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Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r--indra/llrender/llshadermgr.cpp85
1 files changed, 70 insertions, 15 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 0f08466c33..56b863466a 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -44,6 +44,7 @@ using std::make_pair;
using std::string;
LLShaderMgr * LLShaderMgr::sInstance = NULL;
+bool LLShaderMgr::sMirrorsEnabled = false;
LLShaderMgr::LLShaderMgr()
{
@@ -183,7 +184,13 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
// Attach Fragment Shader Features Next
///////////////////////////////////////
-// NOTE order of shader object attaching is VERY IMPORTANT!!!
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+
+ if (!shader->attachFragmentObject("deferred/globalF.glsl"))
+ {
+ return false;
+ }
+
if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred)
{
if (!shader->attachFragmentObject("environment/srgbF.glsl"))
@@ -257,14 +264,6 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
- if (features->encodesNormal)
- {
- if (!shader->attachFragmentObject("environment/encodeNormF.glsl"))
- {
- return false;
- }
- }
-
if (features->hasAtmospherics || features->isDeferred)
{
if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) {
@@ -277,6 +276,14 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ if (features->isPBRTerrain)
+ {
+ if (!shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl"))
+ {
+ return false;
+ }
+ }
+
// NOTE order of shader object attaching is VERY IMPORTANT!!!
if (features->hasAtmospherics)
{
@@ -321,7 +328,7 @@ bool LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return false;
}
}
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels, 1);
}
}
@@ -572,21 +579,38 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev
}
else
{
- //set version to 1.40
- shader_code_text[shader_code_count++] = strdup("#version 140\n");
- //some implementations of GLSL 1.30 require integer precision be explicitly declared
- extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
- extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ if (type == GL_GEOMETRY_SHADER)
+ {
+ //set version to 1.50
+ shader_code_text[shader_code_count++] = strdup("#version 150\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
+ else
+ {
+ //set version to 1.40
+ shader_code_text[shader_code_count++] = strdup("#version 140\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
}
extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
}
+ if (sMirrorsEnabled)
+ {
+ extra_code_text[extra_code_count++] = strdup("#define HERO_PROBES 1\n");
+ }
+
// Use alpha float to store bit flags
// See: C++: addDeferredAttachment(), shader: frag_data[2]
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0
extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1
+ extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_HDRI 1.0\n"); // bit 2
extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n");
if (defines)
@@ -1192,6 +1216,9 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("emissiveColor");
mReservedUniforms.push_back("metallicFactor");
mReservedUniforms.push_back("roughnessFactor");
+ mReservedUniforms.push_back("mirror_flag");
+ mReservedUniforms.push_back("clipPlane");
+ mReservedUniforms.push_back("clipSign");
mReservedUniforms.push_back("diffuseMap");
mReservedUniforms.push_back("altDiffuseMap");
@@ -1204,6 +1231,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sceneDepth");
mReservedUniforms.push_back("reflectionProbes");
mReservedUniforms.push_back("irradianceProbes");
+ mReservedUniforms.push_back("heroProbes");
mReservedUniforms.push_back("cloud_noise_texture");
mReservedUniforms.push_back("cloud_noise_texture_next");
mReservedUniforms.push_back("fullbright");
@@ -1374,8 +1402,32 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("detail_1");
mReservedUniforms.push_back("detail_2");
mReservedUniforms.push_back("detail_3");
+
mReservedUniforms.push_back("alpha_ramp");
+ mReservedUniforms.push_back("detail_0_base_color");
+ mReservedUniforms.push_back("detail_1_base_color");
+ mReservedUniforms.push_back("detail_2_base_color");
+ mReservedUniforms.push_back("detail_3_base_color");
+ mReservedUniforms.push_back("detail_0_normal");
+ mReservedUniforms.push_back("detail_1_normal");
+ mReservedUniforms.push_back("detail_2_normal");
+ mReservedUniforms.push_back("detail_3_normal");
+ mReservedUniforms.push_back("detail_0_metallic_roughness");
+ mReservedUniforms.push_back("detail_1_metallic_roughness");
+ mReservedUniforms.push_back("detail_2_metallic_roughness");
+ mReservedUniforms.push_back("detail_3_metallic_roughness");
+ mReservedUniforms.push_back("detail_0_emissive");
+ mReservedUniforms.push_back("detail_1_emissive");
+ mReservedUniforms.push_back("detail_2_emissive");
+ mReservedUniforms.push_back("detail_3_emissive");
+
+ mReservedUniforms.push_back("baseColorFactors");
+ mReservedUniforms.push_back("metallicFactors");
+ mReservedUniforms.push_back("roughnessFactors");
+ mReservedUniforms.push_back("emissiveColors");
+ mReservedUniforms.push_back("minimum_alphas");
+
mReservedUniforms.push_back("origin");
mReservedUniforms.push_back("display_gamma");
@@ -1397,6 +1449,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("cloud_variance");
mReservedUniforms.push_back("reflection_probe_ambiance");
mReservedUniforms.push_back("max_probe_lod");
+ mReservedUniforms.push_back("probe_strength");
mReservedUniforms.push_back("sh_input_r");
mReservedUniforms.push_back("sh_input_g");
@@ -1407,6 +1460,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sun_up_factor");
mReservedUniforms.push_back("moonlight_color");
+ mReservedUniforms.push_back("debug_normal_draw_length");
+
llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
std::set<std::string> dupe_check;