diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
81 files changed, 3318 insertions, 2048 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 19de0c0b39..4cca287356 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  vec4 diffuseLookup(vec2 texcoord); @@ -38,11 +40,14 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform mat4 inv_proj; @@ -66,9 +71,9 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= diffuseLookup(gl_TexCoord[0].xy); +	vec4 diff= diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); @@ -78,8 +83,5 @@ void main()  	color.rgb += diff.rgb * vary_pointlight_col.rgb;  	gl_FragColor = color; -	//gl_FragColor = vec4(1,0,1,1); -	//gl_FragColor = vec4(1,0,1,1)*shadow; -	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index d4f56896cf..8641827777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  uniform sampler2D diffuseMap; @@ -38,11 +40,13 @@ uniform vec2 screen_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec4 vertex_color;  uniform mat4 inv_proj; @@ -66,9 +70,9 @@ void main()  	vec4 pos = vec4(vary_position, 1.0); -	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); +	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a); +	vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..c13ea702db --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,84 @@ +/**  + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; + +uniform mat4 inv_proj; + +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()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	vec4 pos = vec4(vary_position, 1.0); +	 +	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); + +	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); + +	color.rgb += diff.rgb * vary_pointlight_col.rgb; + +	gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index d57b8f8525..b09441f7eb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -21,8 +21,14 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getObjectSkinnedTransform(); @@ -35,15 +41,23 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_normal; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_normal; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  uniform float near_clip; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector @@ -76,20 +90,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm;  	mat4 trans = getObjectSkinnedTransform(); -	trans = gl_ModelViewMatrix * trans; +	trans = modelview_matrix * trans; -	pos = trans * gl_Vertex; +	pos = trans * vec4(position.xyz, 1.0); -	norm = gl_Vertex.xyz + gl_Normal.xyz; +	norm = position.xyz + normal.xyz;  	norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); -	vec4 frag_pos = gl_ProjectionMatrix * pos; +	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos;  	vary_position = pos.xyz; @@ -97,31 +111,31 @@ void main()  	calcAtmospherics(pos.xyz); -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);  	// Collect normal lights -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); -	 -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); +	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); +	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); +	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); +	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); +	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); + +	vary_pointlight_col = col.rgb*diffuse_color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb*diffuse_color.rgb; +	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); -	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index f6a280462e..93b1a114db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -23,7 +23,16 @@   * $/LicenseInfo$   */ +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -35,18 +44,26 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_position; -varying vec3 vary_light; -varying vec3 vary_pointlight_col; -varying float vary_texture_index; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_position; +VARYING vec3 vary_light; +VARYING vec3 vary_pointlight_col; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  uniform float near_clip;  uniform float shadow_offset;  uniform float shadow_bias; +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector @@ -80,50 +97,50 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz, 1.0); -	vary_texture_index = gl_Vertex.w; -	gl_Position = gl_ModelViewProjectionMatrix * vert;  +	vec4 vert = vec4(position.xyz, 1.0); +	passTextureIndex(); +	vec4 pos = (modelview_matrix * vert); +	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vec4 pos = (gl_ModelViewMatrix * vert); -	vec3 norm = normalize(gl_NormalMatrix * gl_Normal); +	vec3 norm = normalize(normal_matrix * normal); -	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); -	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; +	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); +	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); +	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);  	// Collect normal lights -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); +	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); +	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); +	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); +	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); +	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); +	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	vary_pointlight_col = col.rgb*diffuse_color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_light = gl_LightSource[0].position.xyz; +	vary_light = light_position[0].xyz; -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb*diffuse_color.rgb; +	vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); -	col.rgb = col.rgb*gl_Color.rgb; +	col.rgb = col.rgb*diffuse_color.rgb; -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; -	pos = gl_ModelViewProjectionMatrix * vert; +	 +	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 0c930848e5..402f681631 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -22,14 +22,18 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif  uniform sampler2D diffuseMap; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a); +	//gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a);  	gl_FragColor = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index bf4e79d815..533babf3dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -22,23 +22,32 @@   * $/LicenseInfo$   */ +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +uniform mat4 texture_matrix0; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  {  	//transform vertex -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); -	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	mat = modelview_matrix * mat; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color; -	vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0); +	vec4 p = projection_matrix * vec4(pos, 1.0);  	p.z = max(p.z, -p.w+0.01);  	gl_Position = p;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index f70ea4da52..d7b90978ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -22,8 +22,12 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -37,14 +41,24 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying vec3 vary_position; -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_fragcoord; -varying vec3 vary_pointlight_col; +VARYING vec3 vary_position; +VARYING vec3 vary_ambient; +VARYING vec3 vary_directional; +VARYING vec3 vary_fragcoord; +VARYING vec3 vary_pointlight_col; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  uniform float near_clip; +uniform vec4 color; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec3 light_attenuation[8];  +uniform vec3 light_diffuse[8]; +  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector @@ -77,56 +91,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm;  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	vec4 pos_in = vec4(position.xyz, 1.0); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm); -	vec4 frag_pos = gl_ProjectionMatrix * pos; +	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos;  	vary_position = pos.xyz;  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);  	// Collect normal lights -	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a); -	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a); -	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a); -	col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a); -	col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a); -	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a); +	col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); +	col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); +	col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); +	col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); +	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); +	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); -	vary_pointlight_col = col.rgb*gl_Color.rgb; +	vary_pointlight_col = col.rgb*color.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*gl_Color.rgb; -	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); +	vary_ambient = col.rgb*color.rgb; +	vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); -	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	col.rgb = col.rgb * color.rgb; -	gl_FrontColor = col; +	vertex_color = col; -	gl_FogFragCoord = pos.z; +	  	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index d0f3397932..01ffb862f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -22,18 +22,27 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; -varying vec3 vary_normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 3f30402583..9a3b2e3e8a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -22,16 +22,19 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);  	if (diff.a < 0.2)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index c9a349f026..558a88009a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -23,15 +23,16 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif  uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos;  void main()   { -	//gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);  	gl_FragColor = vec4(1,1,1,1);  	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 3d2ad397df..525acbe4ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -23,38 +23,40 @@   * $/LicenseInfo$   */ - +uniform mat4 projection_matrix;  mat4 getSkinnedTransform(); -attribute vec4 weight; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0;  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; +	vec4 pos_in = vec4(position.xyz, 1.0);  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm); -	pos = gl_ProjectionMatrix * pos; +	pos = projection_matrix * pos;  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	 -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 37fcef81f3..1bd8fee7c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -23,38 +23,41 @@   * $/LicenseInfo$   */ +uniform mat4 projection_matrix; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0;  mat4 getSkinnedTransform(); -attribute vec4 weight; +ATTRIBUTE vec4 weight; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0;  void main()  { -	gl_TexCoord[0] = gl_MultiTexCoord0; +	vary_texcoord0 = texcoord0;  	vec4 pos;  	vec3 norm; +	vec4 pos_in = vec4(position.xyz, 1.0);  	mat4 trans = getSkinnedTransform(); -	pos.x = dot(trans[0], gl_Vertex); -	pos.y = dot(trans[1], gl_Vertex); -	pos.z = dot(trans[2], gl_Vertex); +	pos.x = dot(trans[0], pos_in); +	pos.y = dot(trans[1], pos_in); +	pos.z = dot(trans[2], pos_in);  	pos.w = 1.0; -	norm.x = dot(trans[0].xyz, gl_Normal); -	norm.y = dot(trans[1].xyz, gl_Normal); -	norm.z = dot(trans[2].xyz, gl_Normal); +	norm.x = dot(trans[0].xyz, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal);  	norm = normalize(norm);  	vary_normal = norm; -	gl_Position = gl_ProjectionMatrix * pos; -	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;	 -	 -	gl_FrontColor = gl_Color; +	gl_Position = projection_matrix * pos;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 3609cc054b..7d3b546d3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -22,11 +22,13 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; @@ -37,7 +39,7 @@ uniform vec2 delta;  uniform vec3 kern[4];  uniform float kern_scale; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl deleted file mode 100644 index c858eb7a3a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ /dev/null @@ -1,131 +0,0 @@ -/**  - * @file blurLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; - -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform vec3 kern[4]; -uniform float kern_scale; - -varying vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) -{ -	vec3 ret = vec3(0,0,0); -	for (int i = 0; i < samples; i++) -	{ -		ret += texelFetch(tex, tc, i).rgb; -	} - -	return ret/samples; -} - -float texture2DMS1(sampler2DMS tex, ivec2 tc) -{ -	float ret = 0; -	for (int i = 0; i < samples; i++) -	{ -		ret += texelFetch(tex, tc, i).r; -	} - -	return ret/samples; -} - -vec4 getPosition(ivec2 pos_screen) -{ -	float depth = texture2DMS1(depthMap, pos_screen.xy); -	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()  -{ -    vec2 tc = vary_fragcoord.xy; -	ivec2 itc = ivec2(tc); - -	vec3 norm = texture2DMS3(normalMap, itc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -	vec3 pos = getPosition(itc).xyz; -	vec4 ccol = texture2DRect(lightMap, tc).rgba; -	 -	vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); -	dlt /= max(-pos.z*dist_factor, 1.0); -	 -	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' -	vec4 col = defined_weight.xyxx * ccol; - -	// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances -	float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - -	// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large -	tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); - -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = tc + kern[i].z*dlt; -		vec3 samppos = getPosition(ivec2(samptc)).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = vec2(tc - kern[i].z*dlt); -		vec3 samppos = getPosition(ivec2(samptc)).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} - -	col /= defined_weight.xyxx; -	col.y *= col.y; - -	gl_FragColor = col; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index e904b7ded0..212f7e56ad 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -22,16 +22,18 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; -varying vec2 vary_fragcoord; +ATTRIBUTE vec3 position; + +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_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/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 429a891f07..6cc5f23aca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -23,27 +23,32 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D diffuseMap;  uniform sampler2D bumpMap; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; -	vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0; +	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; +	vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;  	vec3 tnorm = vec3(dot(norm,vary_mat0),  			  dot(norm,vary_mat1),  			  dot(norm,vary_mat2));  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(tnorm);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 7d934e7ff8..6c205074b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -22,33 +22,43 @@   * $/LicenseInfo$   */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord2; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); -	mat = gl_ModelViewMatrix * mat; +	mat = modelview_matrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); -	vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz); +	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); +	vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz);  	vec3 t = cross(b, n);  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y);  	vary_mat2 = vec3(t.z, b.z, n.z); -	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); -	gl_FrontColor = gl_Color; +	gl_Position = projection_matrix*vec4(pos, 1.0); +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 92fd41554d..c8d38bb8f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -22,26 +22,36 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; -varying vec3 vary_mat0; -varying vec3 vary_mat1; -varying vec3 vary_mat2; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; + +VARYING vec3 vary_mat0; +VARYING vec3 vary_mat1; +VARYING vec3 vary_mat2; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vec3 n = normalize(gl_NormalMatrix * gl_Normal); -	vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz); +	vec3 n = normalize(normal_matrix * normal); +	vec3 b = normalize(normal_matrix * binormal);  	vec3 t = cross(b, n);  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y);  	vary_mat2 = vec3(t.z, b.z, n.z); -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index f4310dae95..db272cf601 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,20 +24,28 @@   */ +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  /////////////////////////////////////////////////////////////////////////  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +VARYING vec4 vary_CloudColorSun; +VARYING vec4 vary_CloudColorAmbient; +VARYING float vary_CloudDensity;  uniform sampler2D cloud_noise_texture;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2;  uniform vec4 gamma; +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) {  	//soft clip effect: @@ -50,14 +58,14 @@ vec3 scaleSoftClip(vec3 light) {  void main()  {  	// Set variables -	vec2 uv1 = gl_TexCoord[0].xy; -	vec2 uv2 = gl_TexCoord[1].xy; +	vec2 uv1 = vary_texcoord0.xy; +	vec2 uv2 = vary_texcoord1.xy;  	vec4 cloudColorSun = vary_CloudColorSun;  	vec4 cloudColorAmbient = vary_CloudColorAmbient;  	float cloudDensity = vary_CloudDensity; -	vec2 uv3 = gl_TexCoord[2].xy; -	vec2 uv4 = gl_TexCoord[3].xy; +	vec2 uv3 = vary_texcoord2.xy; +	vec2 uv4 = vary_texcoord3.xy;  	// Offset texture coords  	uv1 += cloud_pos_density1.xy;	//large texture, visible density diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index c175a834c2..64e094e3c5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -22,17 +22,25 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_CloudColorSun; -varying vec4 vary_CloudColorAmbient; -varying float vary_CloudDensity; +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;  // Inputs  uniform vec3 camPosLocal; @@ -59,12 +67,12 @@ void main()  {  	// World / view / projection -	gl_Position = ftransform(); +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_MultiTexCoord0; +	vary_texcoord0 = texcoord0;  	// Get relative position -	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); +	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) @@ -160,17 +168,17 @@ void main()  	// Texture coords -	gl_TexCoord[0] = gl_MultiTexCoord0; -	gl_TexCoord[0].xy -= 0.5; -	gl_TexCoord[0].xy /= cloud_scale.x; -	gl_TexCoord[0].xy += 0.5; +	vary_texcoord0 = texcoord0; +	vary_texcoord0.xy -= 0.5; +	vary_texcoord0.xy /= cloud_scale.x; +	vary_texcoord0.xy += 0.5; -	gl_TexCoord[1] = gl_TexCoord[0]; -	gl_TexCoord[1].x += lightnorm.x * 0.0125; -	gl_TexCoord[1].y += lightnorm.z * 0.0125; +	vary_texcoord1 = vary_texcoord0; +	vary_texcoord1.x += lightnorm.x * 0.0125; +	vary_texcoord1.y += lightnorm.z * 0.0125; -	gl_TexCoord[2] = gl_TexCoord[0] * 16.; -	gl_TexCoord[3] = gl_TexCoord[1] * 16.; +	vary_texcoord2 = vary_texcoord0 * 16.; +	vary_texcoord3 = vary_texcoord1 * 16.;  	// Combine these to minimize register use  	vary_CloudColorAmbient += oHazeColorBelowCloud; diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 933e50fed1..14b79c37fd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,5 +1,5 @@  /**  - * @file diffuseF.glsl + * @file diffuseAlphaMaskF.glsl   *   * $LicenseInfo:firstyear=2011&license=viewerlgpl$   * Second Life Viewer Source Code @@ -22,18 +22,23 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform float minimum_alpha;  uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index f3ad6f92de..381fba8813 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -22,15 +22,22 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -varying vec3 vary_normal; + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif + +VARYING vec3 vary_normal;  uniform float minimum_alpha;  uniform float maximum_alpha; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()   { -	vec4 col = diffuseLookup(gl_TexCoord[0].xy) * gl_Color; +	vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl new file mode 100644 index 0000000000..b582ba7f9c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -0,0 +1,53 @@ +/**  + * @file diffuseAlphaMaskNoColorF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; + +void main()  +{ +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	 +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(col.rgb, 0.0); +	gl_FragData[1] = vec4(0,0,0,0); // spec +	vec3 nvn = normalize(vary_normal); +	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 9c9a8b56c5..7bde49eb86 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -23,18 +23,22 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb; +	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 4d996a099d..75b45111e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -22,16 +22,22 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -varying vec3 vary_normal; + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif + +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec3 col = gl_Color.rgb * diffuseLookup(gl_TexCoord[0].xy).rgb; +	vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;  	gl_FragData[0] = vec4(col, 0.0); -	gl_FragData[1] = gl_Color.aaaa; // spec -	//gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested +	gl_FragData[1] = vertex_color.aaaa; // spec +	//gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl new file mode 100644 index 0000000000..9461e3e32e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -0,0 +1,45 @@ +/**  + * @file diffuseNoColorV.glsl + * +  * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix;  + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; + +VARYING vec2 vary_texcoord0; + +void main() +{ +	//transform vertex +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	 +	vary_normal = normalize(normal_matrix * normal); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl index 1470d7c9ca..a74290bfcd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl @@ -22,29 +22,38 @@   * $/LicenseInfo$   */ +uniform mat4 projection_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  mat4 getObjectSkinnedTransform();  void main()  { -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	mat4 mat = getObjectSkinnedTransform(); -	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*gl_Vertex).xyz; +	mat = modelview_matrix * mat; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; -	vec4 norm = gl_Vertex; -	norm.xyz += gl_Normal.xyz; +	vec4 norm = vec4(position.xyz, 1.0); +	norm.xyz += normal.xyz;  	norm.xyz = (mat*norm).xyz;  	norm.xyz = normalize(norm.xyz-pos.xyz);  	vary_normal = norm.xyz; -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color; -	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +	gl_Position = projection_matrix*vec4(pos, 1.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 7c5a4d35b3..76d29b1df7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -22,20 +22,31 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; -varying vec3 vary_normal; -varying float vary_texture_index; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex();  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xyz, 1.0);  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_texture_index = gl_Vertex.w; -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	passTextureIndex(); +	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 41849858e7..92f78125d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -1,9 +1,9 @@  /**  - * @file postDeferredF.glsl + * @file emissiveF.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2005, Linden Research, Inc.   *    * This library is free software; you can redistribute it and/or   * modify it under the terms of the GNU Lesser General Public @@ -23,33 +23,28 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable -uniform sampler2DMS diffuseRect; -uniform sampler2D bloomMap; +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif -uniform vec2 screen_res; -varying vec2 vary_fragcoord; +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		 ret += texelFetch(tex,tc,i); -	} - -	return ret/samples; -} +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); +	float shadow = 1.0; + +	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; +	 +	color.rgb = fullbrightAtmosTransport(color.rgb); -	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); -	gl_FragColor = diff + bloom; +	color.rgb = fullbrightScaleSoftClip(color.rgb); + +	gl_FragColor = color;  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl new file mode 100644 index 0000000000..115b04797f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -0,0 +1,63 @@ +/**  + * @file emissiveV.glsl + * +  * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec4 emissive; +ATTRIBUTE vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz, 1.0); +	vec4 pos = (modelview_matrix * vert); +	passTextureIndex(); + +	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +	 +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	 +	calcAtmospherics(pos.xyz); +	 +	vertex_color = emissive; + +	 +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 6c506676af..84ae2f9f10 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,9 +23,14 @@   * $/LicenseInfo$   */ +#extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif -#extension GL_ARB_texture_rectangle : enable +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); @@ -35,7 +40,7 @@ void main()  {  	float shadow = 1.0; -	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; +	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;  	color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index a4ff0b80e2..2e6982d101 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -22,8 +22,16 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + + +ATTRIBUTE vec3 position; +void passTextureIndex(); +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye); @@ -32,23 +40,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 scaleDownLight(vec3 light);  vec3 scaleUpLight(vec3 light); -varying float vary_texture_index; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +  void main()  {  	//transform vertex -	vec4 vert = vec4(gl_Vertex.xyz, 1.0); -	vary_texture_index = gl_Vertex.w; +	vec4 vert = vec4(position.xyz, 1.0); +	vec4 pos = (modelview_matrix * vert); +	passTextureIndex(); -	gl_Position = gl_ModelViewProjectionMatrix*vert;  +	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vec4 pos = (gl_ModelViewMatrix * vert); -				  	calcAtmospherics(pos.xyz); -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color; -	gl_FogFragCoord = pos.z; +	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl new file mode 100644 index 0000000000..5af9406452 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -0,0 +1,2118 @@ +/**  + * @file fxaaF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +#define FXAA_PC 1 +//#define FXAA_GLSL_130 1 +#define FXAA_QUALITY__PRESET 12 + +/*============================================================================ + + +                    NVIDIA FXAA 3.11 by TIMOTHY LOTTES + + +------------------------------------------------------------------------------ +COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. +------------------------------------------------------------------------------ +TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED +*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS +OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF +MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA +OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR +CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR +LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, +OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE +THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH +DAMAGES. + +------------------------------------------------------------------------------ +                           INTEGRATION CHECKLIST +------------------------------------------------------------------------------ +(1.) +In the shader source, setup defines for the desired configuration. +When providing multiple shaders (for different presets), +simply setup the defines differently in multiple files. +Example, + +  #define FXAA_PC 1 +  #define FXAA_HLSL_5 1 +  #define FXAA_QUALITY__PRESET 12 + +Or, + +  #define FXAA_360 1 +   +Or, + +  #define FXAA_PS3 1 +   +Etc. + +(2.) +Then include this file, + +  #include "Fxaa3_11.h" + +(3.) +Then call the FXAA pixel shader from within your desired shader. +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. +As for FXAA 3.11 all inputs for all shaders are the same  +to enable easy porting between platforms. + +  return FxaaPixelShader(...); + +(4.) +Insure pass prior to FXAA outputs RGBL (see next section). +Or use, + +  #define FXAA_GREEN_AS_LUMA 1 + +(5.) +Setup engine to provide the following constants +which are used in the FxaaPixelShader() inputs, + +  FxaaFloat2 fxaaQualityRcpFrame, +  FxaaFloat4 fxaaConsoleRcpFrameOpt, +  FxaaFloat4 fxaaConsoleRcpFrameOpt2, +  FxaaFloat4 fxaaConsole360RcpFrameOpt2, +  FxaaFloat fxaaQualitySubpix, +  FxaaFloat fxaaQualityEdgeThreshold, +  FxaaFloat fxaaQualityEdgeThresholdMin, +  FxaaFloat fxaaConsoleEdgeSharpness, +  FxaaFloat fxaaConsoleEdgeThreshold, +  FxaaFloat fxaaConsoleEdgeThresholdMin, +  FxaaFloat4 fxaaConsole360ConstDir + +Look at the FXAA Quality FxaaPixelShader() for docs on inputs. + +(6.) +Have FXAA vertex shader run as a full screen triangle, +and output "pos" and "fxaaConsolePosPos"  +such that inputs in the pixel shader provide, + +  // {xy} = center of pixel +  FxaaFloat2 pos, + +  // {xy__} = upper left of pixel +  // {__zw} = lower right of pixel +  FxaaFloat4 fxaaConsolePosPos, + +(7.) +Insure the texture sampler(s) used by FXAA are set to bilinear filtering. + + +------------------------------------------------------------------------------ +                    INTEGRATION - RGBL AND COLORSPACE +------------------------------------------------------------------------------ +FXAA3 requires RGBL as input unless the following is set,  + +  #define FXAA_GREEN_AS_LUMA 1 + +In which case the engine uses green in place of luma, +and requires RGB input is in a non-linear colorspace. + +RGB should be LDR (low dynamic range). +Specifically do FXAA after tonemapping. + +RGB data as returned by a texture fetch can be non-linear, +or linear when FXAA_GREEN_AS_LUMA is not set. +Note an "sRGB format" texture counts as linear, +because the result of a texture fetch is linear data. +Regular "RGBA8" textures in the sRGB colorspace are non-linear. + +If FXAA_GREEN_AS_LUMA is not set, +luma must be stored in the alpha channel prior to running FXAA. +This luma should be in a perceptual space (could be gamma 2.0). +Example pass before FXAA where output is gamma 2.0 encoded, + +  color.rgb = ToneMap(color.rgb); // linear color output +  color.rgb = sqrt(color.rgb);    // gamma 2.0 color output +  return color; + +To use FXAA, + +  color.rgb = ToneMap(color.rgb);  // linear color output +  color.rgb = sqrt(color.rgb);     // gamma 2.0 color output +  color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma +  return color; + +Another example where output is linear encoded, +say for instance writing to an sRGB formated render target, +where the render target does the conversion back to sRGB after blending, + +  color.rgb = ToneMap(color.rgb); // linear color output +  return color; + +To use FXAA, + +  color.rgb = ToneMap(color.rgb); // linear color output +  color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma +  return color; + +Getting luma correct is required for the algorithm to work correctly. + + +------------------------------------------------------------------------------ +                          BEING LINEARLY CORRECT? +------------------------------------------------------------------------------ +Applying FXAA to a framebuffer with linear RGB color will look worse. +This is very counter intuitive, but happends to be true in this case. +The reason is because dithering artifacts will be more visiable  +in a linear colorspace. + + +------------------------------------------------------------------------------ +                             COMPLEX INTEGRATION +------------------------------------------------------------------------------ +Q. What if the engine is blending into RGB before wanting to run FXAA? + +A. In the last opaque pass prior to FXAA, +   have the pass write out luma into alpha. +   Then blend into RGB only. +   FXAA should be able to run ok +   assuming the blending pass did not any add aliasing. +   This should be the common case for particles and common blending passes. + +A. Or use FXAA_GREEN_AS_LUMA. + +============================================================================*/ + +/*============================================================================ + +                             INTEGRATION KNOBS + +============================================================================*/ +// +// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE). +// FXAA_360_OPT is a prototype for the new optimized 360 version. +// +// 1 = Use API. +// 0 = Don't use API. +// +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PS3 +    #define FXAA_PS3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360 +    #define FXAA_360 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_360_OPT +    #define FXAA_360_OPT 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_PC +    // +    // FXAA Quality +    // The high quality PC algorithm. +    // +    #define FXAA_PC 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_PC_CONSOLE +    // +    // The console algorithm for PC is included +    // for developers targeting really low spec machines. +    // Likely better to just run FXAA_PC, and use a really low preset. +    // +    #define FXAA_PC_CONSOLE 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_120 +    #define FXAA_GLSL_120 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GLSL_130 +    #define FXAA_GLSL_130 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_3 +    #define FXAA_HLSL_3 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_4 +    #define FXAA_HLSL_4 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_HLSL_5 +    #define FXAA_HLSL_5 0 +#endif +/*==========================================================================*/ +#ifndef FXAA_GREEN_AS_LUMA +    // +    // For those using non-linear color, +    // and either not able to get luma in alpha, or not wanting to, +    // this enables FXAA to run using green as a proxy for luma. +    // So with this enabled, no need to pack luma in alpha. +    // +    // This will turn off AA on anything which lacks some amount of green. +    // Pure red and blue or combination of only R and B, will get no AA. +    // +    // Might want to lower the settings for both, +    //    fxaaConsoleEdgeThresholdMin +    //    fxaaQualityEdgeThresholdMin +    // In order to insure AA does not get turned off on colors  +    // which contain a minor amount of green. +    // +    // 1 = On. +    // 0 = Off. +    // +    #define FXAA_GREEN_AS_LUMA 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_EARLY_EXIT +    // +    // Controls algorithm's early exit path. +    // On PS3 turning this ON adds 2 cycles to the shader. +    // On 360 turning this OFF adds 10ths of a millisecond to the shader. +    // Turning this off on console will result in a more blurry image. +    // So this defaults to on. +    // +    // 1 = On. +    // 0 = Off. +    // +    #define FXAA_EARLY_EXIT 1 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_DISCARD +    // +    // Only valid for PC OpenGL currently. +    // Probably will not work when FXAA_GREEN_AS_LUMA = 1. +    // +    // 1 = Use discard on pixels which don't need AA. +    //     For APIs which enable concurrent TEX+ROP from same surface. +    // 0 = Return unchanged color on pixels which don't need AA. +    // +    #define FXAA_DISCARD 0 +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_FAST_PIXEL_OFFSET +    // +    // Used for GLSL 120 only. +    // +    // 1 = GL API supports fast pixel offsets +    // 0 = do not use fast pixel offsets +    // +    #ifdef GL_EXT_gpu_shader4 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifdef GL_NV_gpu_shader5 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifdef GL_ARB_gpu_shader5 +        #define FXAA_FAST_PIXEL_OFFSET 1 +    #endif +    #ifndef FXAA_FAST_PIXEL_OFFSET +        #define FXAA_FAST_PIXEL_OFFSET 0 +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_GATHER4_ALPHA +    // +    // 1 = API supports gather4 on alpha channel. +    // 0 = API does not support gather4 on alpha channel. +    // +    #if (FXAA_HLSL_5 == 1) +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifdef GL_ARB_gpu_shader5 +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifdef GL_NV_gpu_shader5 +        #define FXAA_GATHER4_ALPHA 1 +    #endif +    #ifndef FXAA_GATHER4_ALPHA +        #define FXAA_GATHER4_ALPHA 0 +    #endif +#endif + +/*============================================================================ +                      FXAA CONSOLE PS3 - TUNING KNOBS +============================================================================*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS +    // +    // Consoles the sharpness of edges on PS3 only. +    // Non-PS3 tuning is done with shader input. +    // +    // Due to the PS3 being ALU bound, +    // there are only two safe values here: 4 and 8. +    // These options use the shaders ability to a free *|/ by 2|4|8. +    // +    // 8.0 is sharper +    // 4.0 is softer +    // 2.0 is really soft (good for vector graphics inputs) +    // +    #if 1 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0 +    #endif +    #if 0 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0 +    #endif +    #if 0 +        #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0 +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD +    // +    // Only effects PS3. +    // Non-PS3 tuning is done with shader input. +    // +    // The minimum amount of local contrast required to apply algorithm. +    // The console setting has a different mapping than the quality setting. +    // +    // This only applies when FXAA_EARLY_EXIT is 1. +    // +    // Due to the PS3 being ALU bound, +    // there are only two safe values here: 0.25 and 0.125. +    // These options use the shaders ability to a free *|/ by 2|4|8. +    // +    // 0.125 leaves less aliasing, but is softer +    // 0.25 leaves more aliasing, and is sharper +    // +    #if 1 +        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125 +    #else +        #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25 +    #endif +#endif + +/*============================================================================ +                        FXAA QUALITY - TUNING KNOBS +------------------------------------------------------------------------------ +NOTE the other tuning knobs are now in the shader function inputs! +============================================================================*/ +#ifndef FXAA_QUALITY__PRESET +    // +    // Choose the quality preset. +    // This needs to be compiled into the shader as it effects code. +    // Best option to include multiple presets is to  +    // in each shader define the preset, then include this file. +    //  +    // OPTIONS +    // ----------------------------------------------------------------------- +    // 10 to 15 - default medium dither (10=fastest, 15=highest quality) +    // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality) +    // 39       - no dither, very expensive  +    // +    // NOTES +    // ----------------------------------------------------------------------- +    // 12 = slightly faster then FXAA 3.9 and higher edge quality (default) +    // 13 = about same speed as FXAA 3.9 and better than 12 +    // 23 = closest to FXAA 3.9 visually and performance wise +    //  _ = the lowest digit is directly related to performance +    // _  = the highest digit is directly related to style +    //  +    #define FXAA_QUALITY__PRESET 12 +#endif + + +/*============================================================================ + +                           FXAA QUALITY - PRESETS + +============================================================================*/ + +/*============================================================================ +                     FXAA QUALITY - MEDIUM DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 10) +    #define FXAA_QUALITY__PS 3 +    #define FXAA_QUALITY__P0 1.5 +    #define FXAA_QUALITY__P1 3.0 +    #define FXAA_QUALITY__P2 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 11) +    #define FXAA_QUALITY__PS 4 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 3.0 +    #define FXAA_QUALITY__P3 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 12) +    #define FXAA_QUALITY__PS 5 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 4.0 +    #define FXAA_QUALITY__P4 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 13) +    #define FXAA_QUALITY__PS 6 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 4.0 +    #define FXAA_QUALITY__P5 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 14) +    #define FXAA_QUALITY__PS 7 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 4.0 +    #define FXAA_QUALITY__P6 12.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 15) +    #define FXAA_QUALITY__PS 8 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 4.0 +    #define FXAA_QUALITY__P7 12.0 +#endif + +/*============================================================================ +                     FXAA QUALITY - LOW DITHER PRESETS +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 20) +    #define FXAA_QUALITY__PS 3 +    #define FXAA_QUALITY__P0 1.5 +    #define FXAA_QUALITY__P1 2.0 +    #define FXAA_QUALITY__P2 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 21) +    #define FXAA_QUALITY__PS 4 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 22) +    #define FXAA_QUALITY__PS 5 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 23) +    #define FXAA_QUALITY__PS 6 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 24) +    #define FXAA_QUALITY__PS 7 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 3.0 +    #define FXAA_QUALITY__P6 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 25) +    #define FXAA_QUALITY__PS 8 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 4.0 +    #define FXAA_QUALITY__P7 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 26) +    #define FXAA_QUALITY__PS 9 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 4.0 +    #define FXAA_QUALITY__P8 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 27) +    #define FXAA_QUALITY__PS 10 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 4.0 +    #define FXAA_QUALITY__P9 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 28) +    #define FXAA_QUALITY__PS 11 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 4.0 +    #define FXAA_QUALITY__P10 8.0 +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_QUALITY__PRESET == 29) +    #define FXAA_QUALITY__PS 12 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.5 +    #define FXAA_QUALITY__P2 2.0 +    #define FXAA_QUALITY__P3 2.0 +    #define FXAA_QUALITY__P4 2.0 +    #define FXAA_QUALITY__P5 2.0 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 2.0 +    #define FXAA_QUALITY__P10 4.0 +    #define FXAA_QUALITY__P11 8.0 +#endif + +/*============================================================================ +                     FXAA QUALITY - EXTREME QUALITY +============================================================================*/ +#if (FXAA_QUALITY__PRESET == 39) +    #define FXAA_QUALITY__PS 12 +    #define FXAA_QUALITY__P0 1.0 +    #define FXAA_QUALITY__P1 1.0 +    #define FXAA_QUALITY__P2 1.0 +    #define FXAA_QUALITY__P3 1.0 +    #define FXAA_QUALITY__P4 1.0 +    #define FXAA_QUALITY__P5 1.5 +    #define FXAA_QUALITY__P6 2.0 +    #define FXAA_QUALITY__P7 2.0 +    #define FXAA_QUALITY__P8 2.0 +    #define FXAA_QUALITY__P9 2.0 +    #define FXAA_QUALITY__P10 4.0 +    #define FXAA_QUALITY__P11 8.0 +#endif + + + +/*============================================================================ + +                                API PORTING + +============================================================================*/ +#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) +    #define FxaaBool bool +    #define FxaaDiscard discard +    #define FxaaFloat float +    #define FxaaFloat2 vec2 +    #define FxaaFloat3 vec3 +    #define FxaaFloat4 vec4 +    #define FxaaHalf float +    #define FxaaHalf2 vec2 +    #define FxaaHalf3 vec3 +    #define FxaaHalf4 vec4 +    #define FxaaInt2 ivec2 +    #define FxaaSat(x) clamp(x, 0.0, 1.0) +    #define FxaaTex sampler2D +#else +    #define FxaaBool bool +    #define FxaaDiscard clip(-1) +    #define FxaaFloat float +    #define FxaaFloat2 float2 +    #define FxaaFloat3 float3 +    #define FxaaFloat4 float4 +    #define FxaaHalf half +    #define FxaaHalf2 half2 +    #define FxaaHalf3 half3 +    #define FxaaHalf4 half4 +    #define FxaaSat(x) saturate(x) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_120 == 1) +    // Requires, +    //  #version 120 +    // And at least, +    //  #extension GL_EXT_gpu_shader4 : enable +    //  (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9) +    #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0) +    #if (FXAA_FAST_PIXEL_OFFSET == 1) +        #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) +    #else +        #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0) +    #endif +    #if (FXAA_GATHER4_ALPHA == 1) +        // use #extension GL_ARB_gpu_shader5 : enable +        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) +        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) +        #define FxaaTexGreen4(t, p) textureGather(t, p, 1) +        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_GLSL_130 == 1) +    // Requires "#version 130" or better +    #define FxaaTexTop(t, p) textureLod(t, p, 0.0) +    #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) +    #if (FXAA_GATHER4_ALPHA == 1) +        // use #extension GL_ARB_gpu_shader5 : enable +        #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) +        #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) +        #define FxaaTexGreen4(t, p) textureGather(t, p, 1) +        #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) +    #endif +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1) +    #define FxaaInt2 float2 +    #define FxaaTex sampler2D +    #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) +    #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_4 == 1) +    #define FxaaInt2 int2 +    struct FxaaTex { SamplerState smpl; Texture2D tex; }; +    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) +    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +#endif +/*--------------------------------------------------------------------------*/ +#if (FXAA_HLSL_5 == 1) +    #define FxaaInt2 int2 +    struct FxaaTex { SamplerState smpl; Texture2D tex; }; +    #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) +    #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) +    #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) +    #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) +    #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p) +    #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o) +#endif + + +/*============================================================================ +                   GREEN AS LUMA OPTION SUPPORT FUNCTION +============================================================================*/ +#if (FXAA_GREEN_AS_LUMA == 0) +    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; } +#else +    FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; } +#endif     + + + + +/*============================================================================ + +                             FXAA3 QUALITY - PC + +============================================================================*/ +#if (FXAA_PC == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( +    // +    // Use noperspective interpolation here (turn off perspective interpolation). +    // {xy} = center of pixel +    FxaaFloat2 pos, +    // +    // Used only for FXAA Console, and not used on the 360 version. +    // Use noperspective interpolation here (turn off perspective interpolation). +    // {xy__} = upper left of pixel +    // {__zw} = lower right of pixel +    FxaaFloat4 fxaaConsolePosPos, +    // +    // Input color texture. +    // {rgb_} = color in linear or perceptual color space +    // if (FXAA_GREEN_AS_LUMA == 0) +    //     {___a} = luma in perceptual color space (not linear) +    FxaaTex tex, +    // +    // Only used on the optimized 360 version of FXAA Console. +    // For everything but 360, just use the same input here as for "tex". +    // For 360, same texture, just alias with a 2nd sampler. +    // This sampler needs to have an exponent bias of -1. +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    // +    // Only used on the optimized 360 version of FXAA Console. +    // For everything but 360, just use the same input here as for "tex". +    // For 360, same texture, just alias with a 3nd sampler. +    // This sampler needs to have an exponent bias of -2. +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    // +    // Only used on FXAA Quality. +    // This must be from a constant/uniform. +    // {x_} = 1.0/screenWidthInPixels +    // {_y} = 1.0/screenHeightInPixels +    FxaaFloat2 fxaaQualityRcpFrame, +    // +    // Only used on FXAA Console. +    // This must be from a constant/uniform. +    // This effects sub-pixel AA quality and inversely sharpness. +    //   Where N ranges between, +    //     N = 0.50 (default) +    //     N = 0.33 (sharper) +    // {x___} = -N/screenWidthInPixels   +    // {_y__} = -N/screenHeightInPixels +    // {__z_} =  N/screenWidthInPixels   +    // {___w} =  N/screenHeightInPixels  +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    // +    // Only used on FXAA Console. +    // Not used on 360, but used on PS3 and PC. +    // This must be from a constant/uniform. +    // {x___} = -2.0/screenWidthInPixels   +    // {_y__} = -2.0/screenHeightInPixels +    // {__z_} =  2.0/screenWidthInPixels   +    // {___w} =  2.0/screenHeightInPixels  +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    // +    // Only used on FXAA Console. +    // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. +    // This must be from a constant/uniform. +    // {x___} =  8.0/screenWidthInPixels   +    // {_y__} =  8.0/screenHeightInPixels +    // {__z_} = -4.0/screenWidthInPixels   +    // {___w} = -4.0/screenHeightInPixels  +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__SUBPIX define. +    // It is here now to allow easier tuning. +    // Choose the amount of sub-pixel aliasing removal. +    // This can effect sharpness. +    //   1.00 - upper limit (softer) +    //   0.75 - default amount of filtering +    //   0.50 - lower limit (sharper, less sub-pixel aliasing removal) +    //   0.25 - almost off +    //   0.00 - completely off +    FxaaFloat fxaaQualitySubpix, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. +    // It is here now to allow easier tuning. +    // The minimum amount of local contrast required to apply algorithm. +    //   0.333 - too little (faster) +    //   0.250 - low quality +    //   0.166 - default +    //   0.125 - high quality  +    //   0.063 - overkill (slower) +    FxaaFloat fxaaQualityEdgeThreshold, +    // +    // Only used on FXAA Quality. +    // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. +    // It is here now to allow easier tuning. +    // Trims the algorithm from processing darks. +    //   0.0833 - upper limit (default, the start of visible unfiltered edges) +    //   0.0625 - high quality (faster) +    //   0.0312 - visible limit (slower) +    // Special notes when using FXAA_GREEN_AS_LUMA, +    //   Likely want to set this to zero. +    //   As colors that are mostly not-green +    //   will appear very dark in the green channel! +    //   Tune by looking at mostly non-green content, +    //   then start at zero and increase until aliasing is a problem. +    FxaaFloat fxaaQualityEdgeThresholdMin, +    //  +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. +    // It is here now to allow easier tuning. +    // This does not effect PS3, as this needs to be compiled in. +    //   Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. +    //   Due to the PS3 being ALU bound, +    //   there are only three safe values here: 2 and 4 and 8. +    //   These options use the shaders ability to a free *|/ by 2|4|8. +    // For all other platforms can be a non-power of two. +    //   8.0 is sharper (default!!!) +    //   4.0 is softer +    //   2.0 is really soft (good only for vector graphics inputs) +    FxaaFloat fxaaConsoleEdgeSharpness, +    // +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. +    // It is here now to allow easier tuning. +    // This does not effect PS3, as this needs to be compiled in. +    //   Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. +    //   Due to the PS3 being ALU bound, +    //   there are only two safe values here: 1/4 and 1/8. +    //   These options use the shaders ability to a free *|/ by 2|4|8. +    // The console setting has a different mapping than the quality setting. +    // Other platforms can use other values. +    //   0.125 leaves less aliasing, but is softer (default!!!) +    //   0.25 leaves more aliasing, and is sharper +    FxaaFloat fxaaConsoleEdgeThreshold, +    // +    // Only used on FXAA Console. +    // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. +    // It is here now to allow easier tuning. +    // Trims the algorithm from processing darks. +    // The console setting has a different mapping than the quality setting. +    // This only applies when FXAA_EARLY_EXIT is 1. +    // This does not apply to PS3,  +    // PS3 was simplified to avoid more shader instructions. +    //   0.06 - faster but more aliasing in darks +    //   0.05 - default +    //   0.04 - slower and less aliasing in darks +    // Special notes when using FXAA_GREEN_AS_LUMA, +    //   Likely want to set this to zero. +    //   As colors that are mostly not-green +    //   will appear very dark in the green channel! +    //   Tune by looking at mostly non-green content, +    //   then start at zero and increase until aliasing is a problem. +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    //     +    // Extra constants for 360 FXAA Console only. +    // Use zeros or anything else for other platforms. +    // These must be in physical constant registers and NOT immedates. +    // Immedates will result in compiler un-optimizing. +    // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posM; +    posM.x = pos.x; +    posM.y = pos.y; +    #if (FXAA_GATHER4_ALPHA == 1) +        #if (FXAA_DISCARD == 0) +            FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); +            #if (FXAA_GREEN_AS_LUMA == 0) +                #define lumaM rgbyM.w +            #else +                #define lumaM rgbyM.y +            #endif +        #endif +        #if (FXAA_GREEN_AS_LUMA == 0) +            FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM); +            FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1)); +        #else +            FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM); +            FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1)); +        #endif +        #if (FXAA_DISCARD == 1) +            #define lumaM luma4A.w +        #endif +        #define lumaE luma4A.z +        #define lumaS luma4A.x +        #define lumaSE luma4A.y +        #define lumaNW luma4B.w +        #define lumaN luma4B.z +        #define lumaW luma4B.x +    #else +        FxaaFloat4 rgbyM = FxaaTexTop(tex, posM); +        #if (FXAA_GREEN_AS_LUMA == 0) +            #define lumaM rgbyM.w +        #else +            #define lumaM rgbyM.y +        #endif +        FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy)); +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat maxSM = max(lumaS, lumaM); +    FxaaFloat minSM = min(lumaS, lumaM); +    FxaaFloat maxESM = max(lumaE, maxSM); +    FxaaFloat minESM = min(lumaE, minSM); +    FxaaFloat maxWN = max(lumaN, lumaW); +    FxaaFloat minWN = min(lumaN, lumaW); +    FxaaFloat rangeMax = max(maxWN, maxESM); +    FxaaFloat rangeMin = min(minWN, minESM); +    FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold; +    FxaaFloat range = rangeMax - rangeMin; +    FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled); +    FxaaBool earlyExit = range < rangeMaxClamped; +/*--------------------------------------------------------------------------*/ +    if(earlyExit) +        #if (FXAA_DISCARD == 1) +            FxaaDiscard; +        #else +            return rgbyM; +        #endif +/*--------------------------------------------------------------------------*/ +    #if (FXAA_GATHER4_ALPHA == 0) +        FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); +    #else +        FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy)); +        FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy)); +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNS = lumaN + lumaS; +    FxaaFloat lumaWE = lumaW + lumaE; +    FxaaFloat subpixRcpRange = 1.0/range; +    FxaaFloat subpixNSWE = lumaNS + lumaWE; +    FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS; +    FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNESE = lumaNE + lumaSE; +    FxaaFloat lumaNWNE = lumaNW + lumaNE; +    FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE; +    FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNWSW = lumaNW + lumaSW; +    FxaaFloat lumaSWSE = lumaSW + lumaSE; +    FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); +    FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); +    FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; +    FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE; +    FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4; +    FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4; +/*--------------------------------------------------------------------------*/ +    FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE; +    FxaaFloat lengthSign = fxaaQualityRcpFrame.x; +    FxaaBool horzSpan = edgeHorz >= edgeVert; +    FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; +/*--------------------------------------------------------------------------*/ +    if(!horzSpan) lumaN = lumaW; +    if(!horzSpan) lumaS = lumaE; +    if(horzSpan) lengthSign = fxaaQualityRcpFrame.y; +    FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM; +/*--------------------------------------------------------------------------*/ +    FxaaFloat gradientN = lumaN - lumaM; +    FxaaFloat gradientS = lumaS - lumaM; +    FxaaFloat lumaNN = lumaN + lumaM; +    FxaaFloat lumaSS = lumaS + lumaM; +    FxaaBool pairN = abs(gradientN) >= abs(gradientS); +    FxaaFloat gradient = max(abs(gradientN), abs(gradientS)); +    if(pairN) lengthSign = -lengthSign; +    FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posB; +    posB.x = posM.x; +    posB.y = posM.y; +    FxaaFloat2 offNP; +    offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x; +    offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y; +    if(!horzSpan) posB.x += lengthSign * 0.5; +    if( horzSpan) posB.y += lengthSign * 0.5; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 posN; +    posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; +    posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; +    FxaaFloat2 posP; +    posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; +    posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; +    FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0; +    FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); +    FxaaFloat subpixE = subpixC * subpixC; +    FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); +/*--------------------------------------------------------------------------*/ +    if(!pairN) lumaNN = lumaSS; +    FxaaFloat gradientScaled = gradient * 1.0/4.0; +    FxaaFloat lumaMM = lumaM - lumaNN * 0.5; +    FxaaFloat subpixF = subpixD * subpixE; +    FxaaBool lumaMLTZero = lumaMM < 0.0; +/*--------------------------------------------------------------------------*/ +    lumaEndN -= lumaNN * 0.5; +    lumaEndP -= lumaNN * 0.5; +    FxaaBool doneN = abs(lumaEndN) >= gradientScaled; +    FxaaBool doneP = abs(lumaEndP) >= gradientScaled; +    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; +    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; +    FxaaBool doneNP = (!doneN) || (!doneP); +    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; +    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; +/*--------------------------------------------------------------------------*/ +    if(doneNP) { +        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +        doneN = abs(lumaEndN) >= gradientScaled; +        doneP = abs(lumaEndP) >= gradientScaled; +        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; +        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; +        doneNP = (!doneN) || (!doneP); +        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; +        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; +/*--------------------------------------------------------------------------*/ +        #if (FXAA_QUALITY__PS > 3) +        if(doneNP) { +            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +            doneN = abs(lumaEndN) >= gradientScaled; +            doneP = abs(lumaEndP) >= gradientScaled; +            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; +            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; +            doneNP = (!doneN) || (!doneP); +            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; +            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; +/*--------------------------------------------------------------------------*/ +            #if (FXAA_QUALITY__PS > 4) +            if(doneNP) { +                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                doneN = abs(lumaEndN) >= gradientScaled; +                doneP = abs(lumaEndP) >= gradientScaled; +                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; +                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; +                doneNP = (!doneN) || (!doneP); +                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; +                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; +/*--------------------------------------------------------------------------*/ +                #if (FXAA_QUALITY__PS > 5) +                if(doneNP) { +                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                    doneN = abs(lumaEndN) >= gradientScaled; +                    doneP = abs(lumaEndP) >= gradientScaled; +                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; +                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; +                    doneNP = (!doneN) || (!doneP); +                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; +                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; +/*--------------------------------------------------------------------------*/ +                    #if (FXAA_QUALITY__PS > 6) +                    if(doneNP) { +                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                        doneN = abs(lumaEndN) >= gradientScaled; +                        doneP = abs(lumaEndP) >= gradientScaled; +                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; +                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; +                        doneNP = (!doneN) || (!doneP); +                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; +                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; +/*--------------------------------------------------------------------------*/ +                        #if (FXAA_QUALITY__PS > 7) +                        if(doneNP) { +                            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                            doneN = abs(lumaEndN) >= gradientScaled; +                            doneP = abs(lumaEndP) >= gradientScaled; +                            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; +                            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; +                            doneNP = (!doneN) || (!doneP); +                            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; +                            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; +/*--------------------------------------------------------------------------*/ +    #if (FXAA_QUALITY__PS > 8) +    if(doneNP) { +        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +        doneN = abs(lumaEndN) >= gradientScaled; +        doneP = abs(lumaEndP) >= gradientScaled; +        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; +        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; +        doneNP = (!doneN) || (!doneP); +        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; +        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; +/*--------------------------------------------------------------------------*/ +        #if (FXAA_QUALITY__PS > 9) +        if(doneNP) { +            if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +            if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +            if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +            if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +            doneN = abs(lumaEndN) >= gradientScaled; +            doneP = abs(lumaEndP) >= gradientScaled; +            if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; +            if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; +            doneNP = (!doneN) || (!doneP); +            if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; +            if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; +/*--------------------------------------------------------------------------*/ +            #if (FXAA_QUALITY__PS > 10) +            if(doneNP) { +                if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                doneN = abs(lumaEndN) >= gradientScaled; +                doneP = abs(lumaEndP) >= gradientScaled; +                if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; +                if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; +                doneNP = (!doneN) || (!doneP); +                if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; +                if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; +/*--------------------------------------------------------------------------*/ +                #if (FXAA_QUALITY__PS > 11) +                if(doneNP) { +                    if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                    if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                    if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                    if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                    doneN = abs(lumaEndN) >= gradientScaled; +                    doneP = abs(lumaEndP) >= gradientScaled; +                    if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; +                    if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; +                    doneNP = (!doneN) || (!doneP); +                    if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; +                    if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; +/*--------------------------------------------------------------------------*/ +                    #if (FXAA_QUALITY__PS > 12) +                    if(doneNP) { +                        if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); +                        if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); +                        if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; +                        if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; +                        doneN = abs(lumaEndN) >= gradientScaled; +                        doneP = abs(lumaEndP) >= gradientScaled; +                        if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; +                        if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; +                        doneNP = (!doneN) || (!doneP); +                        if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; +                        if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; +/*--------------------------------------------------------------------------*/ +                    } +                    #endif +/*--------------------------------------------------------------------------*/ +                } +                #endif +/*--------------------------------------------------------------------------*/ +            } +            #endif +/*--------------------------------------------------------------------------*/ +        } +        #endif +/*--------------------------------------------------------------------------*/ +    } +    #endif +/*--------------------------------------------------------------------------*/ +                        } +                        #endif +/*--------------------------------------------------------------------------*/ +                    } +                    #endif +/*--------------------------------------------------------------------------*/ +                } +                #endif +/*--------------------------------------------------------------------------*/ +            } +            #endif +/*--------------------------------------------------------------------------*/ +        } +        #endif +/*--------------------------------------------------------------------------*/ +    } +/*--------------------------------------------------------------------------*/ +    FxaaFloat dstN = posM.x - posN.x; +    FxaaFloat dstP = posP.x - posM.x; +    if(!horzSpan) dstN = posM.y - posN.y; +    if(!horzSpan) dstP = posP.y - posM.y; +/*--------------------------------------------------------------------------*/ +    FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; +    FxaaFloat spanLength = (dstP + dstN); +    FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; +    FxaaFloat spanLengthRcp = 1.0/spanLength; +/*--------------------------------------------------------------------------*/ +    FxaaBool directionN = dstN < dstP; +    FxaaFloat dst = min(dstN, dstP); +    FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP; +    FxaaFloat subpixG = subpixF * subpixF; +    FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5; +    FxaaFloat subpixH = subpixG * fxaaQualitySubpix; +/*--------------------------------------------------------------------------*/ +    FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0; +    FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH); +    if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; +    if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; +    #if (FXAA_DISCARD == 1) +        return FxaaTexTop(tex, posM); +    #else +        return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM); +    #endif +} +/*==========================================================================*/ +#endif + + + + +/*============================================================================ + +                         FXAA3 CONSOLE - PC VERSION +                          +------------------------------------------------------------------------------ +Instead of using this on PC, I'd suggest just using FXAA Quality with +    #define FXAA_QUALITY__PRESET 10 +Or  +    #define FXAA_QUALITY__PRESET 20 +Either are higher qualilty and almost as fast as this on modern PC GPUs. +============================================================================*/ +#if (FXAA_PC_CONSOLE == 1) +/*--------------------------------------------------------------------------*/ +FxaaFloat4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy)); +    FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw)); +    FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy)); +    FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw)); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy); +    #if (FXAA_GREEN_AS_LUMA == 0) +        FxaaFloat lumaM = rgbyM.w; +    #else +        FxaaFloat lumaM = rgbyM.y; +    #endif +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw); +    lumaNe += 1.0/384.0; +    FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe); +    FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw); +    FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold; +/*--------------------------------------------------------------------------*/ +    FxaaFloat lumaMinM = min(lumaMin, lumaM); +    FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled); +    FxaaFloat lumaMaxM = max(lumaMax, lumaM); +    FxaaFloat dirSwMinusNe = lumaSw - lumaNe; +    FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM; +    FxaaFloat dirSeMinusNw = lumaSe - lumaNw; +    if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 dir; +    dir.x = dirSwMinusNe + dirSeMinusNw; +    dir.y = dirSwMinusNe - dirSeMinusNw; +/*--------------------------------------------------------------------------*/ +    FxaaFloat2 dir1 = normalize(dir.xy); +    FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw); +    FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness; +    FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw); +    FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw); +/*--------------------------------------------------------------------------*/ +    FxaaFloat4 rgbyA = rgbyN1 + rgbyP1; +    FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25); +/*--------------------------------------------------------------------------*/ +    #if (FXAA_GREEN_AS_LUMA == 0) +        FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax); +    #else +        FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax); +    #endif +    if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5; +    return rgbyB; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +                      FXAA3 CONSOLE - 360 PIXEL SHADER  + +------------------------------------------------------------------------------ +This optimized version thanks to suggestions from Andy Luedke. +Should be fully tex bound in all cases. +As of the FXAA 3.11 release, I have still not tested this code, +however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10. +And note this is replacing the old unoptimized version. +If it does not work, please let me know so I can fix it. +============================================================================*/ +#if (FXAA_360 == 1) +/*--------------------------------------------------------------------------*/ +[reduceTempRegUsage(4)] +float4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +    float4 lumaNwNeSwSe; +    #if (FXAA_GREEN_AS_LUMA == 0) +        asm {  +            tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false +        }; +    #else +        asm {  +            tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX =  0.5, OffsetY = -0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY =  0.5, UseComputedLOD=false +            tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX =  0.5, OffsetY =  0.5, UseComputedLOD=false +        }; +    #endif +/*--------------------------------------------------------------------------*/ +    lumaNwNeSwSe.y += 1.0/384.0; +    float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); +    float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw); +    float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y); +    float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y); +/*--------------------------------------------------------------------------*/ +    float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        float lumaMinM = min(lumaMin, rgbyM.w); +        float lumaMaxM = max(lumaMax, rgbyM.w); +    #else +        float lumaMinM = min(lumaMin, rgbyM.y); +        float lumaMaxM = max(lumaMax, rgbyM.y); +    #endif         +    if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM; +/*--------------------------------------------------------------------------*/ +    float2 dir; +    dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx); +    dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy); +    dir = normalize(dir); +/*--------------------------------------------------------------------------*/ +    float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw; +/*--------------------------------------------------------------------------*/ +    float4 dir2; +    float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness; +    dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5); +    dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw; +/*--------------------------------------------------------------------------*/ +    float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0)); +    float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0)); +    float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0)); +    float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +    float4 rgbyA = rgbyN1 + rgbyP1; +    float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA; +/*--------------------------------------------------------------------------*/ +    float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB; +    rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA; +    return rgbyR; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +         FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT) + +============================================================================== +The code below does not exactly match the assembly. +I have a feeling that 12 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + +  --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +------------------------------------------------------------------------------ +                             NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: +  0: texpkb h0.w(TRUE), v5.zyxx, #0 +  2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x +  4: texpkb h0.w(TRUE), v5.xwxx, #0 +  6: addh h0.z(TRUE), -h2, h0.w +  7: texpkb h1.w(TRUE), v5, #0 +  9: addh h0.x(TRUE), h0.z, -h1.w + 10: addh h3.w(TRUE), h0.z, h1 + 11: texpkb h2.w(TRUE), v5.zwzz, #0 + 13: addh h0.z(TRUE), h3.w, -h2.w + 14: addh h0.x(TRUE), h2.w, h0 + 15: nrmh h1.xz(TRUE), h0_n + 16: minh_m8 h0.x(TRUE), |h1|, |h1.z| + 17: maxh h4.w(TRUE), h0, h1 + 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n + 19: movr r1.zw(TRUE), v4.xxxy + 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww + 22: minh h5.w(TRUE), h0, h1 + 23: texpkb h0(TRUE), r2.xzxx, #0 + 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1 + 27: maxh h4.x(TRUE), h2.z, h2.w + 28: texpkb h1(TRUE), r0.zwzz, #0 + 30: addh_d2 h1(TRUE), h0, h1 + 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 33: texpkb h0(TRUE), r0, #0 + 35: minh h4.z(TRUE), h2, h2.w + 36: fenct TRUE + 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 39: texpkb h2(TRUE), r1, #0 + 41: addh_d2 h0(TRUE), h0, h2 + 42: maxh h2.w(TRUE), h4, h4.x + 43: minh h2.x(TRUE), h5.w, h4.z + 44: addh_d2 h0(TRUE), h0, h1 + 45: slth h2.x(TRUE), h0.w, h2 + 46: sgth h2.w(TRUE), h0, h2 + 47: movh h0(TRUE), h0 + 48: addx.c0 rc(TRUE), h2, h2.w + 49: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass |  Unit  |  uOp |  PC:  Op +-----+--------+------+------------------------- +   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |   SCB1 |  add |   2:  ADDh h2.z, h0.--w-, const.--x-; +     |        |      | +   2 | SCT0/1 |  mov |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |    TEX |  txl |   4:  TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |   SCB1 |  add |   6:  ADDh h0.z,-h2, h0.--w-; +     |        |      | +   3 | SCT0/1 |  mov |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0; +     |    TEX |  txl |   7:  TXLr h1.w, g[TEX1], const.xxxx, TEX0; +     |   SCB0 |  add |   9:  ADDh h0.x, h0.z---,-h1.w---; +     |   SCB1 |  add |  10:  ADDh h3.w, h0.---z, h1; +     |        |      | +   4 | SCT0/1 |  mov |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |    TEX |  txl |  11:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |   SCB0 |  add |  14:  ADDh h0.x, h2.w---, h0; +     |   SCB1 |  add |  13:  ADDh h0.z, h3.--w-,-h2.--w-; +     |        |      | +   5 |   SCT1 |  mov |  15:  NRMh h1.xz, h0; +     |    SRB |  nrm |  15:  NRMh h1.xz, h0; +     |   SCB0 |  min |  16:  MINh*8 h0.x, |h1|, |h1.z---|; +     |   SCB1 |  max |  17:  MAXh h4.w, h0, h1; +     |        |      | +   6 |   SCT0 |  div |  18:  DIVx h2.xy, h1.xz--, h0; +     |   SCT1 |  mov |  19:  MOVr r1.zw, g[TEX0].--xy; +     |   SCB0 |  mad |  20:  MADr r2.xz,-h1, const.z-w-, r1.z-w-; +     |   SCB1 |  min |  22:  MINh h5.w, h0, h1; +     |        |      | +   7 | SCT0/1 |  mov |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0; +     |    TEX |  txl |  23:  TXLr h0, r2.xzxx, const.xxxx, TEX0; +     |   SCB0 |  max |  27:  MAXh h4.x, h2.z---, h2.w---; +     |   SCB1 |  mad |  25:  MADr r0.zw, h1.--xz, const, r1; +     |        |      | +   8 | SCT0/1 |  mov |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0; +     |    TEX |  txl |  28:  TXLr h1, r0.zwzz, const.xxxx, TEX0; +     | SCB0/1 |  add |  30:  ADDh/2 h1, h0, h1; +     |        |      | +   9 |   SCT0 |  mad |  31:  MADr r0.xy,-h2, const.xy--, r1.zw--; +     |   SCT1 |  mov |  33:  TXLr h0, r0, const.zzzz, TEX0; +     |    TEX |  txl |  33:  TXLr h0, r0, const.zzzz, TEX0; +     |   SCB1 |  min |  35:  MINh h4.z, h2, h2.--w-; +     |        |      | +  10 |   SCT0 |  mad |  37:  MADr r1.xy, h2, const.xy--, r1.zw--; +     |   SCT1 |  mov |  39:  TXLr h2, r1, const.zzzz, TEX0; +     |    TEX |  txl |  39:  TXLr h2, r1, const.zzzz, TEX0; +     | SCB0/1 |  add |  41:  ADDh/2 h0, h0, h2; +     |        |      | +  11 |   SCT0 |  min |  43:  MINh h2.x, h5.w---, h4.z---; +     |   SCT1 |  max |  42:  MAXh h2.w, h4, h4.---x; +     | SCB0/1 |  add |  44:  ADDh/2 h0, h0, h1; +     |        |      | +  12 |   SCT0 |  set |  45:  SLTh h2.x, h0.w---, h2; +     |   SCT1 |  set |  46:  SGTh h2.w, h0, h2; +     | SCB0/1 |  mul |  47:  MOVh h0, h0; +     |        |      | +  13 |   SCT0 |  mad |  48:  ADDxc0_s rc, h2, h2.w---; +     | SCB0/1 |  mul |  49:  MOVh h0(NE0.xxxx), h1; +  +Pass   SCT  TEX  SCB +  1:   0% 100%  25% +  2:   0% 100%  25% +  3:   0% 100%  50% +  4:   0% 100%  50% +  5:   0%   0%  50% +  6: 100%   0%  75% +  7:   0% 100%  75% +  8:   0% 100% 100% +  9:   0% 100%  25% + 10:   0% 100% 100% + 11:  50%   0% 100% + 12:  50%   0% 100% + 13:  25%   0% 100% + +MEAN:  17%  61%  67% + +Pass   SCT0  SCT1   TEX  SCB0  SCB1 +  1:    0%    0%  100%    0%  100% +  2:    0%    0%  100%    0%  100% +  3:    0%    0%  100%  100%  100% +  4:    0%    0%  100%  100%  100% +  5:    0%    0%    0%  100%  100% +  6:  100%  100%    0%  100%  100% +  7:    0%    0%  100%  100%  100% +  8:    0%    0%  100%  100%  100% +  9:    0%    0%  100%    0%  100% + 10:    0%    0%  100%  100%  100% + 11:  100%  100%    0%  100%  100% + 12:  100%  100%    0%  100%  100% + 13:  100%    0%    0%  100%  100% + +MEAN:   30%   23%   61%   76%  100% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 13 cycles, 3 r regs, 923,076,923 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O3 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) +    half4 dir; +    half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        lumaNe.w += half(1.0/512.0); +        dir.x = -lumaNe.w; +        dir.z = -lumaNe.w; +    #else +        lumaNe.y += half(1.0/512.0); +        dir.x = -lumaNe.y; +        dir.z = -lumaNe.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (2) +    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x += lumaSw.w; +        dir.z += lumaSw.w; +    #else +        dir.x += lumaSw.y; +        dir.z += lumaSw.y; +    #endif         +/*--------------------------------------------------------------------------*/ +// (3) +    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x -= lumaNw.w; +        dir.z += lumaNw.w; +    #else +        dir.x -= lumaNw.y; +        dir.z += lumaNw.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (4) +    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x += lumaSe.w; +        dir.z -= lumaSe.w; +    #else +        dir.x += lumaSe.y; +        dir.z -= lumaSe.y; +    #endif +/*--------------------------------------------------------------------------*/ +// (5) +    half4 dir1_pos; +    dir1_pos.xy = normalize(dir.xyz).xz; +    half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (6) +    half4 dir2_pos; +    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0)); +    dir1_pos.zw = pos.xy; +    dir2_pos.zw = pos.xy; +    half4 temp1N; +    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (7) +    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); +    half4 rgby1; +    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +/*--------------------------------------------------------------------------*/ +// (8) +    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); +    rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (9) +    half4 temp2N; +    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +/*--------------------------------------------------------------------------*/ +// (10) +    half4 rgby2; +    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); +    rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (11) +    // compilier moves these scalar ops up to other cycles +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w)); +        half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w)); +    #else +        half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y)); +        half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y)); +    #endif         +    rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (12) +    #if (FXAA_GREEN_AS_LUMA == 0) +        bool twoTapLt = rgby2.w < lumaMin; +        bool twoTapGt = rgby2.w > lumaMax; +    #else +        bool twoTapLt = rgby2.y < lumaMin; +        bool twoTapGt = rgby2.y > lumaMax; +    #endif +/*--------------------------------------------------------------------------*/ +// (13) +    if(twoTapLt || twoTapGt) rgby2 = rgby1; +/*--------------------------------------------------------------------------*/ +    return rgby2; } +/*==========================================================================*/ +#endif + + + +/*============================================================================ + +       FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT) + +============================================================================== +The code mostly matches the assembly. +I have a feeling that 14 cycles is possible, but was not able to get there. +Might have to increase register count to get full performance. +Note this shader does not use perspective interpolation. + +Use the following cgc options, + + --fenable-bx2 --fastmath --fastprecision --nofloatbindings + +Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks). +Will look at fixing this for FXAA 3.12. +------------------------------------------------------------------------------ +                             NVSHADERPERF OUTPUT +------------------------------------------------------------------------------ +For reference and to aid in debug, output of NVShaderPerf should match this, + +Shader to schedule: +  0: texpkb h0.w(TRUE), v5.zyxx, #0 +  2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x +  4: texpkb h1.w(TRUE), v5.xwxx, #0 +  6: addh h0.x(TRUE), h1.w, -h2.y +  7: texpkb h2.w(TRUE), v5.zwzz, #0 +  9: minh h4.w(TRUE), h2.y, h2 + 10: maxh h5.x(TRUE), h2.y, h2.w + 11: texpkb h0.w(TRUE), v5, #0 + 13: addh h3.w(TRUE), -h0, h0.x + 14: addh h0.x(TRUE), h0.w, h0 + 15: addh h0.z(TRUE), -h2.w, h0.x + 16: addh h0.x(TRUE), h2.w, h3.w + 17: minh h5.y(TRUE), h0.w, h1.w + 18: nrmh h2.xz(TRUE), h0_n + 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z| + 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w + 21: movr r1.zw(TRUE), v4.xxxy + 22: maxh h2.w(TRUE), h0, h1 + 23: fenct TRUE + 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 26: texpkb h0(TRUE), r0, #0 + 28: maxh h5.x(TRUE), h2.w, h5 + 29: minh h5.w(TRUE), h5.y, h4 + 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz + 32: texpkb h2(TRUE), r1, #0 + 34: addh_d2 h2(TRUE), h0, h2 + 35: texpkb h1(TRUE), v4, #0 + 37: maxh h5.y(TRUE), h5.x, h1.w + 38: minh h4.w(TRUE), h1, h5 + 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 41: texpkb h0(TRUE), r0, #0 + 43: addh_m8 h5.z(TRUE), h5.y, -h4.w + 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz + 46: texpkb h3(TRUE), r2, #0 + 48: addh_d2 h0(TRUE), h0, h3 + 49: addh_d2 h3(TRUE), h0, h2 + 50: movh h0(TRUE), h3 + 51: slth h3.x(TRUE), h3.w, h5.w + 52: sgth h3.w(TRUE), h3, h5.x + 53: addx.c0 rc(TRUE), h3.x, h3 + 54: slth.c0 rc(TRUE), h5.z, h5 + 55: movh h0(c0.NE.w), h2 + 56: movh h0(c0.NE.x), h1 + +IPU0 ------ Simplified schedule: -------- +Pass |  Unit  |  uOp |  PC:  Op +-----+--------+------+------------------------- +   1 | SCT0/1 |  mov |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |    TEX |  txl |   0:  TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0; +     |   SCB0 |  add |   2:  ADDh h2.y, h0.-w--, const.-x--; +     |        |      | +   2 | SCT0/1 |  mov |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |    TEX |  txl |   4:  TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0; +     |   SCB0 |  add |   6:  ADDh h0.x, h1.w---,-h2.y---; +     |        |      | +   3 | SCT0/1 |  mov |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |    TEX |  txl |   7:  TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0; +     |   SCB0 |  max |  10:  MAXh h5.x, h2.y---, h2.w---; +     |   SCB1 |  min |   9:  MINh h4.w, h2.---y, h2; +     |        |      | +   4 | SCT0/1 |  mov |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0; +     |    TEX |  txl |  11:  TXLr h0.w, g[TEX1], const.xxxx, TEX0; +     |   SCB0 |  add |  14:  ADDh h0.x, h0.w---, h0; +     |   SCB1 |  add |  13:  ADDh h3.w,-h0, h0.---x; +     |        |      | +   5 |   SCT0 |  mad |  16:  ADDh h0.x, h2.w---, h3.w---; +     |   SCT1 |  mad |  15:  ADDh h0.z,-h2.--w-, h0.--x-; +     |   SCB0 |  min |  17:  MINh h5.y, h0.-w--, h1.-w--; +     |        |      | +   6 |   SCT1 |  mov |  18:  NRMh h2.xz, h0; +     |    SRB |  nrm |  18:  NRMh h2.xz, h0; +     |   SCB1 |  min |  19:  MINh*8 h2.w, |h2.---x|, |h2.---z|; +     |        |      | +   7 |   SCT0 |  div |  20:  DIVx h4.xy, h2.xz--, h2.ww--; +     |   SCT1 |  mov |  21:  MOVr r1.zw, g[TEX0].--xy; +     |   SCB1 |  max |  22:  MAXh h2.w, h0, h1; +     |        |      | +   8 |   SCT0 |  mad |  24:  MADr r0.xy,-h2.xz--, const.zw--, r1.zw--; +     |   SCT1 |  mov |  26:  TXLr h0, r0, const.xxxx, TEX0; +     |    TEX |  txl |  26:  TXLr h0, r0, const.xxxx, TEX0; +     |   SCB0 |  max |  28:  MAXh h5.x, h2.w---, h5; +     |   SCB1 |  min |  29:  MINh h5.w, h5.---y, h4; +     |        |      | +   9 |   SCT0 |  mad |  30:  MADr r1.xy, h2.xz--, const.zw--, r1.zw--; +     |   SCT1 |  mov |  32:  TXLr h2, r1, const.xxxx, TEX0; +     |    TEX |  txl |  32:  TXLr h2, r1, const.xxxx, TEX0; +     | SCB0/1 |  add |  34:  ADDh/2 h2, h0, h2; +     |        |      | +  10 | SCT0/1 |  mov |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0; +     |    TEX |  txl |  35:  TXLr h1, g[TEX0], const.xxxx, TEX0; +     |   SCB0 |  max |  37:  MAXh h5.y, h5.-x--, h1.-w--; +     |   SCB1 |  min |  38:  MINh h4.w, h1, h5; +     |        |      | +  11 |   SCT0 |  mad |  39:  MADr r0.xy,-h4, const.xy--, r1.zw--; +     |   SCT1 |  mov |  41:  TXLr h0, r0, const.zzzz, TEX0; +     |    TEX |  txl |  41:  TXLr h0, r0, const.zzzz, TEX0; +     |   SCB0 |  mad |  44:  MADr r2.xy, h4, const.xy--, r1.zw--; +     |   SCB1 |  add |  43:  ADDh*8 h5.z, h5.--y-,-h4.--w-; +     |        |      | +  12 | SCT0/1 |  mov |  46:  TXLr h3, r2, const.xxxx, TEX0; +     |    TEX |  txl |  46:  TXLr h3, r2, const.xxxx, TEX0; +     | SCB0/1 |  add |  48:  ADDh/2 h0, h0, h3; +     |        |      | +  13 | SCT0/1 |  mad |  49:  ADDh/2 h3, h0, h2; +     | SCB0/1 |  mul |  50:  MOVh h0, h3; +     |        |      | +  14 |   SCT0 |  set |  51:  SLTh h3.x, h3.w---, h5.w---; +     |   SCT1 |  set |  52:  SGTh h3.w, h3, h5.---x; +     |   SCB0 |  set |  54:  SLThc0 rc, h5.z---, h5; +     |   SCB1 |  add |  53:  ADDxc0_s rc, h3.---x, h3; +     |        |      | +  15 | SCT0/1 |  mul |  55:  MOVh h0(NE0.wwww), h2; +     | SCB0/1 |  mul |  56:  MOVh h0(NE0.xxxx), h1; +  +Pass   SCT  TEX  SCB +  1:   0% 100%  25% +  2:   0% 100%  25% +  3:   0% 100%  50% +  4:   0% 100%  50% +  5:  50%   0%  25% +  6:   0%   0%  25% +  7: 100%   0%  25% +  8:   0% 100%  50% +  9:   0% 100% 100% + 10:   0% 100%  50% + 11:   0% 100%  75% + 12:   0% 100% 100% + 13: 100%   0% 100% + 14:  50%   0%  50% + 15: 100%   0% 100% + +MEAN:  26%  60%  56% + +Pass   SCT0  SCT1   TEX  SCB0  SCB1 +  1:    0%    0%  100%  100%    0% +  2:    0%    0%  100%  100%    0% +  3:    0%    0%  100%  100%  100% +  4:    0%    0%  100%  100%  100% +  5:  100%  100%    0%  100%    0% +  6:    0%    0%    0%    0%  100% +  7:  100%  100%    0%    0%  100% +  8:    0%    0%  100%  100%  100% +  9:    0%    0%  100%  100%  100% + 10:    0%    0%  100%  100%  100% + 11:    0%    0%  100%  100%  100% + 12:    0%    0%  100%  100%  100% + 13:  100%  100%    0%  100%  100% + 14:  100%  100%    0%  100%  100% + 15:  100%  100%    0%  100%  100% + +MEAN:   33%   33%   60%   86%   80% +Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5 +Results 15 cycles, 3 r regs, 800,000,000 pixels/s +============================================================================*/ +#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1) +/*--------------------------------------------------------------------------*/ +#pragma regcount 7 +#pragma disablepc all +#pragma option O2 +#pragma option OutColorPrec=fp16 +#pragma texformat default RGBA8 +/*==========================================================================*/ +half4 FxaaPixelShader( +    // See FXAA Quality FxaaPixelShader() source for docs on Inputs! +    FxaaFloat2 pos, +    FxaaFloat4 fxaaConsolePosPos, +    FxaaTex tex, +    FxaaTex fxaaConsole360TexExpBiasNegOne, +    FxaaTex fxaaConsole360TexExpBiasNegTwo, +    FxaaFloat2 fxaaQualityRcpFrame, +    FxaaFloat4 fxaaConsoleRcpFrameOpt, +    FxaaFloat4 fxaaConsoleRcpFrameOpt2, +    FxaaFloat4 fxaaConsole360RcpFrameOpt2, +    FxaaFloat fxaaQualitySubpix, +    FxaaFloat fxaaQualityEdgeThreshold, +    FxaaFloat fxaaQualityEdgeThresholdMin, +    FxaaFloat fxaaConsoleEdgeSharpness, +    FxaaFloat fxaaConsoleEdgeThreshold, +    FxaaFloat fxaaConsoleEdgeThresholdMin, +    FxaaFloat4 fxaaConsole360ConstDir +) { +/*--------------------------------------------------------------------------*/ +// (1) +    half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaNe = rgbyNe.w + half(1.0/512.0); +    #else +        half lumaNe = rgbyNe.y + half(1.0/512.0); +    #endif +/*--------------------------------------------------------------------------*/ +// (2) +    half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaSwNegNe = lumaSw.w - lumaNe; +    #else +        half lumaSwNegNe = lumaSw.y - lumaNe; +    #endif +/*--------------------------------------------------------------------------*/ +// (3) +    half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxNwSw = max(lumaNw.w, lumaSw.w); +        half lumaMinNwSw = min(lumaNw.w, lumaSw.w); +    #else +        half lumaMaxNwSw = max(lumaNw.y, lumaSw.y); +        half lumaMinNwSw = min(lumaNw.y, lumaSw.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (4) +    half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half dirZ =  lumaNw.w + lumaSwNegNe; +        half dirX = -lumaNw.w + lumaSwNegNe; +    #else +        half dirZ =  lumaNw.y + lumaSwNegNe; +        half dirX = -lumaNw.y + lumaSwNegNe; +    #endif +/*--------------------------------------------------------------------------*/ +// (5) +    half3 dir; +    dir.y = 0.0; +    #if (FXAA_GREEN_AS_LUMA == 0) +        dir.x =  lumaSe.w + dirX; +        dir.z = -lumaSe.w + dirZ; +        half lumaMinNeSe = min(lumaNe, lumaSe.w); +    #else +        dir.x =  lumaSe.y + dirX; +        dir.z = -lumaSe.y + dirZ; +        half lumaMinNeSe = min(lumaNe, lumaSe.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (6) +    half4 dir1_pos; +    dir1_pos.xy = normalize(dir).xz; +    half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS); +/*--------------------------------------------------------------------------*/ +// (7) +    half4 dir2_pos; +    dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0)); +    dir1_pos.zw = pos.xy; +    dir2_pos.zw = pos.xy; +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxNeSe = max(lumaNe, lumaSe.w); +    #else +        half lumaMaxNeSe = max(lumaNe, lumaSe.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (8) +    half4 temp1N; +    temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +    temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0)); +    half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe); +    half lumaMin = min(lumaMinNwSw, lumaMinNeSe); +/*--------------------------------------------------------------------------*/ +// (9) +    half4 rgby1; +    rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw; +    rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0)); +    rgby1 = (temp1N + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (10) +    half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0)); +    #if (FXAA_GREEN_AS_LUMA == 0) +        half lumaMaxM = max(lumaMax, rgbyM.w); +        half lumaMinM = min(lumaMin, rgbyM.w); +    #else +        half lumaMaxM = max(lumaMax, rgbyM.y); +        half lumaMinM = min(lumaMin, rgbyM.y); +    #endif +/*--------------------------------------------------------------------------*/ +// (11) +    half4 temp2N; +    temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0)); +    half4 rgby2; +    rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw; +    half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD; +/*--------------------------------------------------------------------------*/ +// (12) +    rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0)); +    rgby2 = (temp2N + rgby2) * 0.5; +/*--------------------------------------------------------------------------*/ +// (13) +    rgby2 = (rgby2 + rgby1) * 0.5; +/*--------------------------------------------------------------------------*/ +// (14) +    #if (FXAA_GREEN_AS_LUMA == 0) +        bool twoTapLt = rgby2.w < lumaMin; +        bool twoTapGt = rgby2.w > lumaMax; +    #else +        bool twoTapLt = rgby2.y < lumaMin; +        bool twoTapGt = rgby2.y > lumaMax; +    #endif +    bool earlyExit = lumaRangeM < lumaMax; +    bool twoTap = twoTapLt || twoTapGt; +/*--------------------------------------------------------------------------*/ +// (15) +    if(twoTap) rgby2 = rgby1; +    if(earlyExit) rgby2 = rgbyM; +/*--------------------------------------------------------------------------*/ +    return rgby2; } +/*==========================================================================*/ +#endif + +uniform sampler2D diffuseMap; + +uniform vec2 rcp_screen_res; +uniform vec4 rcp_frame_opt; +uniform vec4 rcp_frame_opt2; +uniform vec2 screen_res; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc; + +void main()  +{ +	vec4 diff =			FxaaPixelShader(vary_tc,			//pos +										vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos +										diffuseMap,					//tex +										diffuseMap,					 +										diffuseMap, +										rcp_screen_res,				//fxaaQualityRcpFrame +										vec4(0,0,0,0),				//fxaaConsoleRcpFrameOpt +										rcp_frame_opt,				//fxaaConsoleRcpFrameOpt2 +										rcp_frame_opt2,				//fxaaConsole360RcpFrameOpt2 +										0.75,						//fxaaQualitySubpix +										0.07,						//fxaaQualityEdgeThreshold +										0.03,						//fxaaQualityEdgeThresholdMin +										8.0,						//fxaaConsoleEdgeSharpness +										0.125,						//fxaaConsoleEdgeThreshold +										0.05,						//fxaaConsoleEdgeThresholdMin +										vec4(0,0,0,0));				//fxaaConsole360ConstDir + + + +	//diff = texture2D(diffuseMap, vary_tc); +	 +	gl_FragColor = diff; +	 +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index bfb7760af8..29ca80ae92 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2D noiseMap; @@ -38,7 +40,7 @@ uniform sampler2D		depthGIMap;  uniform sampler2D		lightFunc;  // Inputs -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res; @@ -182,5 +184,5 @@ void main()  	vec3 norm = texture2DRect(normalMap, pos_screen).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -	gl_FragData[0].xyz = giAmbient(pos, norm); +	gl_FragColor.xyz = giAmbient(pos, norm);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl index 190e32b6a3..e5d3bb8ea6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl @@ -22,21 +22,27 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; -varying vec2 vary_fragcoord; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  +	  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = gl_MultiTexCoord0; +	vec4 tex = vec4(texcoord0,0,1);  	tex.w = 1.0; -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 7152e13946..5decddebbb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -22,7 +22,11 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif +  uniform float minimum_alpha;  uniform float maximum_alpha; @@ -31,9 +35,11 @@ uniform sampler2D diffuseMap;  uniform sampler2D normalMap;  uniform sampler2D specularMap; +VARYING vec2 vary_texcoord0; +  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ @@ -41,6 +47,6 @@ void main()  	}  	gl_FragData[0] = vec4(col.rgb, col.a * 0.005); -	gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); -	gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); +	gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy); +	gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 0cf8c68173..58e5dc0b56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -22,14 +22,22 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index 4ba26fb0c6..e014a14ad8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -22,12 +22,14 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ - - - +   uniform sampler2DRect diffuseMap; -varying vec2 vary_fragcoord; +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +VARYING vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index 9f22175f84..f2dc60aa5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -23,19 +23,23 @@   * $/LicenseInfo$   */ +uniform mat4 modelview_projection_matrix; +  +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; - - -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord; +VARYING vec4 vertex_color;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos; +	  	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	gl_FrontColor = gl_Color; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 42212a978e..179c721a2f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect depthMap;  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect; @@ -45,7 +47,7 @@ uniform int light_count;  uniform vec4 light[MAX_LIGHT_COUNT];  uniform vec4 light_col[MAX_LIGHT_COUNT]; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform float far_z; @@ -124,7 +126,7 @@ void main()  				if (sa > 0.0)  				{ -					sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); +					sa = texture2D(lightFunc,vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);  					sa *= noise;  					col += da*sa*light_col[i].rgb*spec.rgb;  				} @@ -141,6 +143,4 @@ void main()  	gl_FragColor.rgb = out_col;  	gl_FragColor.a = 0.0; -	 -	//gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl deleted file mode 100644 index 863bac19cf..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ /dev/null @@ -1,155 +0,0 @@ -/**  - * @file multiPointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform int light_count; - -#define MAX_LIGHT_COUNT		16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform float far_z; - -uniform mat4 inv_proj; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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()  -{ -	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; -	ivec2 itc = ivec2(frag); - -	int wght = 0; -	vec3 fcol = vec3(0,0,0); - -	for (int s = 0; s < samples; ++s) -	{ -		vec3 pos = getPosition(itc, s).xyz; -		if (pos.z >= far_z) -		{ -			vec3 norm = texelFetch(normalMap, itc, s).xyz; -			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -			norm = normalize(norm); -			vec4 spec = texelFetch(specularRect, itc, s); -			vec3 diff = texelFetch(diffuseRect, itc, s).rgb; -			float noise = texture2D(noiseMap, frag.xy/128.0).b; -			vec3 out_col = vec3(0,0,0); -			vec3 npos = normalize(-pos); - -			// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop -			for (int i = 0; i < MAX_LIGHT_COUNT; ++i) -			{ -				bool light_contrib = (i < light_count); -		 -				vec3 lv = light[i].xyz-pos; -				float dist2 = dot(lv,lv); -				dist2 /= light[i].w; -				if (dist2 > 1.0) -				{ -					light_contrib = false; -				} -		 -				float da = dot(norm, lv); -				if (da < 0.0) -				{ -					light_contrib = false; -				} -		 -				if (light_contrib) -				{ -					lv = normalize(lv); -					da = dot(norm, lv); -					 -					float fa = light_col[i].a+1.0; -					float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); -					dist_atten *= noise; - -					float lit = da * dist_atten; -			 -					vec3 col = light_col[i].rgb*lit*diff; -					//vec3 col = vec3(dist2, light_col[i].a, lit); -			 -					if (spec.a > 0.0) -					{ -						//vec3 ref = dot(pos+lv, norm); -				 -						float sa = dot(normalize(lv+npos),norm); -				 -						if (sa > 0.0) -						{ -							sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -							sa *= noise; -							col += da*sa*light_col[i].rgb*spec.rgb; -						} -					} -			 -					out_col += col; -				} -			} -	 -			fcol += out_col; -			++wght; -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples; -	gl_FragColor.a = 0.0; - -	 -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 1362a48daf..eefefa640d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,16 +23,17 @@   * $/LicenseInfo$   */ +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	vary_fragcoord = pos;  	gl_Position = pos; -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 85b0ce5beb..2196d14895 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif  //class 1 -- no shadows @@ -35,7 +37,6 @@ uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform samplerCube environmentMap;  uniform sampler2D noiseMap; -uniform sampler2D lightFunc;  uniform sampler2D projectionMap;  uniform mat4 proj_mat; //screen space to light space @@ -55,9 +56,12 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -110,7 +114,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  vec4 getPosition(vec2 pos_screen)  { -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	float depth = texture2DRect(depthMap, pos_screen.xy).r;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -129,9 +133,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -150,7 +154,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  	if (dist_atten <= 0.0)  	{ @@ -182,7 +186,7 @@ void main()  			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -199,7 +203,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -232,7 +236,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl deleted file mode 100644 index 10285817c2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ /dev/null @@ -1,250 +0,0 @@ -/**  - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod;  //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); -	 -	return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	 -	float det = min(lod/(proj_lod*0.5), 1.0); -	 -	float d = min(dist.x, dist.y); -	 -	float edge = 0.25*det; -		 -	ret *= clamp(d/edge, 0.0, 1.0); -	 -	return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); -	 -	return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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()  -{ -	int wght = 0; - -	vec3 fcol = vec3(0,0,0); - -	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; -	 -	ivec2 itc = ivec2(frag.xy); - -	for (int i = 0; i < samples; ++i) -	{ -		vec3 pos = getPosition(itc, i).xyz; -		vec3 lv = vary_light.xyz-pos.xyz; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; -	 -			norm = normalize(norm); -			float l_dist = -dot(lv, proj_n); -	 -			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); -			if (proj_tc.z >= 0.0) -			{ -				proj_tc.xyz /= proj_tc.w; -	 -				float fa = gl_Color.a+1.0; -				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); -				if (dist_atten > 0.0) -				{ -					lv = proj_origin-pos.xyz; -					lv = normalize(lv); -					float da = dot(norm, lv); -		 -					vec3 col = vec3(0,0,0); -		 -					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; -		 -					float noise = texture2D(noiseMap, frag.xy/128.0).b; -					if (proj_tc.z > 0.0 && -						proj_tc.x < 1.0 && -						proj_tc.y < 1.0 && -						proj_tc.x > 0.0 && -						proj_tc.y > 0.0) -					{ -						float lit = 0.0; -						float amb_da = proj_ambiance; -		 -						if (da > 0.0) -						{ -							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); -							float lod = diff * proj_lod; -			 -							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -		 -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; -			 -							lit = da * dist_atten * noise; -			 -							col = lcol*lit*diff_tex; -							amb_da += (da*0.5)*proj_ambiance; -						} -		 -						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); -							 -						amb_da += (da*da*0.5+0.5)*proj_ambiance; -				 -						amb_da *= dist_atten * noise; -			 -						amb_da = min(amb_da, 1.0-lit); -			 -						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; -					} -	 -	 -					vec4 spec = texelFetch(specularRect, itc, i); -					if (spec.a > 0.0) -					{ -						vec3 ref = reflect(normalize(pos), norm); -		 -						//project from point pos in direction ref to plane proj_p, proj_n -						vec3 pdelta = proj_p-pos; -						float ds = dot(ref, proj_n); -		 -						if (ds < 0.0) -						{ -							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			 -							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - -							if (stc.z > 0.0) -							{ -								stc.xy /= stc.w; - -								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); -				 -								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); -								 -								if (stc.x < 1.0 && -									stc.y < 1.0 && -									stc.x > 0.0 && -									stc.y > 0.0) -								{ -									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; -								} -							} -						} -					} -	 -					fcol += col; -					++wght; -				} -			} -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl new file mode 100644 index 0000000000..879942d8fa --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -0,0 +1,56 @@ +/**  + * @file normgenF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform sampler2D alphaMap; + +VARYING vec2 vary_texcoord0; + +uniform float stepX; +uniform float stepY; +uniform float norm_scale; + +void main() +{ +	float alpha = texture2D(alphaMap, vary_texcoord0).a; + +	vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255); +	vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255); +	vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255); +	vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255); +	 +	vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); +	 +	norm = normalize(norm); +	norm *= 0.5; +	norm += 0.5;	 +	 +	gl_FragColor = vec4(norm, alpha); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl index 78ea15e87a..9bceae05b7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -1,5 +1,5 @@  /**  - * @file sunLightF.glsl + * @file normgenV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,13 +23,14 @@   * $/LicenseInfo$   */ +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_texcoord0; -//class 1, no shadow, no SSAO, should never be called - -#extension GL_ARB_texture_rectangle : enable - -void main()  +void main()  { -	gl_FragColor = vec4(0,0,0,0); +	gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);  +	vary_texcoord0 = texcoord0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 0771f9b91a..b673d00d6e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ -  -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect normalMap; @@ -38,9 +40,12 @@ uniform sampler2DRect depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -67,9 +72,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos; +	vec3 lv = center.xyz-pos;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -90,11 +95,11 @@ void main()  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	float lit = da * dist_atten * noise; -	col = gl_Color.rgb*lit*col; +	col = color.rgb*lit*col;  	vec4 spec = texture2DRect(specularRect, frag.xy);  	if (spec.a > 0.0) @@ -102,9 +107,9 @@ void main()  		float sa = dot(normalize(lv-normalize(pos)),norm);  		if (sa > 0.0)  		{ -			sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); +			sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0);  			sa *= noise; -			col += da*sa*gl_Color.rgb*spec.rgb; +			col += da*sa*color.rgb*spec.rgb;  		}  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl deleted file mode 100644 index cdce58c84e..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/**  - * @file pointLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  -  - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = (vec2(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()  -{ -	vec4 frag = vary_fragcoord; -	frag.xyz /= frag.w; -	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res; -	 -	ivec2 itc = ivec2(frag.xy); - -	int wght = 0; -	vec3 fcol = vec3(0,0,0); - -	for (int s = 0; s < samples; ++s) -	{ -		vec3 pos = getPosition(itc, s).xyz; -		vec3 lv = vary_light.xyz-pos; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, s).xyz; -			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -			float da = dot(norm, lv); -			if (da >= 0.0) -			{ -				norm = normalize(norm); -				lv = normalize(lv); -				da = dot(norm, lv); -	 -				float noise = texture2D(noiseMap, frag.xy/128.0).b; -	 -				vec3 col = texelFetch(diffuseRect, itc, s).rgb; -				float fa = gl_Color.a+1.0; -				float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); -				float lit = da * dist_atten * noise; -	 -				col = gl_Color.rgb*lit*col; - -				vec4 spec = texelFetch(specularRect, itc, s); -				if (spec.a > 0.0) -				{ -					float sa = dot(normalize(lv-normalize(pos)),norm); -					if (sa > 0.0) -					{ -						sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); -						sa *= noise; -						col += da*sa*gl_Color.rgb*spec.rgb; -					} -				} - -				fcol += col; -				++wght; -			} -		} -	} -	 -	if (wght <= 0) -	{ -		discard; -	} -		 -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index db1b9d3feb..cb14e6d4e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -23,23 +23,17 @@   * $/LicenseInfo$   */ +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position; -varying vec4 vary_light; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	vary_fragcoord = pos; -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; -	 -	vary_light = gl_MultiTexCoord0; -	  	gl_Position = pos; -		 -	gl_FrontColor = gl_Color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 29f5f899ba..985f44fb6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -22,11 +22,13 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect edgeMap;  uniform sampler2DRect depthMap; @@ -43,7 +45,7 @@ uniform float magnification;  uniform mat4 inv_proj;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  float getDepth(vec2 pos_screen)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl deleted file mode 100644 index 792102a64d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ /dev/null @@ -1,151 +0,0 @@ -/**  - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS edgeMap; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D bloomMap; - -uniform float depth_cutoff; -uniform float norm_cutoff; -uniform float focal_distance; -uniform float blur_constant; -uniform float tan_pixel_angle; -uniform float magnification; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -varying vec2 vary_fragcoord; - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); -	for (int i = 0; i < samples; ++i) -	{ -		ret += texelFetch(tex, tc, i); -	} - -	return ret/samples; -} - -float getDepth(ivec2 pos_screen) -{ -	float z = texture2DMS(depthMap, pos_screen.xy).r; -	z = z*2.0-1.0; -	vec4 ndc = vec4(0.0, 0.0, z, 1.0); -	vec4 p = inv_proj*ndc; -	return p.z/p.w; -} - -float calc_cof(float depth) -{ -	float sc = abs(depth-focal_distance)/-depth*blur_constant; -		 -	sc /= magnification; -	 -	// tan_pixel_angle = pixel_length/-depth; -	float pixel_length =  tan_pixel_angle*-focal_distance; -	 -	sc = sc/pixel_length; -	sc *= 1.414; -	 -	return sc; -} - -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) -{ -	float d = getDepth(tc); -	 -	float sc = calc_cof(d); -	 -	if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius -	   || d < cur_depth) //sampled pixel is further away than current pixel -	{ -		float wg = 0.25; -		 -		vec4 s = texture2DMS(diffuseRect, tc); -		// de-weight dull areas to make highlights 'pop' -		wg += s.r+s.g+s.b; -	 -		diff += wg*s; -		 -		w += wg; -	} -} - - -void main()  -{ -	ivec2 itc = ivec2(vary_fragcoord.xy); - -	vec3 norm = texture2DMS(normalMap, itc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -		 -	float depth = getDepth(itc); -	 -	vec4 diff = texture2DMS(diffuseRect, itc); -	 -	{  -		float w = 1.0; -		 -		float sc = calc_cof(depth); -		sc = min(abs(sc), 10.0); -		 -		float fd = depth*0.5f; -		 -		float PI = 3.14159265358979323846264; - -		int isc = int(sc); -		 -		// sample quite uniformly spaced points within a circle, for a circular 'bokeh'		 -		//if (depth < focal_distance) -		{ -			for (int x = -isc; x <= isc; x+=2) -			{ -				for (int y = -isc; y <= isc; y+=2) -				{ -					ivec2 cur_samp = ivec2(x,y); -					float cur_sc = length(vec2(cur_samp)); -					if (cur_sc < sc) -					{ -						dofSample(diff, w, cur_sc, depth, itc+cur_samp); -					} -				} -			} -		} -		 -		diff /= w; -	} -		 -	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); -	gl_FragColor = diff + bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 34e30a3070..c275434777 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -1,5 +1,5 @@  /**  - * @file postDeferredF.glsl + * @file postDeferredNoDoFF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,15 +23,17 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect diffuseRect;  uniform sampler2D bloomMap;  uniform vec2 screen_res; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()   { @@ -40,3 +42,4 @@ void main()  	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);  	gl_FragColor = diff + bloom;  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index cb83dda795..8edf5b2723 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -22,16 +22,23 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec2 vary_fragcoord; +VARYING vec2 vary_tc; + +uniform vec2 tc_scale; -varying vec2 vary_fragcoord;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos;	 +	vary_tc = (pos.xy*0.5+0.5)*tc_scale;  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 99257daca4..84d65d5b3b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -22,9 +22,11 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  - + #ifdef DEFINE_GL_FRAGCOLOR + out vec4 gl_FragColor; + #endif +   uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect giLightMap; @@ -38,7 +40,7 @@ uniform int kern_length;  uniform float kern_scale;  uniform vec3 blur_quad; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -94,7 +96,5 @@ void main()  	col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; -	gl_FragData[0].xyz = col; -	 -	//gl_FragColor = ccol; +	gl_FragColor.rgb = col;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl index 6231ee68b7..0d5c8e7287 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl @@ -22,16 +22,19 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ + +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_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/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 615317febf..71b12326d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -22,17 +22,23 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform float minimum_alpha;  uniform float maximum_alpha;  uniform sampler2D diffuseMap; -varying vec4 post_pos; +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a; +	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;  	if (alpha < minimum_alpha || alpha > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 4be18a9c5e..6a3cba771b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -22,20 +22,27 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; -varying vec4 post_pos; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 post_pos; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; +	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 541f08d5fe..bf75ca262e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,9 +23,11 @@   * $/LicenseInfo$   */ +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif - -varying vec4 post_pos; +VARYING vec4 post_pos;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index fc3ff45614..8b46e81f90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -22,15 +22,17 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; -varying vec4 post_pos; +ATTRIBUTE vec3 position; + +VARYING vec4 post_pos;  void main()  {  	//transform vertex -	vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex; +	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);  	post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 59c0a994cd..96ad0aa93a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -23,13 +23,15 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  /////////////////////////////////////////////////////////////////////////  // The fragment shader for the sky  ///////////////////////////////////////////////////////////////////////// -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor;  uniform sampler2D cloud_noise_texture;  uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 3a44bb6d26..721de18e0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -22,15 +22,19 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -varying vec4 vary_HazeColor; +VARYING vec4 vary_HazeColor; +VARYING vec2 vary_texcoord0;  // Inputs  uniform vec3 camPosLocal; @@ -57,12 +61,12 @@ void main()  {  	// World / view / projection -	gl_Position = ftransform(); -	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vary_texcoord0 = texcoord0;  	// Get relative position -	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); -	//vec3 P = gl_Vertex.xyz + vec3(0,50,0); +	vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); +	//vec3 P = position.xyz + vec3(0,50,0);  	// Set altitude  	if (P.y > 0.) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 855d89ebe6..60952ea38e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect positionMap; @@ -63,8 +65,8 @@ uniform vec3 env_mat[3];  //uniform vec4 shadow_clip;  uniform mat3 ssao_effect_mat; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +uniform vec3 sun_dir; +VARYING vec2 vary_fragcoord;  vec3 vary_PositionEye; @@ -146,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {  	vec3 P = inPositionEye;  	setPositionEye(P); -	//(TERRAIN) limit altitude -	if (P.y > max_y.x) P *= (max_y.x / P.y); -	if (P.y < -max_y.x) P *= (-max_y.x / P.y); -  	vec3 tmpLightnorm = lightnorm.xyz;  	vec3 Pn = normalize(P); @@ -283,7 +281,7 @@ void main()  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; -	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); @@ -304,8 +302,8 @@ void main()  			// the old infinite-sky shiny reflection  			//  			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -			float sa = dot(refnormpersp, vary_light.xyz); -			vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; +			float sa = dot(refnormpersp, sun_dir.xyz); +			vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).r;  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -324,5 +322,6 @@ void main()  	}  	gl_FragColor.rgb = col; +  	gl_FragColor.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl deleted file mode 100644 index f118b0da2a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ /dev/null @@ -1,342 +0,0 @@ -/**  - * @file softenLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2DMS depthMap; -uniform sampler2D	  noiseMap; -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 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -//uniform mat4 shadow_matrix[3]; -//uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -varying vec4 vary_light; -varying vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -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; -} - -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	//(TERRAIN) limit altitude -	if (P.y > max_y.x) P *= (max_y.x / P.y); -	if (P.y < -max_y.x) P *= (-max_y.x / P.y); - -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(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 * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density.r); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density.r) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier.x; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//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 + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) -	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		 ret += texelFetch(tex,tc,i); -	} - -	return ret/samples; -} - -void main()  -{ -	vec2 tc = vary_fragcoord.xy; -	ivec2 itc = ivec2(tc); - -	vec4 fcol = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		float depth = texelFetch(depthMap, itc, i).r; -		vec3 pos = getPosition_d(tc, depth).xyz; -		vec3 norm = texelFetch(normalMap, itc, i).xyz; - -		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -		//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; -	 -		float da = max(dot(norm.xyz, vary_light.xyz), 0.0); -	 -		vec4 diffuse = texelFetch(diffuseRect, itc, i); -		vec3 col; -		float bloom = 0.0; - -		if (diffuse.a < 0.9) -		{ -			vec4 spec = texelFetch(specularRect, itc, i); -	 -			calcAtmospherics(pos.xyz, 1.0); -	 -			col = atmosAmbient(vec3(0)); -			col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); -	 -			col *= diffuse.rgb; -	 -			if (spec.a > 0.0) // specular reflection -			{ -				// the old infinite-sky shiny reflection -				// -				vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -				float sa = dot(refnormpersp, vary_light.xyz); -				vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; - -				// add the two types of shiny together -				vec3 spec_contrib = dumbshiny * spec.rgb; -				bloom = dot(spec_contrib, spec_contrib); -				col += spec_contrib; -			} - -			col = atmosLighting(col); -			col = scaleSoftClip(col); -			col = mix(col, diffuse.rgb, diffuse.a); -		} -		else -		{ -			col = diffuse.rgb; -		} - -		fcol += vec4(col, bloom); -	} -				 -	gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index fed238510a..c6031fc45a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -23,22 +23,18 @@   * $/LicenseInfo$   */ +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position;  uniform vec2 screen_res; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	 -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; -	 -	vary_light = gl_MultiTexCoord0; +	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 7363bd6715..cc0f4e5b6b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -23,17 +23,18 @@   * $/LicenseInfo$   */ - - +   #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform samplerCube environmentMap;  uniform sampler2D noiseMap; -uniform sampler2D lightFunc;  uniform sampler2D projectionMap;  uniform mat4 proj_mat; //screen space to light space @@ -50,9 +51,12 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size; -varying vec4 vary_fragcoord; +VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -78,9 +82,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -100,7 +104,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	lv = proj_origin-pos.xyz; @@ -126,7 +130,7 @@ void main()  			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -145,7 +149,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -174,7 +178,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl deleted file mode 100644 index 0c0171881f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ /dev/null @@ -1,252 +0,0 @@ -/**  - * @file multiSpotLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -uniform vec3 proj_n; -uniform float proj_focus; //distance from plane to begin blurring -uniform float proj_lod;  //(number of mips in proj map) -uniform float proj_range; //range between near clip and far clip plane of projection -uniform float proj_ambient_lod; -uniform float proj_ambiance; -uniform float near_clip; -uniform float far_clip; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); -	 -	return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); -	 -	float det = min(lod/(proj_lod*0.5), 1.0); -	 -	float d = min(dist.x, dist.y); -	 -	float edge = 0.25*det; -		 -	ret *= clamp(d/edge, 0.0, 1.0); -	 -	return ret; -} - -vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); -	 -	return ret; -} - - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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()  -{ -	vec4 frag = vary_fragcoord; -	frag.xyz /= frag.w; -	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res; -	ivec2 itc = ivec2(frag.xy); - -	vec3 fcol = vec3(0,0,0); -	int wght = 0; -	 -	for (int i = 0; i < samples; ++i) -	{ -		vec3 pos = getPosition(itc, i).xyz; -		vec3 lv = vary_light.xyz-pos.xyz; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; -	 -			norm = normalize(norm); -			float l_dist = -dot(lv, proj_n); -	 -			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); -			if (proj_tc.z >= 0.0) -			{ -				proj_tc.xyz /= proj_tc.w; -	 -				float fa = gl_Color.a+1.0; -				float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); -				if (dist_atten > 0.0) -				{ -					lv = proj_origin-pos.xyz; -					lv = normalize(lv); -					float da = dot(norm, lv); -		 -					vec3 col = vec3(0,0,0); -		 -					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; -		 -					float noise = texture2D(noiseMap, frag.xy/128.0).b; -					if (proj_tc.z > 0.0 && -						proj_tc.x < 1.0 && -						proj_tc.y < 1.0 && -						proj_tc.x > 0.0 && -						proj_tc.y > 0.0) -					{ -						float lit = 0.0; -						float amb_da = proj_ambiance; -		 -						if (da > 0.0) -						{ -							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); -							float lod = diff * proj_lod; -			 -							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -		 -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; -			 -							lit = da * dist_atten * noise; -			 -							col = lcol*lit*diff_tex; -							amb_da += (da*0.5)*proj_ambiance; -						} -		 -						//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -						vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); -							 -						amb_da += (da*da*0.5+0.5)*proj_ambiance; -				 -						amb_da *= dist_atten * noise; -			 -						amb_da = min(amb_da, 1.0-lit); -			 -						col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; -					} -	 -	 -					vec4 spec = texelFetch(specularRect, itc, i); -					if (spec.a > 0.0) -					{ -						vec3 ref = reflect(normalize(pos), norm); -		 -						//project from point pos in direction ref to plane proj_p, proj_n -						vec3 pdelta = proj_p-pos; -						float ds = dot(ref, proj_n); -		 -						if (ds < 0.0) -						{ -							vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			 -							vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - -							if (stc.z > 0.0) -							{ -								stc.xy /= stc.w; - -								float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); -				 -								stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); -								 -								if (stc.x < 1.0 && -									stc.y < 1.0 && -									stc.x > 0.0 && -									stc.y > 0.0) -								{ -									vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -									col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; -								} -							} -						} -					} -	 -					fcol += col; -					++wght; -				} -			} -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4ab59d4d66..03fccd2766 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -22,14 +22,19 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  uniform sampler2D diffuseMap;  void main()   { -	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);  	gl_FragData[0] = col;  	gl_FragData[1] = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 84adf6bc41..8bc5b06379 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -22,14 +22,21 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; -	gl_FrontColor = gl_Color; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 78ea15e87a..adc7c5d005 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -23,12 +23,14 @@   * $/LicenseInfo$   */ - -  //class 1, no shadow, no SSAO, should never be called  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  void main()   {  	gl_FragColor = vec4(0,0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 2f880d65dd..fc5959a33c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -23,9 +23,12 @@   */ -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif +  //class 1 -- no shadow, SSAO only  uniform sampler2DRect depthMap; @@ -41,8 +44,7 @@ uniform float ssao_max_radius;  uniform float ssao_factor;  uniform float ssao_factor_inv; -varying vec2 vary_fragcoord; -varying vec4 vary_light; +VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl deleted file mode 100644 index abb64334ed..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ /dev/null @@ -1,140 +0,0 @@ -/**  - * @file sunLightSSAOF.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - *  - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - *  - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU - * Lesser General Public License for more details. - *  - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA - *  - * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA - * $/LicenseInfo$ - */ -  - - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -//class 1 -- no shadow, SSAO only - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).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, int sample) -{ -	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++) -	{ -		ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); -		vec3 samppos_world = getPosition(samppos_screen, sample).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; -	ivec2 itc = ivec2(pos_screen); -		 -	float col = 0; - -	for (int i = 0; i < samples; i++) -	{ -		vec4 pos = getPosition(itc, i); -		vec3 norm = texelFetch(normalMap, itc, i).xyz; -		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -		col += calcAmbientOcclusion(pos,norm,i); -	} - -	col /= samples; - -	gl_FragColor[0] = 1.0; -	gl_FragColor[1] = col; -	gl_FragColor[2] = 1.0;  -	gl_FragColor[3] = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index e7ab11c6ed..473d6df8fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,24 +22,20 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 modelview_projection_matrix; +  +ATTRIBUTE vec3 position; -varying vec4 vary_light; -varying vec2 vary_fragcoord; +VARYING vec2 vary_fragcoord;  uniform vec2 screen_res;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex; -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = gl_MultiTexCoord0; -	tex.w = 1.0; +	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = pos;  -	vary_light = gl_MultiTexCoord0; -		 -	gl_FrontColor = gl_Color; +	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index c6578ea177..e014e53d25 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,7 +23,9 @@   * $/LicenseInfo$   */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D detail_0;  uniform sampler2D detail_1; @@ -31,20 +33,22 @@ uniform sampler2D detail_2;  uniform sampler2D detail_3;  uniform sampler2D alpha_ramp; -varying vec3 vary_normal; +VARYING vec3 vary_normal; +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1;  void main()  {  	/// Note: This should duplicate the blending functionality currently used for the terrain rendering. -	vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy); -	vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy); -	vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy); -	vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy); +	vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); +	vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); +	vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); +	vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); -	float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a; -	float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a; -	float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a; +	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; +	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; +	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;  	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );  	gl_FragData[0] = vec4(outColor.rgb, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index fc19a73709..5effee4e4e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -22,10 +22,24 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; -varying vec3 vary_normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; + +VARYING vec3 vary_normal; + +VARYING vec4 vary_texcoord0; +VARYING vec4 vary_texcoord1; + +uniform vec4 object_plane_s; +uniform vec4 object_plane_t;  vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  { @@ -44,16 +58,16 @@ vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  void main()  {  	//transform vertex -	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(normal_matrix * normal);  	// Transform and pass tex coords - 	gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy; + 	vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; -	vec4 t = gl_MultiTexCoord1; +	vec4 t = vec4(texcoord1,0,1); -	gl_TexCoord[0].zw = t.xy; -	gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0); -	gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0); +	vary_texcoord0.zw = t.xy; +	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); +	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 56a149523e..b934bc6991 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -22,17 +22,29 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif  uniform sampler2D diffuseMap; -varying vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec3 vary_normal; +VARYING vec2 vary_texcoord0; + +uniform float minimum_alpha; +uniform float maximum_alpha;  void main()   { -	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); -	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0);  	gl_FragData[1] = vec4(0,0,0,0);  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..29ec6e6bee --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,50 @@ +/**  + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; + +void main()  +{ +	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + +	if (alpha < minimum_alpha || alpha > maximum_alpha) +	{ +		discard; +	} + +	gl_FragColor = vec4(1,1,1,1); +	 +	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..e472a75304 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -0,0 +1,45 @@ +/**  + * @file treeShadowV.glsl + * +  * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +  +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; + +void main() +{ +	//transform vertex +	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); +	 +	post_pos = pos; +	 +	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +	 +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 01401028d6..3b6571a24a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -22,18 +22,26 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform mat3 normal_matrix; -varying vec3 vary_normal; +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec2 texcoord0; + +VARYING vec3 vary_normal; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0;  void main()  {  	//transform vertex -	gl_Position = ftransform();  -	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_normal = normalize(gl_NormalMatrix * gl_Normal); +	vary_normal = normalize(normal_matrix * normal); -	gl_FrontColor = gl_Color; +	vertex_color = vec4(1,1,1,1);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index c3e7371c8e..4c9ea24a24 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -23,10 +23,12 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragData[3]; +#endif +  vec3 scaleSoftClip(vec3 inColor);  vec3 atmosTransport(vec3 inColor); @@ -58,10 +60,10 @@ uniform vec2 screen_res;  uniform mat4 norm_mat; //region space to screen space  //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; -varying vec4 vary_position; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index 9d415ade85..9734acf005 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -22,7 +22,11 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position;  void calcAtmospherics(vec3 inPositionEye); @@ -33,11 +37,11 @@ uniform float time;  uniform vec3 eyeVec;  uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; -varying vec4 vary_position; +VARYING vec4 vary_position;  float wave(vec2 v, float t, float f, vec2 d, float s)   { @@ -47,43 +51,42 @@ float wave(vec2 v, float t, float f, vec2 d, float s)  void main()  {  	//transform vertex -	vec4 position = gl_Vertex; -	mat4 modelViewProj = gl_ModelViewProjectionMatrix; +	vec4 pos = vec4(position.xyz, 1.0); +	mat4 modelViewProj = modelview_projection_matrix;  	vec4 oPosition;  	//get view vector  	vec3 oEyeVec; -	oEyeVec.xyz = position.xyz-eyeVec; +	oEyeVec.xyz = pos.xyz-eyeVec;  	float d = length(oEyeVec.xy);  	float ld = min(d, 2560.0); -	position.xy = eyeVec.xy + oEyeVec.xy/d*ld; +	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;  	view.xyz = oEyeVec;  	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	  	d *= d; -	oPosition = position; +	oPosition = vec4(position, 1.0);  	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); -	vary_position = gl_ModelViewMatrix * oPosition; +	vary_position = modelview_matrix * oPosition;  	oPosition = modelViewProj * oPosition;  	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);  	//get wave position parameter (create sweeping horizontal waves) -	vec3 v = position.xyz; +	vec3 v = pos.xyz;  	v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;  	//push position for further horizon effect. -	position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); -	position.w = 1.0; -	position = position*gl_ModelViewMatrix; -	 -	calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); -	 +	pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); +	pos.w = 1.0; +	pos = modelview_matrix*pos; +	calcAtmospherics(pos.xyz); +		  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055;  	//get two normal map (detail map) texture coordinates | 
