
-rw-r--r--indra/newview/lldrawpoolavatar.cpp9
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp9
-rw-r--r--indra/newview/lldrawpoolsimple.cpp8
-rw-r--r--indra/newview/lleventpoll.cpp24
-rw-r--r--indra/newview/llsettingsvo.cpp12
-rw-r--r--indra/newview/llspatialpartition.cpp11
-rw-r--r--indra/newview/llviewercamera.cpp75
-rw-r--r--indra/newview/llviewershadermgr.cpp447
-rw-r--r--indra/newview/llviewershadermgr.h11
-rw-r--r--indra/newview/llworld.cpp52
-rw-r--r--indra/newview/llworld.h2
-rw-r--r--indra/newview/pipeline.cpp139
-rw-r--r--indra/newview/pipeline.h10
39 files changed, 551 insertions, 1051 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index b8071248e2..43d095f73a 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -41,7 +41,6 @@ public:
bool hasLighting = false; // implies no transport (it's possible to have neither though)
bool isAlphaLighting = false; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
bool isSpecular = false;
- bool hasWaterFog = false; // implies no gamma
bool hasTransport = false; // implies no lighting (it's possible to have neither though)
bool hasSkinning = false;
bool hasObjectSkinning = false;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 0e7f9e1331..f78be910d2 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->hasAtmospherics)
{
if (!shader->attachFragmentObject("environment/waterFogF.glsl"))
{
@@ -302,82 +288,40 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
if (features->hasLighting)
{
- if (features->hasWaterFog)
+ if (features->disableTextureIndex)
{
- if (features->disableTextureIndex)
+ if (features->hasAlphaMask)
{
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
{
- if (!shader->attachFragmentObject("lighting/lightWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
+ return FALSE;
}
}
- else
+ else
{
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightWaterAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
+ if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
{
- if (!shader->attachFragmentObject("lighting/lightWaterF.glsl"))
- {
- return FALSE;
- }
+ return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
-
- else
+ else
{
- if (features->disableTextureIndex)
+ if (features->hasAlphaMask)
{
- if (features->hasAlphaMask)
+ if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
{
- if (!shader->attachFragmentObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachFragmentObject("lighting/lightNonIndexedF.glsl"))
- {
- return FALSE;
- }
+ return FALSE;
}
}
- else
+ else
{
- if (features->hasAlphaMask)
- {
- if (!shader->attachFragmentObject("lighting/lightAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
+ if (!shader->attachFragmentObject("lighting/lightF.glsl"))
{
- if (!shader->attachFragmentObject("lighting/lightF.glsl"))
- {
- return FALSE;
- }
+ return FALSE;
}
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 5d58cc91cd..8b2a69b924 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -35,21 +35,19 @@ in vec3 vary_position;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
#ifdef IS_ALPHA
+uniform vec4 waterPlane;
void waterClip(vec3 pos);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
+ out vec3 atten);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
void main()
@@ -79,25 +77,20 @@ void main()
vec3 pos = vary_position;
#ifndef IS_HUD
+ color.rgb = srgb_to_linear(color.rgb);
+ color.a = final_alpha;
+#ifdef IS_ALPHA
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
-#endif
-#ifdef WATER_FOG
+ color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
- 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);
#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..f796bb5f3f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -30,12 +30,14 @@ 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)
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+
+// 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 +69,76 @@ 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);
+ return applyWaterFogViewLinearNoClip(pos, color);
}
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
+// for post deferred shaders, apply sky and water fog in a way that is consistent with
+// the deferred rendering haze post effects
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
{
- return applyWaterFogViewLinear(pos, color, vec3(1));
-}
+ bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0;
+ bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0;
-vec4 applyWaterFog(vec4 color)
-{
- //normalize view vector
- return applyWaterFogViewLinear(getPositionEye(), color);
-}
+ if (eye_above_water)
+ {
+ if (!obj_above_water)
+ {
+ color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
+ }
+ else
+ {
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ }
+ }
+ else
+ {
+ if (obj_above_water)
+ {
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ }
+ else
+ {
+ color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
+ }
+ }
+ return color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
deleted file mode 100644
index 09b4a6e317..0000000000
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-/**
- * @file class1\lighting\lightWaterF.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 vec4 frag_color;
-
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
-
- frag_color = max(applyWaterFog(color), vec4(0));
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
deleted file mode 100644
index 4888fa547c..0000000000
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file class1\lighting\lightWaterNonIndexedF.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 vec4 frag_color;
-
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
-
- frag_color = max(applyWaterFog(color), vec4(0));
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
deleted file mode 100644
index 2e87ac5bbc..0000000000
--- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
+++ /dev/null
@@ -1,33 +0,0 @@
-/**
- * @file simpleWaterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-void default_lighting_water();
-
-void main()
-{
- default_lighting_water();
-}
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..acd32a81b3 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -65,16 +65,11 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
-#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
-#endif
-
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
vec2 encode_normal (vec3 n);
-vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
-
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
#ifdef HAS_SUN_SHADOW
@@ -270,12 +265,6 @@ 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 +280,8 @@ void main()
// sum local light contrib in linear colorspace
color.rgb += light.rgb;
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb;
+
#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..003dd05e6f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -82,11 +82,7 @@ vec3 srgb_to_linear(vec3 c);
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 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, 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 +224,6 @@ 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 +239,8 @@ void main()
color.rgb += light.rgb;
-
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
+
float a = basecolor.a*vertex_color.a;
frag_color = max(vec4(color.rgb,a), vec4(0));
@@ -305,6 +295,7 @@ void main()
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
+
color = linear_to_srgb(color);
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..8430cca325 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);
@@ -83,7 +85,6 @@ void main()
color.rgb = srgb_to_linear(color.rgb);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
#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..e8f7d73f1f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -0,0 +1,107 @@
+/**
+ * @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);
+
+ // mask off atmospherics below water (when camera is under water)
+ bool do_atmospherics = false;
+
+ if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
+ dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ do_atmospherics = true;
+ }
+
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+
+ if (depth >= 1.0)
+ {
+ //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..ec1e49eeb4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -37,11 +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
-
-vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
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);
@@ -386,13 +382,6 @@ 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 +397,8 @@ void main()
color += light;
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).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/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 670b3ddaf1..025bcdaf3e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -1,51 +1,49 @@
-/**
- * @file class1\lighting\lightWaterAlphaMaskF.glsl
+/**
+ * @file class3/deferred/waterHazeF.glsl
*
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
+ * 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 float minimum_alpha;
+// Inputs
+in vec4 vary_fragcoord;
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
+uniform sampler2D normalMap;
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(vary_texcoord0.xy);
-
- if (color.a < minimum_alpha)
- {
- discard;
- }
+vec4 getWaterFogView(vec3 pos);
- color.rgb *= vertex_color.rgb;
+void main()
+{
+ vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
+ float depth = getDepth(tc.xy);
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture(normalMap, tc);
- color.rgb = atmosLighting(color.rgb);
+ vec4 fogged = getWaterFogView(pos.xyz);
- frag_color = max(applyWaterFog(color), vec4(0));
+ 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/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
index 2e5ed57014..16381a5d51 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
@@ -1,55 +1,59 @@
-/**
- * @file class1\lighting\lightWaterAlphaMaskNonIndexedF.glsl
+/**
+ * @file class3/deferred/waterHazeV.glsl
*
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
+ * 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;
+in vec3 position;
-uniform float minimum_alpha;
+uniform vec2 screen_res;
-uniform sampler2D diffuseMap;
+out vec4 vary_fragcoord;
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
+// forwards
+void setAtmosAttenuation(vec3 c);
+void setAdditiveColor(vec3 c);
-in vec4 vertex_color;
-in vec2 vary_texcoord0;
+uniform vec4 waterPlane;
-void default_lighting_water()
+uniform int above_water;
+
+uniform mat4 modelview_projection_matrix;
+
+void main()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
- if (color.a < minimum_alpha)
- {
- discard;
- }
+ if (above_water > 0)
+ {
+ pos = modelview_projection_matrix*pos;
+ }
- color.rgb *= vertex_color.rgb;
+ gl_Position = pos;
- color.rgb = atmosLighting(color.rgb);
+ // appease OSX GLSL compiler/linker by touching all the varyings we said we would
+ setAtmosAttenuation(vec3(1));
+ setAdditiveColor(vec3(0));
- color = applyWaterFog(color);
-
- frag_color = max(color, vec4(0));
+ vary_fragcoord = pos;
}
-
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index e99ad5b474..ddb1b79681 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 +77,7 @@ void main()
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
- frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
+ fb = applyWaterFogViewLinearNoClip(vary_position, fb);
+
+ frag_color = max(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..f53bc2e13e 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -32,9 +32,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
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);
@@ -223,9 +222,8 @@ 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);
+ vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
// fudge sample on other side of water to be a tad darker
@@ -282,8 +280,6 @@ void main()
color = ((1.0 - f) * color) + fb.rgb;
- color = atmosFragLightingLinear(color, additive, atten);
-
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = max(vec4(color, spec), vec4(0));
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index fca0f1c978..50210b06c4 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -320,6 +320,14 @@ void LLFacePool::addFaceReference(LLFace *facep)
}
}
+void LLFacePool::pushFaceGeometry()
+{
+ for (LLFace* const& face : mDrawFace)
+ {
+ face->renderIndexed();
+ }
+}
+
BOOL LLFacePool::verify() const
{
BOOL ok = TRUE;
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index 5414dba6bf..4300670445 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -118,8 +118,8 @@ public:
virtual LLViewerTexture* getTexture() = 0;
virtual BOOL isFacePool() { return FALSE; }
virtual void resetDrawOrders() = 0;
+ virtual void pushFaceGeometry() {}
-protected:
S32 mShaderLevel;
S32 mId;
U32 mType; // Type of draw pool
@@ -429,6 +429,9 @@ public:
BOOL isFacePool() { return TRUE; }
+ // call drawIndexed on every draw face
+ void pushFaceGeometry();
+
friend class LLFace;
friend class LLPipeline;
public:
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/lleventpoll.cpp b/indra/newview/lleventpoll.cpp
index 26782e53f0..6ffc8f7bdd 100644
--- a/indra/newview/lleventpoll.cpp
+++ b/indra/newview/lleventpoll.cpp
@@ -102,6 +102,7 @@ namespace Details
void LLEventPollImpl::handleMessage(const LLSD& content)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_APP;
std::string msg_name = content["message"];
LLSD message;
message["sender"] = mSenderIp;
@@ -149,6 +150,14 @@ namespace Details
mAdapter = httpAdapter;
+ LL::WorkQueue::ptr_t main_queue = nullptr;
+
+ // HACK -- grab the mainloop workqueue to move execution of the handler
+ // to a place that's safe in the main thread
+#if 1
+ main_queue = LL::WorkQueue::getInstance("mainloop");
+#endif
+
// continually poll for a server update until we've been flagged as
// finished
while (!mDone)
@@ -266,13 +275,26 @@ namespace Details
// was LL_INFOS() but now that CoarseRegionUpdate is TCP @ 1/second, it'd be too verbose for viewer logs. -MG
LL_DEBUGS("LLEventPollImpl") << " <" << counter << "> " << events.size() << "events (id " << acknowledge << ")" << LL_ENDL;
+
LLSD::array_const_iterator i = events.beginArray();
LLSD::array_const_iterator end = events.endArray();
for (; i != end; ++i)
{
if (i->has("message"))
{
- handleMessage(*i);
+ if (main_queue)
+ { // shuttle to a sensible spot in the main thread instead
+ // of wherever this coroutine happens to be executing
+ const LLSD& msg = *i;
+ main_queue->post([this, msg]()
+ {
+ handleMessage(msg);
+ });
+ }
+ else
+ {
+ handleMessage(*i);
+ }
}
}
}
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 42587658a6..7009fb98ab 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -63,6 +63,7 @@
#include <boost/algorithm/string/replace.hpp>
#include "llinventoryobserver.h"
#include "llinventorydefines.h"
+#include "llworld.h"
#include "lltrans.h"
@@ -983,12 +984,21 @@ 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];
{
F32 water_height = env.getWaterHeight();
+ if (LLViewerCamera::instance().cameraUnderWater())
+ { // when the camera is under water, use the water height at the camera position
+ LLViewerRegion* region = LLWorld::instance().getRegionFromPosAgent(LLViewerCamera::instance().getOrigin());
+ if (region)
+ {
+ water_height = region->getWaterHeight();
+ }
+ }
+
//transform water plane to eye space
glh::vec3f norm(0.f, 0.f, 1.f);
glh::vec3f p(0.f, 0.f, water_height);
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index a63d46f502..9f30d60fed 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -64,6 +64,9 @@ bool LLSpatialGroup::sNoDelete = false;
static F32 sLastMaxTexPriority = 1.f;
static F32 sCurMaxTexPriority = 1.f;
+// enable expensive sanity checks around redundant drawable and group insertion to LLCullResult
+#define LL_DEBUG_CULL_RESULT 0
+
//static counter for frame to switch LOD on
void sg_assert(BOOL expr)
@@ -4015,6 +4018,10 @@ void LLCullResult::pushOcclusionGroup(LLSpatialGroup* group)
void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
{
+#if LL_DEBUG_CULL_RESULT
+ // group must NOT be in the drawble groups list already
+ llassert(std::find(&mDrawableGroups[0], mDrawableGroupsEnd, group) == mDrawableGroupsEnd);
+#endif
if (mDrawableGroupsSize < mDrawableGroupsAllocated)
{
mDrawableGroups[mDrawableGroupsSize] = group;
@@ -4029,6 +4036,10 @@ void LLCullResult::pushDrawableGroup(LLSpatialGroup* group)
void LLCullResult::pushDrawable(LLDrawable* drawable)
{
+#if LL_DEBUG_CULL_RESULT
+ // drawable must NOT be in the visible list already
+ llassert(std::find(&mVisibleList[0], mVisibleListEnd, drawable) == mVisibleListEnd);
+#endif
if (mVisibleListSize < mVisibleListAllocated)
{
mVisibleList[mVisibleListSize] = drawable;
diff --git a/indra/newview/llviewercamera.cpp b/indra/newview/llviewercamera.cpp
index b37f08283d..4134e35f87 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 +97,41 @@ LLViewerCamera::LLViewerCamera() : LLCamera()
gSavedSettings.getControl("CameraAngle")->getCommitSignal()->connect(boost::bind(&LLViewerCamera::updateCameraAngle, this, _2));
}
-void LLViewerCamera::updateCameraLocation(const LLVector3 &center,
- const LLVector3 &up_direction,
- const LLVector3 &point_of_interest)
+void LLViewerCamera::updateCameraLocation(const LLVector3 &center, 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 = LLWorld::instance().getRegionFromPosAgent(getOrigin());
+ if (!regp)
+ {
+ 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);
+ }
+ }
setOriginAndLookAt(origin, up_direction, point_of_interest);
@@ -755,11 +762,19 @@ LLVector3 LLViewerCamera::roundToPixel(const LLVector3 &pos_agent)
BOOL LLViewerCamera::cameraUnderWater() const
{
- if(!gAgent.getRegion())
+ LLViewerRegion* regionp = LLWorld::instance().getRegionFromPosAgent(getOrigin());
+
+ if (!regionp)
+ {
+ regionp = gAgent.getRegion();
+ }
+
+ if(!regionp)
{
return FALSE ;
}
- return getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight();
+
+ return getOrigin().mV[VZ] < regionp->getWaterHeight();
}
BOOL LLViewerCamera::areVertsVisible(LLViewerObject* volumep, BOOL all_verts)
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index cdf5e2875f..3225299493 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] ) );
@@ -689,12 +664,8 @@ std::string LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
@@ -732,7 +703,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasAtmospherics = true;
- gWaterProgram.mFeatures.hasWaterFog = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mFeatures.hasReflectionProbes = true;
@@ -763,7 +733,6 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterEdgeProgram.mName = "Water Edge Shader";
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasAtmospherics = true;
- gWaterEdgeProgram.mFeatures.hasWaterFog = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;
@@ -793,7 +762,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
- gUnderWaterProgram.mFeatures.hasWaterFog = true;
+ gUnderWaterProgram.mFeatures.hasAtmospherics = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER));
@@ -908,7 +877,6 @@ 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 +887,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
- gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
@@ -937,20 +904,12 @@ 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 +943,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
gDeferredMaterialProgram[i].unload();
- gDeferredMaterialWaterProgram[i].unload();
}
gHUDPBROpaqueProgram.unload();
@@ -993,8 +951,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
- gDeferredPBRAlphaWaterProgram.unload();
- gDeferredSkinnedPBRAlphaWaterProgram.unload();
return TRUE;
}
@@ -1084,15 +1040,6 @@ 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 +1105,6 @@ 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 +1116,6 @@ 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 +1225,6 @@ 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";
@@ -1640,7 +1451,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
shader->mFeatures.hasGamma = true;
shader->mFeatures.hasShadows = use_sun_shadow;
shader->mFeatures.hasReflectionProbes = true;
- shader->mFeatures.hasWaterFog = true;
shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
shader->mShaderFiles.clear();
@@ -1737,68 +1547,6 @@ 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";
@@ -1935,71 +1683,6 @@ 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 +1767,52 @@ 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.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/waterHazeV.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)
{
@@ -2264,7 +1959,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mFeatures.hasLighting = false;
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- gDeferredTerrainProgram.mFeatures.hasWaterFog = true;
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasAtmospherics = true;
gDeferredTerrainProgram.mFeatures.hasGamma = true;
@@ -2279,31 +1973,6 @@ 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;
@@ -2662,24 +2331,6 @@ 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/llworld.cpp b/indra/newview/llworld.cpp
index 709a457862..9381211e9b 100644
--- a/indra/newview/llworld.cpp
+++ b/indra/newview/llworld.cpp
@@ -883,58 +883,6 @@ void LLWorld::waterHeightRegionInfo(std::string const& sim_name, F32 water_heigh
}
}
-void LLWorld::precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
- if (!gAgent.getRegion())
- {
- return;
- }
-
- if (mRegionList.empty())
- {
- LL_WARNS() << "No regions!" << LL_ENDL;
- return;
- }
-
- for (region_list_t::iterator iter = mRegionList.begin();
- iter != mRegionList.end(); ++iter)
- {
- LLViewerRegion* regionp = *iter;
- LLVOWater* waterp = regionp->getLand().getWaterObj();
- if (waterp && waterp->mDrawable)
- {
- waterp->mDrawable->setVisible(camera);
- cull->pushDrawable(waterp->mDrawable);
- }
- }
-
- if (include_void_water)
- {
- for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();
- iter != mHoleWaterObjects.end(); ++ iter)
- {
- LLVOWater* waterp = (*iter).get();
- if (waterp && waterp->mDrawable)
- {
- waterp->mDrawable->setVisible(camera);
- cull->pushDrawable(waterp->mDrawable);
- }
- }
- }
-
- S32 dir;
- for (dir = 0; dir < EDGE_WATER_OBJECTS_COUNT; dir++)
- {
- LLVOWater* waterp = mEdgeWaterObjects[dir];
- if (waterp && waterp->mDrawable)
- {
- waterp->mDrawable->setVisible(camera);
- cull->pushDrawable(waterp->mDrawable);
- }
- }
-}
-
void LLWorld::clearHoleWaterObjects()
{
for (std::list<LLPointer<LLVOWater> >::iterator iter = mHoleWaterObjects.begin();
diff --git a/indra/newview/llworld.h b/indra/newview/llworld.h
index f78cbcaa48..2878d10f5e 100644
--- a/indra/newview/llworld.h
+++ b/indra/newview/llworld.h
@@ -140,8 +140,6 @@ public:
LLViewerTexture *getDefaultWaterTexture();
void updateWaterObjects();
- void precullWaterObjects(LLCamera& camera, LLCullResult* cull, bool include_void_water);
-
void waterHeightRegionInfo(std::string const& sim_name, F32 water_height);
void shiftRegions(const LLVector3& offset);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 64d247a202..50cd4adb73 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -2311,13 +2311,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result)
gSky.mVOWLSkyp->mDrawable->setVisible(camera);
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
}
-
- bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
-
- if (render_water)
- {
- LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
- }
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@@ -3878,6 +3871,20 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
LLGLEnable cull(GL_CULL_FACE);
+ bool done_atmospherics = LLPipeline::sRenderingHUDs; //skip atmospherics on huds
+ bool done_water_haze = done_atmospherics;
+
+ // do atmospheric haze just before post water alpha
+ U32 atmospherics_pass = LLDrawPool::POOL_ALPHA_POST_WATER;
+
+ if (LLPipeline::sUnderWaterRender)
+ { // if under water, do atmospherics just before the water pass
+ atmospherics_pass = LLDrawPool::POOL_WATER;
+ }
+
+ // do water haze just before pre water alpha
+ U32 water_haze_pass = LLDrawPool::POOL_ALPHA_PRE_WATER;
+
calcNearbyLights(camera);
setupHWLights();
@@ -3897,6 +3904,18 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera)
cur_type = poolp->getType();
+ if (cur_type >= atmospherics_pass && !done_atmospherics)
+ { // do atmospherics against depth buffer before rendering alpha
+ doAtmospherics();
+ done_atmospherics = true;
+ }
+
+ if (cur_type >= water_haze_pass && !done_water_haze)
+ { // do water haze against depth buffer before rendering alpha
+ doWaterHaze();
+ done_water_haze = true;
+ }
+
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPostDeferredPasses() > 0)
{
@@ -7877,7 +7896,7 @@ 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");
@@ -7906,7 +7925,7 @@ 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);
@@ -8058,7 +8077,7 @@ 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++;
@@ -8107,8 +8126,8 @@ 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;
@@ -8126,11 +8145,11 @@ 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++;
@@ -8155,13 +8174,11 @@ void LLPipeline::renderDeferredLighting()
}
}
-
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,
@@ -8212,6 +8229,90 @@ void LLPipeline::renderDeferredLighting()
gGL.setColorMask(true, true);
}
+void LLPipeline::doAtmospherics()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+
+ if (RenderDeferredAtmospheric)
+ {
+ LLGLEnable blend(GL_BLEND);
+ gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
+
+ gGL.setColorMask(true, true);
+
+ // apply haze
+ LLGLSLShader& haze_shader = gHazeProgram;
+
+ LL_PROFILE_GPU_ZONE("haze");
+ bindDeferredShader(haze_shader);
+
+ 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);
+ }
+}
+
+void LLPipeline::doWaterHaze()
+{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+
+ if (RenderDeferredAtmospheric)
+ {
+ LLGLEnable blend(GL_BLEND);
+ gGL.blendFunc(LLRender::BF_ONE, LLRender::BF_SOURCE_ALPHA, LLRender::BF_ZERO, LLRender::BF_SOURCE_ALPHA);
+
+ gGL.setColorMask(true, true);
+
+ // apply haze
+ LLGLSLShader& haze_shader = gHazeWaterProgram;
+
+ LL_PROFILE_GPU_ZONE("haze");
+ bindDeferredShader(haze_shader);
+
+ haze_shader.uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, LLDrawPoolAlpha::sWaterPlane.mV);
+
+ static LLStaticHashedString above_water_str("above_water");
+ haze_shader.uniform1i(above_water_str, sUnderWaterRender ? -1 : 1);
+
+ if (LLPipeline::sUnderWaterRender)
+ {
+ LLGLDepthTest depth(GL_FALSE);
+
+ // full screen blit
+ mScreenTriangleVB->setBuffer();
+ mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ }
+ else
+ {
+ //render water patches like LLDrawPoolWater does
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_LEQUAL);
+ LLGLDisable cull(GL_CULL_FACE);
+
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
+
+ mWaterPool->pushFaceGeometry();
+ }
+
+ unbindDeferredShader(haze_shader);
+
+
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+ }
+}
+
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 6e4c9c7a97..bbed7cad92 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -318,6 +318,16 @@ public:
void unbindReflectionProbes(LLGLSLShader& shader);
void renderDeferredLighting();
+
+ // apply atmospheric haze based on contents of color and depth buffer
+ // should be called just before rendering water when camera is under water
+ // and just before rendering alpha when camera is above water
+ void doAtmospherics();
+
+ // apply water haze based on contents of color and depth buffer
+ // should be called just before rendering pre-water alpha objects
+ void doWaterHaze();
+
void postDeferredGammaCorrect(LLRenderTarget* screen_target);
void generateSunShadow(LLCamera& camera);