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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl298
1 files changed, 2 insertions, 296 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 02b2daf0ac..f4ec1ec532 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -25,305 +25,11 @@
//class1/deferred/alphaF.glsl
-#extension GL_ARB_texture_rectangle : enable
-/*[EXTRA_CODE_HERE]*/
-
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform mat3 env_mat;
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
-#ifdef USE_DIFFUSE_TEX
-uniform sampler2D diffuseMap;
-#endif
-
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color; //vertex color should be treated as sRGB
-#endif
-
-#ifdef HAS_ALPHA_MASK
-uniform float minimum_alpha;
-#endif
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform int sun_up_factor;
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-
-vec2 encode_normal (vec3 n);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao);
-
-#ifdef HAS_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
-
-float getAmbientClamp();
-
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
-{
- // SL-14895 inverted attenuation work-around
- // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
- // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
- // to recover the `adjusted_radius` value previously being sent as la.
- float falloff_factor = (12.0 * fa) - 9.0;
- float inverted_la = falloff_factor / la;
- // Yes, it makes me want to cry as well. DJH
-
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
- /*if (dist > inverted_la)
- {
- return col;
- }
-
- clip to projector bounds
- vec4 proj_tc = proj_mat * lp;
-
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }*/
-
- if (dist > 0.0 && inverted_la > 0.0)
- {
- dist /= inverted_la;
-
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
- da = max(0.0, da);
-
- float lit = 0.0f;
-
- float amb_da = 0.0;//ambiance;
- if (da > 0)
- {
- lit = max(da * dist_atten,0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5+0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 ... need to work out why this blows out in many setups...
- //col.rgb += amb_da * light_col * diffuse;
-
- // no spec for alpha shader...
- }
- col = max(col, vec3(0));
- return col;
-}
-
-void main()
+void main()
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
- vec3 norm = vary_norm;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
-#endif
-
-#ifdef USE_DIFFUSE_TEX
- vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
-
-#ifdef USE_INDEXED_TEX
- vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
-#endif
-
- vec4 diffuse_srgb = diffuse_tap;
-
-#ifdef FOR_IMPOSTOR
- vec4 color;
- color.rgb = diffuse_srgb.rgb;
- color.a = 1.0;
-
- float final_alpha = diffuse_srgb.a * vertex_color.a;
- diffuse_srgb.rgb *= vertex_color.rgb;
-
- // Insure we don't pollute depth with invis pixels in impostor rendering
- //
- if (final_alpha < minimum_alpha)
- {
- discard;
- }
-
- color.rgb = diffuse_srgb.rgb;
- color.a = final_alpha;
-
-#else // FOR_IMPOSTOR
-
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
-
- float final_alpha = diffuse_linear.a;
-
-#ifdef USE_VERTEX_COLOR
- final_alpha *= vertex_color.a;
-
- if (final_alpha < minimum_alpha)
- { // TODO: figure out how to get invisible faces out of
- // render batches without breaking glow
- discard;
- }
-
- diffuse_srgb.rgb *= vertex_color.rgb;
- diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
-#endif // USE_VERTEX_COLOR
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- float da = dot(norm.xyz, light_dir.xyz);
- da = clamp(da, -1.0, 1.0);
- da = pow(da, 1.0/1.3);
-
- float final_da = da;
- final_da = clamp(final_da, 0.0f, 1.0f);
-
- vec4 color = vec4(0.0);
-
- color.a = final_alpha;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
-
-#if !defined(AMBIENT_KILL)
- color.rgb = amblit;
- color.rgb *= ambient;
-#endif // !defined(AMBIENT_KILL)
-
-vec3 post_ambient = color.rgb;
-
-#if !defined(SUNLIGHT_KILL)
- color.rgb += sun_contrib;
-#endif // !defined(SUNLIGHT_KILL)
-
-vec3 post_sunlight = color.rgb;
-
- color.rgb *= diffuse_srgb.rgb;
-
-vec3 post_diffuse = color.rgb;
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
-
-vec3 post_atmo = color.rgb;
-
- vec4 light = vec4(0,0,0,0);
-
- color.rgb = scaleSoftClipFrag(color.rgb);
-
- //convert to linear before applying local lights
- color.rgb = srgb_to_linear(color.rgb);
-
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- // sum local light contrib in linear colorspace
-#if !defined(LOCAL_LIGHT_KILL)
- color.rgb += light.rgb;
-#endif // !defined(LOCAL_LIGHT_KILL)
- // back to sRGB as we're going directly to the final RT post-deferred gamma correction
- color.rgb = linear_to_srgb(color.rgb);
-
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = vec3(final_da);
-//color.rgb = post_ambient;
-//color.rgb = post_sunlight;
-//color.rgb = sun_contrib;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = post_diffuse;
-//color.rgb = post_atmo;
-
-#ifdef WATER_FOG
- color = applyWaterFogView(pos.xyz, color);
-#endif // WATER_FOG
-
-#endif // #else // FOR_IMPOSTOR
-
- frag_color = color;
+ frag_color = vec4(1,0,1,0.5);
}