diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/srgb.glsl | 24 | ||||
| -rwxr-xr-x | indra/newview/llviewershadermgr.cpp | 9 | 
2 files changed, 32 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl index 177f6c25f8..d532835bf1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +// OLD_SELECT work-around missing mix(vec3,vec,bvec3) in older GLSL versions (*cough* MAC *cough*) +  vec3 srgb_to_linear(vec3 cs)  { @@ -32,7 +34,17 @@ vec3 srgb_to_linear(vec3 cs)  	vec3 low_range = cs / vec3(12.92);  	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + +	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); +#ifdef OLD_SELECT +	vec3 result; +	result.r = lte.r ? low_range.r : high_range.r; +	result.g = lte.g ? low_range.g : high_range.g; +	result.b = lte.b ? low_range.b : high_range.b; +    return result; +#else  	return mix(high_range, low_range, lessThanEqual(cs,vec3(0.04045))); +#endif  }  vec3 linear_to_srgb(vec3 cl) @@ -45,5 +57,17 @@ vec3 linear_to_srgb(vec3 cl)  	cl = clamp(cl, vec3(0), vec3(1));  	vec3 low_range  = cl * 12.92;  	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + +	bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT +	vec3 result; +	result.r = lt.r ? low_range.r : high_range.r; +	result.g = lt.g ? low_range.g : high_range.g; +	result.b = lt.b ? low_range.b : high_range.b; +    return result; +#else  	return mix(high_range, low_range, lessThan(cl,vec3(0.0031308))); +#endif  } + diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index aa3d2f8349..29d3b70389 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -911,7 +911,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/atmosphericsF.glsl",			mVertexShaderLevel[SHADER_WINDLIGHT] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "windlight/transportF.glsl",				mVertexShaderLevel[SHADER_WINDLIGHT] ) );	  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "environment/waterFogF.glsl",				mVertexShaderLevel[SHADER_WATER] ) ); -	index_channels.push_back(-1);	 shaders.push_back( make_pair( "deferred/srgb.glsl",				mVertexShaderLevel[SHADER_DEFERRED] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl",					mVertexShaderLevel[SHADER_LIGHTING] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl",					mVertexShaderLevel[SHADER_LIGHTING] ) );  	index_channels.push_back(-1);	 shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl",			mVertexShaderLevel[SHADER_LIGHTING] ) ); @@ -937,6 +936,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()  	index_channels.push_back(ch);	 shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl",			mVertexShaderLevel[SHADER_LIGHTING] ) );  	index_channels.push_back(ch);	 shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); +	index_channels.push_back(-1);	 shaders.push_back( make_pair( "deferred/srgb.glsl",				mVertexShaderLevel[SHADER_DEFERRED] ) ); + +// work-around for missing mix(vec3,vec3,bvec3) on decrepit GLSLs +// +#if LL_DARWIN +    attribs["OLD_SELECT"] = "1"; +#endif +  	for (U32 i = 0; i < shaders.size(); i++)  	{  		// Note usage of GL_FRAGMENT_SHADER_ARB | 
