diff options
38 files changed, 892 insertions, 439 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 55e4ecda2a..d6fe35e2ca 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -186,23 +186,15 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)  		}  	} -	// NOTE order of shader object attaching is VERY IMPORTANT!!! -    if (features->isDeferred || features->hasShadows) -	{ -		if (!shader->attachObject("deferred/deferredUtil.glsl")) -		{ -			return FALSE; -		} -	} - -    if (features->hasIndirect) +    if (features->calculatesLighting || features->calculatesAtmospherics)  	{ -		if (!shader->attachObject("deferred/indirect.glsl")) +		if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))  		{  			return FALSE;  		}  	} +	// NOTE order of shader object attaching is VERY IMPORTANT!!!  	if (features->hasGamma)  	{  		if (!shader->attachObject("windlight/gammaF.glsl")) diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index c4caed4d71..767fad016c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -38,5 +38,12 @@ mat4 getSkinnedTransform()  	ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);  	ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);  	ret[3] = vec4(0,0,0,1); +  	return ret; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec4 dummy1 = matrixPalette[0]; +	vec4 dummy2 = matrixPalette[44]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 94de2f7b53..90bf2851c9 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -61,5 +61,12 @@ mat4 getObjectSkinnedTransform()  	ret[3] = vec4(trans, 1.0);  	return ret; + +#ifdef IS_AMD_CARD +   // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +   mat3x4 dummy1 = matrixPalette[0]; +   mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; +#endif +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index a325faaad7..3ec2ea12da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -89,7 +89,9 @@ vec2 encode_normal (vec3 n);  vec3 decode_normal (vec2 enc);  vec3 scaleSoftClipFrag(vec3 l); +vec3 atmosFragAmbient(vec3 light, vec3 sunlit);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) @@ -162,8 +164,6 @@ void main()  	float shadow = 1.0; -    vec3 norm = vary_norm;  -  #if HAS_SHADOW  	vec4 spos = pos; @@ -268,10 +268,13 @@ void main()  	vec4 gamma_diff = diff;	  	diff.rgb = srgb_to_linear(diff.rgb); -    vec3 sunlit; -    vec3 amblit; -    vec3 additive; -    vec3 atten; +	vec3 norm = vary_norm;  + +        vec3 sunlit; +        vec3 amblit; +        vec3 additive; +        vec3 atten; +  	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec2 abnormal	= encode_normal(norm.xyz); @@ -287,7 +290,7 @@ void main()  	vec4 color = vec4(0,0,0,0); -	color.rgb = (color.rgb * 0.5) + amblit; +	color.rgb = atmosFragAmbient(color.rgb, amblit);  	color.a   = final_alpha;  	float ambient = abs(da); @@ -296,7 +299,7 @@ void main()  	ambient = (1.0-ambient);  	color.rgb *= ambient; -	color.rgb += (final_da * sunlit); +	color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);  	color.rgb *= gamma_diff.rgb;  	//color.rgb = mix(diff.rgb, color.rgb, final_alpha); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 394ae80e53..506118d381 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -73,7 +73,7 @@ void main()  	vec3 norm;  	//transform vertex -#if defined(HAS_SKIN) +#ifdef HAS_SKIN  	mat4 trans = getObjectSkinnedTransform();  	trans = modelview_matrix * trans; @@ -83,7 +83,9 @@ void main()  	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; -#elif defined(IS_AVATAR_SKIN) +#else + +#ifdef IS_AVATAR_SKIN  	mat4 trans = getSkinnedTransform();  	vec4 pos_in = vec4(position.xyz, 1.0);  	pos.x = dot(trans[0], pos_in); @@ -105,11 +107,14 @@ void main()  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);  #endif +#endif +  #ifdef USE_INDEXED_TEX  	passTextureIndex();  #endif  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	  	vary_norm = norm;  	vary_position = pos.xyz; @@ -117,14 +122,18 @@ void main()  	vertex_color = diffuse_color;  #endif -#if defined(HAS_SKIN) +#ifdef HAS_SKIN  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#elif defined(IS_AVATAR_SKIN) +#else + +#ifdef IS_AVATAR_SKIN  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #else  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  #endif +#endif +  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 7c9382d474..b56abb66d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,6 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; @@ -44,7 +45,22 @@ uniform float kern_scale;  VARYING vec2 vary_fragcoord; -vec4 getPosition(vec2 pos_screen); +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} +  vec3 decode_normal (vec2 enc);  void main()  @@ -103,5 +119,11 @@ void main()  	col.y *= col.y;  	frag_color = col; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec3 dummy1 = kern[0]; +	vec3 dummy2 = kern[3]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index def149d86d..6ba16b169c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -32,9 +32,11 @@ out vec4 frag_data[3];  #endif  uniform float minimum_alpha; + +  uniform sampler2D diffuseMap; -uniform sampler2D specularMap;  uniform sampler2D normalMap; +uniform sampler2D specularMap;  VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 1e566b77bf..c1c17532b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -40,6 +40,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl); +vec3 atmosFragAmbient(vec3 l, vec3 ambient);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -175,6 +176,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  } +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +  #else  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -219,8 +233,6 @@ vec3 decode_normal (vec2 enc);  void main()   { -    vec2 pos_screen = vary_texcoord0.xy; -  	vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);  	diffcol.rgb *= vertex_color.rgb; @@ -378,7 +390,7 @@ void main()  		  final_da = min(final_da, 1.0f);  		  final_da = pow(final_da, 1.0/1.3); -	col.rgb = (col * 0.5) + amblit; +	col.rgb = atmosFragAmbient(col, amblit);  	float ambient = min(abs(da), 1.0);  	ambient *= 0.5; @@ -432,6 +444,9 @@ void main()  		glare += cur_glare;  	} +	//col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); +	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a); +  	col = atmosFragLighting(col, additive, atten);  	col = scaleSoftClipFrag(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index eb65c28645..d1ac19270d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -59,7 +59,18 @@ uniform mat4 inv_proj;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { @@ -137,4 +148,12 @@ void main()  	frag_color.rgb = out_col;  	frag_color.a = 0.0; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec4 dummy1 = light[0]; +	vec4 dummy2 = light_col[0]; +	vec4 dummy3 = light[LIGHT_COUNT-1]; +	vec4 dummy4 = light_col[LIGHT_COUNT-1]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3aa7a3a449..1d75322b4c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -128,7 +128,19 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index df48a66fab..13b803e03e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -57,7 +57,19 @@ uniform mat4 inv_proj;  uniform vec4 viewport;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = (pos_screen.xy-viewport.xy)*2.0; +	sc /= viewport.zw; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 3da8531442..a5625fbc16 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file pointLightV.glsl + * @file pointLightF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index c2963046c5..e33254304b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -49,7 +49,18 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { @@ -90,4 +101,10 @@ void main()  	col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;  	frag_color.rgb = col; + +#ifdef IS_AMD_CARD +	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +	vec2 dummy1 = kern[0]; +	vec2 dummy2 = kern[31]; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index cac3e75f1f..5627275df6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -69,17 +69,33 @@ vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -vec3 scaleSoftClipFrag(vec3 l);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	return getPosition_d(pos_screen, depth); +} +  void main()   {  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r; -	vec4 pos = getPositionWithDepth(tc, depth); +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z;  	norm.xyz = decode_normal(norm.xy); // unpack norm @@ -140,25 +156,27 @@ void main()  		if (envIntensity > 0.0)  		{ //add environmentmap  			vec3 env_vec = env_mat * refnormpersp; +			 +			  			vec3 refcol = textureCube(environmentMap, env_vec).rgb; -			col = mix(col.rgb, refcol, envIntensity);   + +			col = mix(col.rgb, refcol,  +				envIntensity);    		}  		if (norm.w < 0.5)  		{  			col = atmosFragLighting(col, additive, atten); -			col = scaleSoftClipFrag(col);  		}  		#ifdef WATER_FOG -			vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); +			vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));  			col = fogged.rgb;  			bloom = fogged.a;  		#endif  		col = srgb_to_linear(col); -		//col = vec3(1,0,1);  		//col.g = envIntensity;  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 5655c6f99f..b59fcbe017 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -30,7 +30,6 @@ ATTRIBUTE vec3 position;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; -  void main()  {  	//transform vertex diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 022bcbabca..2b6428963d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -132,7 +132,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl index bc3324f543..00ba0e8fad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -48,6 +48,7 @@ vec3 srgb_to_linear(vec3 cs)  	bvec3 lte = lessThanEqual(cs,vec3(0.04045));  	return mix(high_range, low_range, lte); +  }  vec3 linear_to_srgb(vec3 cl) @@ -58,4 +59,6 @@ vec3 linear_to_srgb(vec3 cl)  	bvec3 lt = lessThan(cl,vec3(0.0031308));  	return mix(high_range, low_range, lt); +  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 006a49d9a0..403df87853 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,26 +35,102 @@ out vec4 frag_color;  //class 1 -- no shadow, SSAO only +uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; +  // Inputs +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; +  VARYING vec2 vary_fragcoord; +uniform mat4 inv_proj; +uniform vec2 screen_res; +  vec3 decode_normal (vec2 enc); -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; +	 +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +	float angle_hidden = 0.0; +	int points = 0; +		 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +		 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +			 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +			 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +			 +		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); +			 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		points = points + int(diff.z > -1.0); +	} +		 +	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); +		 +	ret = (1.0 - (float(points != 0) * angle_hidden)); +	 +	return min(ret, 1.0); +}  void main()   { -	vec2 pos_screen = vary_fragcoord.xy;	 -	vec4 pos        = getPosition(pos_screen); -	vec3 norm       = getNorm(pos_screen); - +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); +		  	frag_color[0] = 1.0; -	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); +	frag_color[1] = calcAmbientOcclusion(pos, norm);  	frag_color[2] = 1.0;   	frag_color[3] = 1.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 69543b93ea..73f6d9fec3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -41,6 +41,15 @@ uniform sampler2D bumpMap2;  uniform float blend_factor;  uniform sampler2D screenTex;  uniform sampler2D refTex; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2D noiseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +  uniform float sunAngle;  uniform float sunAngle2;  uniform vec3 lightDir; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 2b8cf9d8df..c1cc3679a7 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -23,10 +23,21 @@   * $/LicenseInfo$   */ +vec3 atmosFragAmbient(vec3 light, vec3 sunlit) +{ +    /* stub function for fallback compatibility on class1 hardware */ +    return light; +} +  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)  { -	/* stub function for fallback compatibility on class1 hardware */ -   return light; +    /* stub function for fallback compatibility on class1 hardware */ +	return light; +} + +vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +{ +   return light * sunlit;  }  vec3 atmosLighting(vec3 light) diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 0848adba73..864ba4859d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 33f3eb46c0..c92dbda185 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -83,12 +83,51 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightScaleSoftClipFrag(vec3 l);  vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{ +    if (no_atmo == 1) +    { +        return light; +    } +	return (light + additive) * atten.r * 2.0; +} + +vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +    if (no_atmo == 1) +    { +        return light; +    } +	float brightness = dot(light.rgb, vec3(0.33333)); +	return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness); +} + +vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +    if (no_atmo == 1) +    { +        return light; +    } +	float brightness = dot(light.rgb, vec3(0.33333)); +	return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness); +} + +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	return getPosition_d(pos_screen, depth); +} -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen);  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -98,7 +137,7 @@ void main()  {  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r; -	vec4 pos = getPositionWithDepth(tc, depth); +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z;  	norm.xyz = decode_normal(norm.xy); // unpack norm diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 8b8b338f68..c840d72784 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -36,5 +36,7 @@ void main()  	//transform vertex  	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	gl_Position = pos;  +	 +	  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 80e2a9dd55..a7da140b31 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index c4018ca61a..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -67,9 +67,20 @@ uniform float shadow_offset;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset; -vec3 getNorm(vec2 pos_screen);  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -112,9 +123,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   { -	vec2 pos_screen = vary_fragcoord.xy;	 -	vec4 pos        = getPosition(pos_screen); -	vec3 norm       = getNorm(pos_screen); +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); // unpack norm  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index bd468306ee..58f3f2f91e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -70,10 +70,79 @@ uniform float spot_shadow_offset;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec2 getKern(int i) +{ +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; +        +	return kern[i]; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +	float angle_hidden = 0.0; +	float points = 0; +		 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +	 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +		 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +			 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +		 +		float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; +		angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); +			 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; +		points = points + diffz_val; +	} +		 +	angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); +	 +	float points_val = (points > 0.0) ? 1.0 : 0.0; +	ret = (1.0 - (points_val * angle_hidden)); -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); +	ret = max(ret, 0.0); +	return min(ret, 1.0); +}  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -116,8 +185,13 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   {  	vec2 pos_screen = vary_fragcoord.xy; -	vec4 pos  = getPosition(pos_screen); -	vec3 norm = getNorm(pos_screen); +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); // unpack norm  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ @@ -217,7 +291,7 @@ void main()  	}  	frag_color[0] = shadow; -	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); +	frag_color[1] = calcAmbientOcclusion(pos, norm);  	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index f8373215f0..9f06319da3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -1,5 +1,5 @@  /**  - * @file class3/deferred/cloudsF.glsl + * @file WLCloudsF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -24,9 +24,9 @@   */  #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; +out vec4 frag_color;  #else -#define frag_data gl_FragData +#define frag_color gl_FragColor  #endif  ///////////////////////////////////////////////////////////////////////// @@ -36,37 +36,20 @@ out vec4 frag_data[3];  VARYING vec4 vary_CloudColorSun;  VARYING vec4 vary_CloudColorAmbient;  VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos;  uniform sampler2D cloud_noise_texture;  uniform sampler2D cloud_noise_texture_next;  uniform float blend_factor;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; +uniform vec4 gamma;  uniform float cloud_scale;  uniform float cloud_variance; -uniform vec3 ambient; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3;  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light); @@ -84,9 +67,11 @@ void main()  	// Set variables  	vec2 uv1 = vary_texcoord0.xy;  	vec2 uv2 = vary_texcoord1.xy; -	vec2 uv3 = vary_texcoord2.xy; -	float cloudDensity = 2.0 * (cloud_shadow - 0.25); +	vec4 cloudColorSun = vary_CloudColorSun; +	vec4 cloudColorAmbient = vary_CloudColorAmbient; +	float cloudDensity = vary_CloudDensity; +	vec2 uv3 = vary_texcoord2.xy;  	vec2 uv4 = vary_texcoord3.xy;      vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); @@ -97,53 +82,33 @@ void main()  	uv3 += cloud_pos_density2.xy + disturbance;	//small texture, visible density  	uv4 += cloud_pos_density2.xy;	//small texture, self shadow -    float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0)); - -    cloudDensity *= 1.0 - (density_variance * density_variance);  	// Compute alpha1, the main cloud opacity +  	float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; -	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); +	alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.);  	// And smooth  	alpha1 = 1. - alpha1 * alpha1;  	alpha1 = 1. - alpha1 * alpha1;	 -    if (alpha1 < 0.001f) -    { -        discard; -    }  	// Compute alpha2, for self shadowing effect  	// (1 - alpha2) will later be used as percentage of incoming sunlight  	float alpha2 = (cloudNoise(uv2).x - 0.5); -	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); +	alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.);  	// And smooth  	alpha2 = 1. - alpha2;  	alpha2 = 1. - alpha2 * alpha2;	 -    vec3 view_ray = vary_pos.xyz + camPosLocal; - -    vec3 view_direction = normalize(view_ray); -    vec3 sun_direction  = normalize(sun_dir); -    vec3 earth_center   = vec3(0, 0, -6360.0f); -    vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - -    vec3 transmittance; -    vec3 radiance_sun  = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); - -    vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); -  	// Combine  	vec4 color; +	color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); +	color *= 2.; -    color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); -    color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); -    color.rgb += ambient; - -	frag_data[0] = vec4(color.rgb, alpha1); -	frag_data[1] = vec4(0); -	frag_data[2] = vec4(0,1,0,1); +	/// Gamma correct for WL (soft clip effect). +	frag_color.rgb = scaleSoftClip(color.rgb); +	frag_color.a = alpha1;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl index 53b6d88ef5..c1dd45cd67 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl @@ -24,7 +24,6 @@   */  uniform mat4 modelview_projection_matrix; -uniform mat4 modelview_matrix;  ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0; @@ -34,37 +33,158 @@ ATTRIBUTE vec2 texcoord0;  ///////////////////////////////////////////////////////////////////////////////  // Output parameters +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity;  VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1;  VARYING vec2 vary_texcoord2;  VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos;  // Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; + +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; +  uniform float cloud_scale; -uniform vec4  lightnorm; -uniform vec3  camPosLocal;  void main()  { -    vary_pos = position;  	// World / view / projection  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vary_texcoord0 = texcoord0; + +	// Get relative position +	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); + +	// Set altitude +	if (P.y > 0.) +	{ +		P *= (max_y / P.y); +	} +	else +	{ +		P *= (-32000. / P.y); +	} + +	// Can normalize then +	vec3 Pn = normalize(P); +	float  Plen = length(P); + +	// Initialize temp variables +	vec4 temp1 = vec4(0.); +	vec4 temp2 = vec4(0.); +	vec4 blue_weight; +	vec4 haze_weight; +	vec4 sunlight = sunlight_color; +	vec4 light_atten; + + +	// Sunlight attenuation effect (hue and brightness) due to atmosphere +	// this is used later for sunlight modulation at various altitudes +	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + +	// Calculate relative weights +	temp1 = blue_density + haze_density; +	blue_weight = blue_density / temp1; +	haze_weight = haze_density / temp1; + +	// Compute sunlight from P & lightnorm (for long rays like sky) +	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// Distance +	temp2.z = Plen * density_multiplier; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z); + + +	// Compute haze glow +	temp2.x = dot(Pn, lightnorm.xyz); +	temp2.x = 1. - temp2.x; +		// temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .001);	 +		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		// glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	// Add "minimum anti-solar illumination" +	temp2.x += .25; + +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;  + +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow); + +	// Haze color below cloud +	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) +				+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) +			 );	 + +	// CLOUDS + +	sunlight = sunlight_color; +	temp2.y = max(0., lightnorm.y * 2.); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// Cloud color out +	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +	vary_CloudColorAmbient = tmpAmbient * cloud_color; +	 +	// Attenuate cloud color by atmosphere +	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds +	vary_CloudColorSun *= temp1; +	vary_CloudColorAmbient *= temp1; +	vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); + +	// Make a nice cloud density based on the cloud_shadow value that was passed in. +	vary_CloudDensity = 2. * (cloud_shadow - 0.25); + +  	// Texture coords  	vary_texcoord0 = texcoord0;  	vary_texcoord0.xy -= 0.5; -    vary_texcoord0.xy /= cloud_scale; -    vary_texcoord0.xy += 0.5; +	vary_texcoord0.xy /= cloud_scale; +	vary_texcoord0.xy += 0.5;  	vary_texcoord1 = vary_texcoord0;  	vary_texcoord1.x += lightnorm.x * 0.0125; -    vary_texcoord1.y += lightnorm.z * 0.0125; +	vary_texcoord1.y += lightnorm.z * 0.0125;  	vary_texcoord2 = vary_texcoord0 * 16.;  	vary_texcoord3 = vary_texcoord1 * 16.; +	// Combine these to minimize register use +	vary_CloudColorAmbient += oHazeColorBelowCloud; + +	// needs this to compile on mac +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +  	// END CLOUDS  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 0848adba73..864ba4859d 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index d0514f7d23..2073fc066f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -1,5 +1,5 @@  /**  - * @file class3/deferred/skyF.glsl + * @file class3/skyF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -44,7 +44,6 @@ uniform sampler3D single_mie_scattering_texture;  uniform sampler2D irradiance_texture;  uniform sampler2D rainbow_map;  uniform sampler2D halo_map; -uniform vec4 gamma;  uniform float moisture_level;  uniform float droplet_radius; @@ -54,7 +53,6 @@ vec3 GetSolarLuminance();  vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);  vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 ColorFromRadiance(vec3 radiance);  vec3 rainbow(float d)  {     float rad = (droplet_radius - 5.0f) / 1024.0f; @@ -95,15 +93,18 @@ void main()      }      s = smoothstep(0.9, 1.0, s) * 16.0f; -    vec3 color = ColorFromRadiance(radiance_sun); +    vec3 color = vec3(1.0) - exp(-radiance_sun * 0.0001);      float optic_d = dot(view_direction, sun_direction); +      vec3 halo_22 = halo22(optic_d); -    color.rgb += rainbow(optic_d) * optic_d; +    if (optic_d <= 0) +    color.rgb += rainbow(optic_d); +      color.rgb += halo_22; -    color = pow(color, vec3(1.0/2.2)); +    color = pow(color, vec3(1.0 / 2.2));      frag_data[0] = vec4(color, 1.0 + s);      frag_data[1] = vec4(0.0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl index 2eb222ada4..a5cc49ca30 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl @@ -1,5 +1,5 @@  /**  - * @file class3/deferred/skyV.glsl + * @file advancedAtmoV.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,6 +23,12 @@   * $/LicenseInfo$   */ +uniform vec3 cameraPosLocal; +uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 inv_proj; +uniform mat4 inv_modelview; +  ATTRIBUTE vec3 position;  ATTRIBUTE vec2 texcoord0; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ecf6858136..2615400e52 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -38,21 +38,30 @@ uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap; -uniform sampler2D     lightFunc; - -uniform float blur_size;  uniform samplerCube environmentMap; +uniform sampler2D	  lightFunc; +uniform float blur_size;  uniform float blur_fidelity;  // Inputs  uniform vec4 morphFactor;  uniform vec3 camPosLocal; +//uniform vec4 camPosWorld;  uniform vec4 gamma; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density;  uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier;  uniform float max_y;  uniform vec4 glow;  uniform float global_gamma; +uniform float scene_light_strength;  uniform mat3 env_mat;  uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; @@ -65,29 +74,28 @@ uniform mat4 inv_modelview;  uniform vec2 screen_res; -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 scaleSoftClipFrag(vec3 c); -vec3 fullbrightScaleSoftClipFrag(vec3 c);  vec3 srgb_to_linear(vec3 cs);  vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -vec3 ColorFromRadiance(vec3 radiance); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec4 getPosition_d(vec2 pos_screen, float depth) +{ +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	return getPosition_d(pos_screen, depth); +} +  #ifdef WATER_FOG  vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -97,22 +105,24 @@ void main()  {  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r; -	vec3 pos = getPositionWithDepth(tc, depth).xyz; +	vec3 pos = getPosition_d(tc, depth).xyz;  	vec4 norm = texture2DRect(normalMap, tc);  	float envIntensity = norm.z; -    norm.xyz = decode_normal(norm.xy); - +	norm.xyz = decode_normal(norm.xy); // unpack norm +		  	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	float light_gamma = 1.0/1.3; +	da = pow(da, light_gamma); -	vec4 diffuse = texture2DRect(diffuseRect, tc); // linear +	vec4 diffuse = texture2DRect(diffuseRect, tc); +	//convert to gamma space +	diffuse.rgb = linear_to_srgb(diffuse.rgb); +	  	vec3 col;  	float bloom = 0.0;  	{ -        vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); -  		vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);  		vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -122,37 +132,17 @@ void main()  		float ambocc = scol_ambocc.g; -        vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); -        vec4 l1r = texture2D(sh_input_r, vec2(0,0)); -        vec4 l1g = texture2D(sh_input_g, vec2(0,0)); -        vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - -        vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), -                             dot(l1g, l1tap * vec4(1, norm.xyz)), -                             dot(l1b, l1tap * vec4(1, norm.xyz))); - -        indirect = clamp(indirect, vec3(0), vec3(1.0)); - -        vec3 transmittance; -        vec3 sky_irradiance; -        vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); -        vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); - -        vec3 radiance   = scol * (sun_irradiance + sky_irradiance) + inscatter; -        vec3 atmo_color = ColorFromRadiance(radiance); - -        col = atmo_color + indirect; -        col *= transmittance; -        col *= diffuse.rgb; - +		col *= diffuse.rgb; +	  		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));  		if (spec.a > 0.0) // specular reflection  		{  			// the old infinite-sky shiny reflection  			// +			  			float sa = dot(refnormpersp, sun_dir.xyz); -			vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; +			vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -165,24 +155,17 @@ void main()  		if (envIntensity > 0.0)  		{ //add environmentmap  			vec3 env_vec = env_mat * refnormpersp; -            vec3 sun_direction  = (inv_modelview * vec4(sun_dir, 1.0)).xyz; -            vec3 radiance_sun  = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); -            vec3 refcol = ColorFromRadiance(radiance_sun); -			col = mix(col.rgb, refcol, envIntensity); +			vec3 refcol = textureCube(environmentMap, env_vec).rgb; +			col = mix(col.rgb, refcol, envintensity);  		} -		/*if (norm.w < 0.5) -		{ -			col = scaleSoftClipFrag(col); -		}*/ -  		#ifdef WATER_FOG  			vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));  			col = fogged.rgb;  			bloom = fogged.a;  		#endif -        col = pow(col, vec3(light_gamma)); +		col = srgb_to_linear(col);  	}  	frag_color.rgb = col; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl index 9d872b8df8..c840d72784 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file class3/deferred/softenLightV.glsl + * @file softenLightF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -22,17 +22,21 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord;  uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +  uniform vec2 screen_res; +VARYING vec2 vary_fragcoord; +  void main()  {  	//transform vertex  	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	gl_Position = pos;  +	 +	  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 80e2a9dd55..a7da140b31 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  } -vec4 getPosition(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  void main()   { diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl index 894534b105..aa5e99a2f7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl @@ -68,8 +68,19 @@ uniform float spot_shadow_bias;  uniform float spot_shadow_offset;  vec3 decode_normal (vec2 enc); -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +}  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -113,8 +124,13 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   {  	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	  	vec4 pos = getPosition(pos_screen); -	vec3 norm = getNorm(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); // unpack norm  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl index 0870a80a32..58f3f2f91e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl @@ -68,11 +68,81 @@ uniform float shadow_offset;  uniform float spot_shadow_bias;  uniform float spot_shadow_offset; -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); +vec3 decode_normal (vec2 enc); + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).r; +	vec2 sc = pos_screen.xy*2.0; +	sc /= screen_res; +	sc -= vec2(1.0,1.0); +	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +	vec4 pos = inv_proj * ndc; +	pos /= pos.w; +	pos.w = 1.0; +	return pos; +} + +vec2 getKern(int i) +{ +	vec2 kern[8]; +	// exponentially (^2) distant occlusion samples spread around origin +	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; +        +	return kern[i]; +}  //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen); +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ +	float ret = 1.0; + +	vec2 pos_screen = vary_fragcoord.xy; +	vec3 pos_world = pos.xyz; +	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +		 +	float angle_hidden = 0.0; +	float points = 0; +		 +	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +	 +	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +	for (int i = 0; i < 8; i++) +	{ +		vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); +		vec3 samppos_world = getPosition(samppos_screen).xyz;  +		 +		vec3 diff = pos_world - samppos_world; +		float dist2 = dot(diff, diff); +			 +		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +		// --> solid angle shrinking by the square of distance +		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +		//(k should vary inversely with # of samples, but this is taken care of later) +		 +		float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; +		angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); +			 +		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +		float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; +		points = points + diffz_val; +	} +		 +	angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); +	 +	float points_val = (points > 0.0) ? 1.0 : 0.0; +	ret = (1.0 - (points_val * angle_hidden)); + +	ret = max(ret, 0.0); +	return min(ret, 1.0); +}  float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)  { @@ -114,9 +184,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr  void main()   { -	vec2 pos_screen = vary_fragcoord.xy;	 -	vec4 pos        = getPosition(pos_screen); -	vec3 norm       = getNorm(pos_screen); +	vec2 pos_screen = vary_fragcoord.xy; +	 +	//try doing an unproject here +	 +	vec4 pos = getPosition(pos_screen); +	 +	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; +	norm = decode_normal(norm.xy); // unpack norm  	/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL  	{ @@ -216,7 +291,7 @@ void main()  	}  	frag_color[0] = shadow; -	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); +	frag_color[1] = calcAmbientOcclusion(pos, norm);  	spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6498ed652a..a3886b916a 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -483,8 +483,6 @@ void LLViewerShaderMgr::setShaders()          S32 shadow_detail            = gSavedSettings.getS32("RenderShadowDetail");          bool useRenderDeferred       = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");          bool doingWindLight          = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); -        bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"); -        (void)useAdvancedAtmospherics;  		//using shaders, disable fixed function  		LLGLSLShader::sNoFixedFunction = true; @@ -1046,10 +1044,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()  		gTerrainProgram.mName = "Terrain Shader";  		gTerrainProgram.mFeatures.calculatesLighting = true;  		gTerrainProgram.mFeatures.calculatesAtmospherics = true; -        gTerrainProgram.mFeatures.hasAtmospherics = true; -        gTerrainProgram.mFeatures.hasTransport = true; -        gTerrainProgram.mFeatures.hasGamma = true; -        gTerrainProgram.mFeatures.hasSrgb = true; +		gTerrainProgram.mFeatures.hasAtmospherics = true;  		gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;  		gTerrainProgram.mFeatures.disableTextureIndex = true;  		gTerrainProgram.mFeatures.hasGamma = true; @@ -1208,8 +1203,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()  BOOL LLViewerShaderMgr::loadShadersDeferred()  { -    bool use_sun_shadow = mVertexShaderLevel[SHADER_DEFERRED] > 1; -  	if (mVertexShaderLevel[SHADER_DEFERRED] == 0)  	{  		gDeferredTreeProgram.unload(); @@ -1381,8 +1374,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;          gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;          gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; -        gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true; -        gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true;  		gDeferredSkinnedAlphaProgram.mShaderFiles.clear();  		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1391,7 +1382,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");  		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");  		gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); -		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");  		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);  		llassert(success); @@ -1445,19 +1436,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  			gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");  			gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");  			gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); -			gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0"); +			gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");  			bool has_skin = i & 0x10;  			gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");  			gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; +            gDeferredMaterialProgram[i].mFeatures.hasGamma = true;              gDeferredMaterialProgram[i].mFeatures.hasTransport = true;              gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;              gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;              gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;              gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; -            gDeferredMaterialProgram[i].mFeatures.hasGamma = true; -            gDeferredMaterialProgram[i].mFeatures.hasShadows = true; -            gDeferredMaterialProgram[i].mFeatures.hasIndirect = true;  			if (has_skin)  			{ @@ -1490,14 +1479,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  			gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;  			gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; +            gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;              gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;              gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = 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 = true; -            gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true;  			if (has_skin)  			{ @@ -1569,9 +1556,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{		  		gDeferredLightProgram.mName = "Deferred Light Shader";          gDeferredLightProgram.mFeatures.decodesNormal = true; -        gDeferredLightProgram.mFeatures.isDeferred = true; -        gDeferredLightProgram.mFeatures.hasShadows = true; -  		gDeferredLightProgram.mShaderFiles.clear();  		gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1587,9 +1571,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  			gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);              gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true; -            gDeferredMultiLightProgram[i].mFeatures.isDeferred = true; -            gDeferredMultiLightProgram[i].mFeatures.hasShadows = true; -  			gDeferredMultiLightProgram[i].mShaderFiles.clear();  			gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));  			gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1606,9 +1587,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSpotLightProgram.mShaderFiles.clear();  		gDeferredSpotLightProgram.mFeatures.hasSrgb = true;          gDeferredSpotLightProgram.mFeatures.decodesNormal = true; -        gDeferredSpotLightProgram.mFeatures.isDeferred = true; -        gDeferredSpotLightProgram.mFeatures.hasShadows = true; -  		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1622,9 +1600,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";  		gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;          gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true; -        gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true; -        gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true; -  		gDeferredMultiSpotLightProgram.mShaderFiles.clear();  		gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1654,10 +1629,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSunProgram.mName = "Deferred Sun Shader";          gDeferredSunProgram.mFeatures.decodesNormal = true; -        gDeferredSunProgram.mFeatures.isDeferred    = true; -        gDeferredSunProgram.mFeatures.hasShadows    = true; -        gDeferredSunProgram.mFeatures.hasIndirect   = true; -  		gDeferredSunProgram.mShaderFiles.clear();  		gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));  		gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); @@ -1671,8 +1642,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";          gDeferredBlurLightProgram.mFeatures.decodesNormal = true; -        gDeferredBlurLightProgram.mFeatures.isDeferred = true; -  		gDeferredBlurLightProgram.mShaderFiles.clear();  		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1691,15 +1660,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;  		gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels          gDeferredAlphaProgram.mFeatures.hasSrgb = true; +        gDeferredAlphaProgram.mFeatures.hasGamma = true;          gDeferredAlphaProgram.mFeatures.decodesNormal = true;          gDeferredAlphaProgram.mFeatures.encodesNormal = true;          gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;          gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; -        gDeferredAlphaProgram.mFeatures.hasGamma = true; -        gDeferredAlphaProgram.mFeatures.hasTransport = true; -        gDeferredAlphaProgram.mFeatures.isDeferred = true; -        gDeferredAlphaProgram.mFeatures.hasShadows = true; -        gDeferredAlphaProgram.mFeatures.hasIndirect = true;  		if (mVertexShaderLevel[SHADER_DEFERRED] < 1)  		{ @@ -1714,7 +1679,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); -		gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +		gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");  		gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");  		gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1736,10 +1701,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;          gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true;          gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true; -        gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true; -        gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true; -        gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true; -  		gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels  		if (mVertexShaderLevel[SHADER_DEFERRED] < 1)  		{ @@ -1754,7 +1715,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); -		gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +		gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");  		gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");  		gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); @@ -1777,14 +1738,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels  		gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;  		gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true; +        gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;          gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;          gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;          gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;          gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true; -        gDeferredAlphaWaterProgram.mFeatures.hasGamma = true; -        gDeferredAlphaWaterProgram.mFeatures.isDeferred = true; -        gDeferredAlphaWaterProgram.mFeatures.hasShadows = true; -        gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;  		if (mVertexShaderLevel[SHADER_DEFERRED] < 1)  		{ @@ -1801,7 +1759,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");  		gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");  		gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1"); -		gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0"); +		gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");  		gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); @@ -1821,9 +1779,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;          gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;          gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; -        gDeferredAvatarEyesProgram.mFeatures.isDeferred = true; -        gDeferredAvatarEyesProgram.mFeatures.hasShadows = true; - +        gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;  		gDeferredAvatarEyesProgram.mShaderFiles.clear();  		gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1839,8 +1795,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightProgram.mFeatures.isDeferred = true; - +        gDeferredFullbrightProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightProgram.mShaderFiles.clear();  		gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1857,8 +1812,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true; - +        gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();  		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1877,7 +1831,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;  		gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true; +        gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightWaterProgram.mShaderFiles.clear();  		gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1897,7 +1851,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; -        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true; +        gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();  		gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1916,7 +1870,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;  		gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; -        gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true;  		gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;  		gDeferredFullbrightShinyProgram.mShaderFiles.clear();  		gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1935,7 +1888,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;  		gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;  		gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true; -        gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true;  		gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();  		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1952,7 +1904,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;  		gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true; -        gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true;  		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();  		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -1967,7 +1918,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredEmissiveProgram.mFeatures.hasGamma = true;  		gDeferredEmissiveProgram.mFeatures.hasTransport = true; -        gDeferredEmissiveProgram.mFeatures.isDeferred = true;  		gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;  		gDeferredEmissiveProgram.mShaderFiles.clear();  		gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1985,10 +1935,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWaterProgram.mFeatures.hasGamma = true;  		gDeferredWaterProgram.mFeatures.hasTransport = true;          gDeferredWaterProgram.mFeatures.encodesNormal = true; -        gDeferredWaterProgram.mFeatures.isDeferred = true; -        gDeferredWaterProgram.mFeatures.hasShadows = true; -        gDeferredWaterProgram.mFeatures.hasIndirect = true; -  		gDeferredWaterProgram.mShaderFiles.clear();  		gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2008,10 +1954,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredUnderWaterProgram.mFeatures.hasTransport = true;  		gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;          gDeferredUnderWaterProgram.mFeatures.encodesNormal = true; -        gDeferredUnderWaterProgram.mFeatures.isDeferred = true; -        gDeferredUnderWaterProgram.mFeatures.hasShadows = true; -        gDeferredUnderWaterProgram.mFeatures.hasIndirect = true; -  		gDeferredUnderWaterProgram.mShaderFiles.clear();  		gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2028,29 +1970,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSoftenProgram.mFeatures.decodesNormal = true;          gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;          gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; -        gDeferredSoftenProgram.mFeatures.hasTransport = true;          gDeferredSoftenProgram.mFeatures.hasGamma = true; -        gDeferredSoftenProgram.mFeatures.isDeferred = true; -        gDeferredSoftenProgram.mFeatures.hasShadows = true; -        gDeferredSoftenProgram.mFeatures.hasIndirect = true;  		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; -        if (gSavedSettings.getBOOL("RenderDeferredSSAO")) +		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))  		{ //if using SSAO, take screen space light map into account as if shadows are enabled  			gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);  		} - -        // insure we use class3/deferred version of softenLight for advanced atmo.. -        gDeferredSoftenProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : gDeferredSoftenProgram.mShaderLevel; -         -        if (gAtmosphere && gDeferredSoftenProgram.mShaderLevel > 2) -        { -            gDeferredSoftenProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); -        }  		success = gDeferredSoftenProgram.createShader(NULL, NULL);          llassert(success); @@ -2071,21 +2001,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;          gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;          gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; -        gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;          gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; -        gDeferredSoftenWaterProgram.mFeatures.isDeferred = true; -        gDeferredSoftenWaterProgram.mFeatures.hasShadows = true; -        gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true; - -        if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2) -        { -            gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); -        } - -        if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2) -        { -            gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink(); -        }  		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))  		{ //if using SSAO, take screen space light map into account as if shadows are enabled @@ -2099,7 +2015,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredShadowProgram.mName = "Deferred Shadow Shader"; -        gDeferredShadowProgram.mFeatures.isDeferred = true;  		gDeferredShadowProgram.mShaderFiles.clear();  		gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2112,7 +2027,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; -        gDeferredShadowCubeProgram.mFeatures.isDeferred = true;  		gDeferredShadowCubeProgram.mShaderFiles.clear();  		gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2126,7 +2040,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";  		gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -        gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true;  		gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();  		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2140,7 +2053,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";  		gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; -        gDeferredAvatarShadowProgram.mFeatures.isDeferred = true;  		gDeferredAvatarShadowProgram.mShaderFiles.clear();  		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2154,7 +2066,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";  		gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; -        gDeferredAttachmentShadowProgram.mFeatures.isDeferred = true;  		gDeferredAttachmentShadowProgram.mShaderFiles.clear();  		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2168,7 +2079,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gTerrainProgram.mName = "Deferred Terrain Shader";          gDeferredTerrainProgram.mFeatures.encodesNormal = true; -        gDeferredTerrainProgram.mFeatures.isDeferred = true;  		gDeferredTerrainProgram.mShaderFiles.clear();  		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2182,7 +2092,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarProgram.mName = "Avatar Shader";  		gDeferredAvatarProgram.mFeatures.hasSkinning = true;          gDeferredAvatarProgram.mFeatures.encodesNormal = true; -        gDeferredAvatarProgram.mFeatures.isDeferred = true;  		gDeferredAvatarProgram.mShaderFiles.clear();  		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2206,9 +2115,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;          gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;          gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; -        gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true; -        gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true; -        gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true;  		gDeferredAvatarAlphaProgram.mShaderFiles.clear();  		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); @@ -2229,7 +2135,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	{  		gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";  		gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; -        gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;  		gDeferredPostGammaCorrectProgram.mShaderFiles.clear();  		gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2241,7 +2146,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gFXAAProgram.mName = "FXAA Shader"; -        gFXAAProgram.mFeatures.isDeferred = true;  		gFXAAProgram.mShaderFiles.clear();  		gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));  		gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2253,7 +2157,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredPostProgram.mName = "Deferred Post Shader"; -        gFXAAProgram.mFeatures.isDeferred = true;  		gDeferredPostProgram.mShaderFiles.clear();  		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2276,7 +2179,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; -        gDeferredDoFCombineProgram.mFeatures.isDeferred = true;  		gDeferredDoFCombineProgram.mShaderFiles.clear();  		gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2288,7 +2190,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; -        gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;  		gDeferredPostNoDoFProgram.mShaderFiles.clear();  		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2305,9 +2206,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredWLSkyProgram.mFeatures.hasTransport = true;          gDeferredWLSkyProgram.mFeatures.hasGamma = true; -        gDeferredWLSkyProgram.mFeatures.hasSrgb = true; -        gDeferredWLSkyProgram.mFeatures.isDeferred = true; -  		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));          gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; @@ -2323,9 +2221,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredWLCloudProgram.mFeatures.hasTransport = true;          gDeferredWLCloudProgram.mFeatures.hasGamma = true; -        gDeferredWLCloudProgram.mFeatures.hasSrgb = true; -        gDeferredWLCloudProgram.mFeatures.isDeferred = true; -  		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; @@ -2343,7 +2238,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;          gDeferredWLSunProgram.mFeatures.isFullbright = true;  		gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; -        gDeferredWLSunProgram.mFeatures.isDeferred = true;  		gDeferredWLSunProgram.mShaderFiles.clear();  		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2362,8 +2256,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;          gDeferredWLMoonProgram.mFeatures.isFullbright = true;  		gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; -        gDeferredWLMoonProgram.mFeatures.isDeferred = true; -  		gDeferredWLMoonProgram.mShaderFiles.clear();  		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2376,7 +2268,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gDeferredStarProgram.mName = "Deferred Star Program"; -        gDeferredStarProgram.mFeatures.isDeferred = true;  		gDeferredStarProgram.mShaderFiles.clear();  		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -2389,7 +2280,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{  		gNormalMapGenProgram.mName = "Normal Map Generation Program"; -        gNormalMapGenProgram.mFeatures.isDeferred = true;  		gNormalMapGenProgram.mShaderFiles.clear();  		gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));  		gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -3714,11 +3604,14 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()  		return TRUE;  	} -    if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mVertexShaderLevel[SHADER_WINDLIGHT] > 2) +#if USE_ADVANCED_ATMOSPHERICS +// disabled until we can determine why low-end machines crash during this init... +    if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)      {          // Prepare precomputed atmospherics textures using libatmosphere          LLAtmosphere::initClass();      } +#endif  	if (success)  	{ diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index bac6267bbd..e605f5b420 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -951,7 +951,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		{  			for (U32 i = 0; i < 4; i++)  			{ -                releaseShadowTarget(i); +				mShadow[i].release(); +				mShadowOcclusion[i].release();  			}  		} @@ -989,7 +990,8 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		{  			for (U32 i = 4; i < 6; i++)  			{ -                releaseShadowTarget(i); +				mShadow[i].release(); +				mShadowOcclusion[i].release();  			}  		} @@ -1003,7 +1005,11 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  	{  		mDeferredLight.release(); -		releaseShadowTargets(); +		for (U32 i = 0; i < 6; i++) +		{ +			mShadow[i].release(); +			mShadowOcclusion[i].release(); +		}  		mFXAABuffer.release();  		mScreen.release();  		mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first @@ -1200,7 +1206,11 @@ void LLPipeline::releaseScreenBuffers()  	mDeferredLight.release();  	mOcclusionDepth.release(); -	releaseShadowTargets(); +	for (U32 i = 0; i < 6; i++) +	{ +		mShadow[i].release(); +		mShadowOcclusion[i].release(); +	}  	mInscatter.release();  } @@ -8316,24 +8326,20 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n  	for (U32 i = 0; i < 4; i++)  	{ -        LLRenderTarget* shadow_target = getShadowTarget(i); -        if (shadow_target) -        { -		    channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); -		    stop_glerror(); -		    if (channel > -1) -		    { -			    stop_glerror(); -			    gGL.getTexUnit(channel)->bind(getShadowTarget(i), TRUE); -			    gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); -			    gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); -			    stop_glerror(); +		channel = shader.enableTexture(LLShaderMgr::DEFERRED_SHADOW0+i, LLTexUnit::TT_TEXTURE); +		stop_glerror(); +		if (channel > -1) +		{ +			stop_glerror(); +			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); +			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); +			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); +			stop_glerror(); -			    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); -			    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); -			    stop_glerror(); -		    } -        } +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); +			stop_glerror(); +		}  	}  	for (U32 i = 4; i < 6; i++) @@ -8343,36 +8349,17 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n  		if (channel > -1)  		{  			stop_glerror(); -            LLRenderTarget* shadow_target = getShadowTarget(i); -            if (shadow_target) -            { -			    gGL.getTexUnit(channel)->bind(shadow_target, TRUE); -			    gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); -			    gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); -			    stop_glerror(); +			gGL.getTexUnit(channel)->bind(&mShadow[i], TRUE); +			gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); +			gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); +			stop_glerror(); -			    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); -			    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); -			    stop_glerror(); -            } +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB); +			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL); +			stop_glerror();  		}  	} -    /*channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE); -    stop_glerror(); -    if (channel > -1) -    { -        stop_glerror(); -        gGL.getTexUnit(channel)->bind(&mInscatter, TRUE); -        gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); -        gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP); -        stop_glerror(); - -        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE); -        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS); -        stop_glerror(); -    }*/ -  	stop_glerror();  	F32 mat[16*6]; @@ -10862,13 +10849,9 @@ void LLPipeline::generateSunShadow(LLCamera& camera)  		for (S32 j = 0; j < 4; j++)  		{ -            LLRenderTarget* shadow_target = getShadowTarget(j); -            if (shadow_target) -            { -			    shadow_target->bindTarget(); -			    shadow_target->clear(); -			    shadow_target->flush(); -            } +			mShadow[j].bindTarget(); +			mShadow[j].clear(); +			mShadow[j].flush();  		}  	}  	else @@ -10934,16 +10917,12 @@ void LLPipeline::generateSunShadow(LLCamera& camera)  					mShadowCamera[j+4] = shadow_cam;  				} -                LLRenderTarget* shadow_target = getShadowTarget(j); -                if (shadow_target) -                { -				    shadow_target->bindTarget(); -				    { -					    LLGLDepthTest depth(GL_TRUE); -					    shadow_target->clear(); -				    } -				    shadow_target->flush(); -                } +				mShadow[j].bindTarget(); +				{ +					LLGLDepthTest depth(GL_TRUE); +					mShadow[j].clear(); +				} +				mShadow[j].flush();  				mShadowError.mV[j] = 0.f;  				mShadowFOV.mV[j] = 0.f; @@ -11232,24 +11211,20 @@ void LLPipeline::generateSunShadow(LLCamera& camera)  			stop_glerror(); -            LLRenderTarget* shadow_target = getShadowTarget(j); - -            if (shadow_target) -            { -			    shadow_target->bindTarget(); -			    shadow_target->getViewport(gGLViewport); -			    shadow_target->clear();			 - -			    U32 target_width = shadow_target->getWidth(); +			mShadow[j].bindTarget(); +			mShadow[j].getViewport(gGLViewport); +			mShadow[j].clear(); +		 +			U32 target_width = mShadow[j].getWidth(); -			    { -				    static LLCullResult result[4]; -				    renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); -			    } +			{ +				static LLCullResult result[4]; -			    shadow_target->flush(); -            } +				renderShadow(view[j], proj[j], shadow_cam, result[j], TRUE, TRUE, target_width); +			} +			mShadow[j].flush(); +   			if (!gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA))  			{  				LLViewerCamera::updateFrustumPlanes(shadow_cam, FALSE, FALSE, TRUE); @@ -11382,23 +11357,19 @@ void LLPipeline::generateSunShadow(LLCamera& camera)  			stop_glerror(); -            LLRenderTarget* shadow_target = getShadowTarget(i + 4); +			mShadow[i+4].bindTarget(); +			mShadow[i+4].getViewport(gGLViewport); +			mShadow[i+4].clear(); -            if (shadow_target) -            { -			    shadow_target->bindTarget(); -			    shadow_target->getViewport(gGLViewport); -			    shadow_target->clear(); -             -                U32 target_width = shadow_target->getWidth(); +			U32 target_width = mShadow[i+4].getWidth(); -			    static LLCullResult result[2]; -			    LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); +			static LLCullResult result[2]; -			    renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); +			LLViewerCamera::sCurCameraID = (LLViewerCamera::eCameraID)(LLViewerCamera::CAMERA_SHADOW0 + i + 4); -			    shadow_target->flush(); -            } +			renderShadow(view[i+4], proj[i+4], shadow_cam, result[i], FALSE, FALSE, target_width); + +			mShadow[i+4].flush();   		}  	}  	else | 
