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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl659
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl93
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl142
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl91
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/indirect.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/srgb.glsl)24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl829
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl)42
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl191
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl500
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl104
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl10
52 files changed, 1445 insertions, 2222 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b9c8f34cb0..33e61f2062 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -39,23 +39,11 @@ out vec4 frag_color;
uniform float display_gamma;
uniform vec4 gamma;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 ambient;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
-uniform float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
+uniform vec3 moon_dir;
#if HAS_SHADOW
uniform sampler2DShadow shadowMap0;
@@ -84,12 +72,6 @@ VARYING vec3 vary_norm;
VARYING vec4 vertex_color;
#endif
-vec3 vary_PositionEye;
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -98,109 +80,60 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- a = pow(a, 1.0/1.3);
- return vec3(a,a,a);
-}
+vec2 encode_normal (vec3 n);
+vec3 decode_normal (vec2 enc);
+vec3 scaleSoftClip(vec3 l);
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
+void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
-
- vec3 col = vec3(0);
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten,0.0);
-
- col = light_col * lit * diffuse;
-
- // no spec for alpha shader...
- }
-
- return max(col, vec3(0.0,0.0,0.0));
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten,0.0);
+
+ col = light_col * lit * diffuse;
+
+ // no spec for alpha shader...
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
}
#if HAS_SHADOW
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
@@ -219,413 +152,175 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
}
#endif
-#ifdef WATER_FOG
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(pos);
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(pos - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-#endif
-
-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);
-
- 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //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);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / 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;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //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 * 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) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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 / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
- vec3 ones = vec3(1.0f, 1.0f, 1.0f);
-
- light = ones - clamp(light, zeroes, ones);
- light = ones - pow(light, gamma.xxx);
-
- return light;
-}
-
-vec3 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
-
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
-}
-
-vec3 fullbrightScaleSoftClip(vec3 light)
-{
- //soft clip effect:
- return light;
-}
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);
void main()
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- float shadow = 1.0;
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+ vec3 norm = vary_norm;
-#if HAS_SHADOW
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- shadow = 0.0;
-
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
+ float shadow = 1.0;
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
+#if HAS_SHADOW
+ vec4 spos = pos;
+
+ if (spos.z > -shadow_clip.w)
+ {
+ shadow = 0.0;
+
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
#endif
#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef FOR_IMPOSTOR
- vec4 color;
- color.rgb = diff.rgb;
- color.a = 1.0;
+ vec4 color;
+ color.rgb = diff.rgb;
+ color.a = 1.0;
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
-
- // Insure we don't pollute depth with invis pixels in impostor rendering
- //
- if (final_alpha < 0.01)
- {
- discard;
- }
+
+ // Insure we don't pollute depth with invis pixels in impostor rendering
+ //
+ if (final_alpha < 0.01)
+ {
+ discard;
+ }
#else
-
+
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- vec4 gamma_diff = diff;
- diff.rgb = srgb_to_linear(diff.rgb);
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
- vec3 norm = vary_norm;
+ float sun_da = dot(norm.xyz, sun_dir.xyz);
+ float moon_da = dot(norm.xyz, moon_dir.xyz);
- calcAtmospherics(pos.xyz, 1.0);
-
- vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
-
- float da = dot(norm.xyz, sun_dir.xyz);
-
- float final_da = da;
+ float final_da = max(sun_da, moon_da);
final_da = min(final_da, shadow);
- final_da = max(final_da, 0.0f);
- final_da = min(final_da, 1.0f);
- final_da = pow(final_da, 1.0/1.3);
+ final_da = clamp(final_da, 0.0f, 1.0f);
+ final_da = pow(final_da, display_gamma);
- vec4 color = vec4(0,0,0,0);
+ vec4 color = vec4(0,0,0,0);
- color.rgb = atmosAmbient(color.rgb);
- color.a = final_alpha;
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
+ color.a = final_alpha;
- float ambient = abs(da);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
+ float ambient = abs(final_da);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
- color.rgb *= ambient;
- color.rgb += atmosAffectDirectionalLight(final_da);
- color.rgb *= gamma_diff.rgb;
+ color.rgb *= ambient;
+ color.rgb += (final_da * sunlit);
+ color.rgb *= diff.rgb;
- //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
+
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ color.rgb = scaleSoftClip(color.rgb);
- vec4 light = vec4(0,0,0,0);
+ vec4 light = vec4(0,0,0,0);
- color.rgb = srgb_to_linear(color.rgb);
-
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- // keep it linear
- //
- color.rgb += light.rgb;
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- // straight to display gamma, we're post-deferred
- //
- color.rgb = linear_to_srgb(color.rgb);
+ // keep it linear
+ //
+ color.rgb += light.rgb;
#ifdef WATER_FOG
- color = applyWaterFogDeferred(pos.xyz, color);
+ color = applyWaterFogView(pos.xyz, color);
#endif
-
#endif
- frag_color = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
new file mode 100644
index 0000000000..3bb59dd7f9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -0,0 +1,93 @@
+/**
+ * @file class1/deferred/aoUtil.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 sampler2D noiseMap;
+
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+vec4 getPosition(vec2 pos_screen);
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
+{
+ float ret = 1.0;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
index 22c9a4d14e..8e9a5fcd41 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -22,6 +22,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index c8ddefac26..e68b082d43 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -34,12 +34,9 @@ mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
@@ -59,12 +56,6 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 662c762bca..60d83cc623 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -36,11 +38,7 @@ uniform float minimum_alpha;
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index b809b73973..8e46425ea8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -22,7 +22,9 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index cbd8d2ebfc..868eec3926 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -48,97 +48,69 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
+vec3 decode_normal (vec2 enc);
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- vec3 pos = getPosition(tc).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
- float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
- tc_mod -= floor(tc_mod);
- tc_mod *= 2.0;
- tc += ( (tc_mod - 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(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 = tc - kern[i].z*dlt;
- vec3 samppos = getPosition(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;
-
- frag_color = col;
+ vec3 norm = getNorm(tc);
+ vec3 pos = getPosition(tc).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
+ float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
+ tc_mod -= floor(tc_mod);
+ tc_mod *= 2.0;
+ tc += ( (tc_mod - 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(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 = tc - kern[i].z*dlt;
+ vec3 samppos = getPosition(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;
+
+ frag_color = col;
#ifdef IS_AMD_CARD
- // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- vec3 dummy1 = kern[0];
- vec3 dummy2 = kern[3];
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec3 dummy1 = kern[0];
+ vec3 dummy2 = kern[3];
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 58fb01d200..b5677a07ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -22,6 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -40,11 +42,7 @@ VARYING vec3 vary_mat2;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index 1d8ca04ccd..fe69233e68 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -22,7 +22,7 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -39,9 +39,13 @@ VARYING vec4 vary_CloudColorAmbient;
VARYING float vary_CloudDensity;
uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
uniform vec4 gamma;
+uniform float cloud_scale;
+uniform float cloud_variance;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
@@ -49,12 +53,14 @@ VARYING vec2 vary_texcoord2;
VARYING vec2 vary_texcoord3;
/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+vec3 scaleSoftClip(vec3 light);
- return light;
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return cloud_noise_sample;
}
void main()
@@ -69,25 +75,36 @@ void main()
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
// Offset texture coords
- uv1 += cloud_pos_density1.xy; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
// Compute alpha1, the main cloud opacity
- float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z;
- alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.);
+
+ float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
// And smooth
alpha1 = 1. - alpha1 * alpha1;
alpha1 = 1. - alpha1 * alpha1;
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
// Compute alpha2, for self shadowing effect
// (1 - alpha2) will later be used as percentage of incoming sunlight
- float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5);
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
// And smooth
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index fef1c5a584..380d382020 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -50,14 +50,7 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(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 getDepth(vec2 pos_screen);
float calc_cof(float depth)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
new file mode 100644
index 0000000000..9d7a7f6556
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -0,0 +1,75 @@
+/**
+ * @file class1/deferred/deferredUtil.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 sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 decode_normal(vec2 enc);
+
+vec2 getScreenCoordinate(vec2 screenpos)
+{
+ vec2 sc = screenpos.xy * 2.0;
+ if (screen_res.x > 0 && screen_res.y > 0)
+ {
+ sc /= screen_res;
+ }
+ return sc - vec2(1.0, 1.0);
+}
+
+vec3 getNorm(vec2 screenpos)
+{
+ vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
+ return decode_normal(enc_norm);
+}
+
+float getDepth(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen).r;
+ return depth;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = getDepth(pos_screen);
+ vec2 sc = getScreenCoordinate(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth)
+{
+ vec2 sc = getScreenCoordinate(pos_screen);
+ 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;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 7930b5d18b..b328ee9483 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -37,11 +39,7 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index 8525e13333..fc5c86b4d6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -36,11 +38,7 @@ uniform float minimum_alpha;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index 37d70a2412..1bb8eb8bd0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -23,6 +23,7 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -37,11 +38,7 @@ uniform sampler2D diffuseMap;
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 6befb1bd8b..8319e61242 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -22,6 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -35,11 +37,7 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index adc361d7a2..828c325c9d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -33,12 +35,7 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 115b04797f..7fec3e03e7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -36,9 +36,6 @@ 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;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 756e625d07..2db737a427 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,5 +1,5 @@
/**
- * @file fullbrightF.glsl
+ * @file deferred/fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -41,44 +41,10 @@ VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-}
-
vec3 fullbrightAtmosTransportDeferred(vec3 light)
{
return light;
@@ -94,52 +60,6 @@ vec3 fullbrightScaleSoftClipDeferred(vec3 light)
uniform float minimum_alpha;
#endif
-#ifdef WATER_FOG
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(pos);
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(pos - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-#endif
-
void main()
{
#if HAS_DIFFUSE_LOOKUP
@@ -158,15 +78,12 @@ void main()
#endif
color.rgb *= vertex_color.rgb;
- color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportDeferred(color.rgb);
color.rgb = fullbrightScaleSoftClipDeferred(color.rgb);
- color.rgb = linear_to_srgb(color.rgb);
-
#ifdef WATER_FOG
vec3 pos = vary_position;
- vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha));
+ vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
color.rgb = fogged.rgb;
color.a = fogged.a;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index b0db9876d3..30e560450b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -23,7 +23,7 @@
* $/LicenseInfo$
*/
-
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 8e899e3e0f..816bd0bf3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -37,8 +37,6 @@ void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
#ifdef WATER_FOG
VARYING vec3 vary_position;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index f8fdde43f9..d29e8a9423 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -38,42 +40,6 @@ uniform sampler2D specularMap;
VARYING vec2 vary_texcoord0;
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -86,8 +52,6 @@ void main()
vec4 norm = texture2D(normalMap, vary_texcoord0.xy);
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
- col.rgb = linear_to_srgb(col.rgb);
-
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
frag_data[2] = vec4(norm.xy,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl
index 587f3d5a94..49bfa660f8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl
@@ -1,7 +1,7 @@
/**
- * @file srgb.glsl
+ * @file class1/deferred/indirect.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -23,24 +23,8 @@
* $/LicenseInfo$
*/
-vec3 srgb_to_linear(vec3 cs)
+vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)
{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
-
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
- return mix(high_range, low_range, lte);
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
-
- bvec3 lt = lessThan(cl,vec3(0.0031308));
- return mix(high_range, low_range, lt);
-
+ return ambient;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index dcf474824d..be1003a7e0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -22,8 +22,8 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform sampler2DRect diffuseMap;
+
+/*[EXTRA_CODE_HERE]*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -31,6 +31,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+uniform sampler2DRect diffuseMap;
VARYING vec2 vary_fragcoord;
void main()
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 07d28ed4cd..a0da8563a2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -23,50 +23,24 @@
* $/LicenseInfo$
*/
-#define DIFFUSE_ALPHA_MODE_IGNORE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
+/*[EXTRA_CODE_HERE]*/
+
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness;
uniform float display_gamma;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFrag(vec3 l);
-}
+void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -88,7 +62,7 @@ uniform vec4 shadow_clip;
uniform vec2 shadow_res;
uniform float shadow_bias;
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
{
stc.xyz /= stc.w;
stc.z += shadow_bias;
@@ -106,44 +80,26 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
return shadow*0.2;
}
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen);
#endif
uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+uniform sampler2D lightFunc;
// 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 float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
-uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
+uniform vec3 moon_dir;
VARYING vec2 vary_fragcoord;
VARYING vec3 vary_position;
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -152,329 +108,84 @@ uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
-#ifdef WATER_FOG
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(pos);
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(pos - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-#endif
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return vec3(a,a,a);
-}
-
-
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
-
- vec3 col = vec3(0,0,0);
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten, 0.0);
-
- col = light_col*lit*diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- //col += spec.rgb;
- }
- }
- }
-
- return max(col, vec3(0.0,0.0,0.0));
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0,0,0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
+
+ col = light_col*lit*diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ //col += spec.rgb;
+ }
+ }
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
}
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;
+ 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;
}
-#ifndef WATER_FOG
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
-#endif
-
-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);
-
- 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //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);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / 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;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //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 * 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) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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 / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 scaleUpLight(vec3 light)
-{
- return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
-}
-
-vec3 atmosAmbient(vec3 light)
-{
- return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
-}
-
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
-}
-
-vec3 scaleSoftClip(vec3 light)
-{
- //soft clip effect:
- vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
- vec3 ones = vec3(1.0f, 1.0f, 1.0f);
-
- light = ones - clamp(light, zeroes, ones);
- light = ones - pow(light, gamma.xxx);
-
- return light;
-}
-
-vec3 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
-
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
-}
-
-vec3 fullbrightScaleSoftClip(vec3 light)
-{
- //soft clip effect:
- return light;
-}
#else
#ifdef DEFINE_GL_FRAGCOLOR
@@ -515,274 +226,260 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+vec2 encode_normal(vec3 n);
+vec3 decode_normal (vec2 enc);
void main()
{
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ vec2 pos_screen = vary_texcoord0.xy;
+
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
- if (diffcol.a < minimum_alpha)
- {
- discard;
- }
+ if (diffcol.a < minimum_alpha)
+ {
+ discard;
+ }
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
+ vec3 gamma_diff = diffcol.rgb;
#endif
#if HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
+ vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#if HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
- norm.xyz = norm.xyz * 2 - 1;
+ norm.xyz = norm.xyz * 2 - 1;
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
#endif
norm.xyz = tnorm;
norm.xyz = normalize(norm.xyz);
- vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
- vec4 final_color = diffcol;
-
+ vec4 final_color = diffcol;
+
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
+ final_color.a = emissive_brightness;
#else
- final_color.a = max(final_color.a, emissive_brightness);
+ final_color.a = max(final_color.a, emissive_brightness);
#endif
- vec4 final_specular = spec;
+ vec4 final_specular = spec;
#if HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
+ final_specular.a = specular_color.a * norm.a;
#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ final_specular.a = specular_color.a;
#endif
-
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- //forward rendering, output just lit RGBA
- vec3 pos = vary_position;
+ //forward rendering, output just lit RGBA
+ vec3 pos = vary_position;
#if HAS_SUN_SHADOW
- float shadow = 0.0;
-
- vec4 spos = vec4(pos,1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
+ float shadow = 0.0;
+
+ vec4 spos = vec4(pos,1.0);
+
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+
+ shadow /= weight;
+ }
+ else
+ {
+ shadow = 1.0;
+ }
#else
- float shadow = 1.0;
+ float shadow = 1.0;
#endif
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
+ spec = final_specular;
+ vec4 diffuse = final_color;
+ float envIntensity = final_normal.z;
vec3 col = vec3(0.0f,0.0f,0.0f);
- float bloom = 0.0;
- calcAtmospherics(pos.xyz, 1.0);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ float bloom = 0.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
- float da =dot(norm.xyz, sun_dir.xyz);
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float final_da = da;
+ float sun_da = dot(norm.xyz, sun_dir.xyz);
+ float moon_da = dot(norm.xyz, moon_dir.xyz);
+
+ float final_da = max(sun_da,moon_da);
final_da = min(final_da, shadow);
//final_da = max(final_da, diffuse.a);
final_da = max(final_da, 0.0f);
- final_da = min(final_da, 1.0f);
- final_da = pow(final_da, 1.0/1.3);
+ final_da = min(final_da, 1.0f);
+ final_da = pow(final_da, display_gamma);
- col.rgb = atmosAmbient(col);
-
- float ambient = min(abs(da), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
+ col.rgb = (col * 0.5) + amblit;
+
+ float ambient = min(abs(final_da), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
- col.rgb *= ambient;
+ col.rgb *= ambient;
- col.rgb = col.rgb + atmosAffectDirectionalLight(final_da);
+ col.rgb = col.rgb + (final_da * sunlit);
- col.rgb *= gamma_diff.rgb;
-
-
- float glare = 0.0;
+ col.rgb *= gamma_diff.rgb;
+
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
-
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
+ float glare = 0.0;
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
+ float sa = dot(refnormpersp, sun_dir.xyz);
- col += spec_contrib;
- }
+ vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ glare = max(spec_contrib.r, spec_contrib.g);
+ glare = max(glare, spec_contrib.b);
- col = mix(col.rgb, diffcol.rgb, diffuse.a);
+ col += spec_contrib;
+ }
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol,
- envIntensity);
+ col = mix(col.rgb, diffcol.rgb, diffuse.a);
- float cur_glare = max(refcol.r, refcol.g);
- cur_glare = max(cur_glare, refcol.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
+ if (envIntensity > 0.0)
+ {
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ col = mix(col.rgb, refcol,
+ envIntensity);
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+ float cur_glare = max(refcol.r, refcol.g);
+ cur_glare = max(cur_glare, refcol.b);
+ cur_glare *= envIntensity*4.0;
+ glare += cur_glare;
+ }
- //convert to linear space before adding local lights
- col = srgb_to_linear(col);
+ col = atmosFragLighting(col, additive, atten);
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0,0,0);
+ vec3 npos = normalize(-pos.xyz);
+
+ vec3 light = vec3(0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- col.rgb += light.rgb;
+ col.rgb += light.rgb;
- glare = min(glare, 1.0);
- float al = max(diffcol.a,glare)*vertex_color.a;
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a,glare)*vertex_color.a;
- //convert to gamma space for display on screen
- col.rgb = linear_to_srgb(col.rgb);
+ col = scaleSoftClipFrag(col);
#ifdef WATER_FOG
- vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
- col.rgb = temp.rgb;
- al = temp.a;
+ vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
+ col.rgb = temp.rgb;
+ al = temp.a;
#endif
- frag_color.rgb = col.rgb;
- frag_color.a = al;
+ frag_color.rgb = col.rgb;
+ frag_color.a = al;
#else
- frag_data[0] = final_color;
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
+ frag_data[0] = final_color;
+ frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
new file mode 100644
index 0000000000..8bf4551abc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -0,0 +1,65 @@
+/**
+ * @file moonF.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
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform vec4 color;
+uniform vec4 sunlight_color;
+uniform vec3 lumWeights;
+uniform float moon_brightness;
+uniform float minLuminance;
+uniform sampler2D diffuseMap;
+uniform sampler2D altDiffuseMap;
+uniform float blend_factor; // interp factor between moon A/B
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 c = mix(moonA, moonB, blend_factor);
+
+ // mix factor which blends when sunlight is brighter
+ // and shows true moon color at night
+ vec3 luma_weights = vec3(0.2, 0.3, 0.2);
+
+ float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights);
+
+ vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
+ c.rgb = pow(c.rgb, exp);
+
+ frag_data[0] = vec4(c.rgb, c.a);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0f);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index 6cc1e6e798..0325ecead9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -1,7 +1,7 @@
/**
- * @file srgb.glsl
+ * @file moonV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -23,32 +23,26 @@
* $/LicenseInfo$
*/
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-}
+VARYING vec2 vary_texcoord0;
-vec3 linear_to_srgb(vec3 cl)
+void calcAtmospherics(vec3 eye_pos);
+
+void main()
{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
- bvec3 lt = lessThan(cl,vec3(0.0031308));
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
+ calcAtmospherics(pos.xyz);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 9974f8f31b..e8eef9b94b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -57,35 +57,9 @@ uniform float far_z;
uniform mat4 inv_proj;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec3 decode_normal (vec2 enc);
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 3a3e871ade..7438fac8fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -30,14 +30,14 @@
#extension GL_ARB_texture_rectangle : enable
#extension GL_ARB_shader_texture_lod : enable
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-/*[EXTRA_CODE_HERE]*/
-
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -72,64 +72,11 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
+vec3 decode_normal (vec2 enc);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -149,7 +96,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -167,7 +113,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -178,19 +123,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index aba4a01754..8e756c37bf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -56,35 +56,9 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec3 decode_normal (vec2 enc);
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
- sc /= viewport.zw;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index a5625fbc16..3da8531442 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file pointLightF.glsl
+ * @file pointLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 6669947d1b..0b943d2527 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -40,30 +40,10 @@ VARYING vec2 vary_fragcoord;
uniform float display_gamma;
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-
void main()
{
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
- diff.rgb = linear_to_srgb(diff.rgb);
- frag_color = diff;
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
+ diff.rgb = pow(diff.rgb, vec3(display_gamma));
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index 018ced4cad..e33254304b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
new file mode 100644
index 0000000000..12bc690553
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
@@ -0,0 +1,55 @@
+/**
+ * @file shadowAlphaMaskF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING float pos_w;
+
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
+
+ frag_color = vec4(alpha, alpha, alpha, 1);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
new file mode 100644
index 0000000000..11411a605c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file shadowAlphaMaskV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING float pos_w;
+
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ pos_w = pos.w;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 91a96977f0..ae1b19a35c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 3d1b182875..242aef821d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
new file mode 100644
index 0000000000..ae5cb7cbc1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -0,0 +1,191 @@
+/**
+ * @file class1/deferred/shadowUtil.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 sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
+uniform sampler2D noiseMap;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 decode_normal(vec2 enc);
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias * bias_scale;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
+{
+ float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
+ float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
+ float dp_directional_light = max(dp_sun,dp_moon);
+ dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
+
+ vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
+ vec3 offset = light_dir * (1.0-dp_directional_light);
+ vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+
+ float shadow = 0.0f;
+ vec4 spos = vec4(shadow_pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+ weight += w;
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
+{
+ float shadow = 0.0f;
+ pos += norm * spot_shadow_offset;
+
+ vec4 spos = vec4(pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ {
+ lpos = shadow_matrix[4 + index]*spos;
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+
+ shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 22f4729e2e..0613111632 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -1,5 +1,5 @@
/**
- * @file WLSkyF.glsl
+ * @file class1/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -35,17 +37,10 @@ out vec4 frag_data[3];
VARYING vec4 vary_HazeColor;
-uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
-}
+vec3 scaleSoftClip(vec3 light);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 03bdb754b5..0de38a3d62 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -1,5 +1,5 @@
/**
- * @file softenLightF.glsl
+ * @file class1/deferred/softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -41,7 +41,7 @@ uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
@@ -51,427 +51,121 @@ 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 float haze_horizon;
-uniform float haze_density;
-uniform float cloud_shadow;
-uniform float density_multiplier;
-uniform float distance_multiplier;
-uniform float max_y;
-uniform vec4 glow;
uniform float global_gamma;
-uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
+uniform vec3 moon_dir;
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;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
-}
-
-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;
-}
-
-
#ifdef WATER_FOG
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(pos);
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(pos - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
+vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
-
- 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 + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
- //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);
- blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density) / 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;
-
- // Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
- // compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
- //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 * 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) + tmpAmbient)
- + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * 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 fullbrightAtmosTransport(vec3 light) {
- float brightness = dot(light.rgb, vec3(0.33333));
-
- return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
-}
-
-
-
-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 decode_normal (vec2 enc);
+vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
+void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-vec3 atmosAffectDirectionalLight(float lightIntensity)
-{
- return getSunlitColor() * lightIntensity;
-}
+vec3 scaleSoftClip(vec3 l);
+vec3 fullbrightScaleSoftClip(vec3 l);
-vec3 scaleSoftClip(vec3 light)
+vec4 getPosition_d(vec2 pos_screen, float depth)
{
- //soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
-
- return light;
+ 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 fullbrightScaleSoftClip(vec3 light)
-{
- //soft clip effect:
- return light;
-}
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition(vec2 pos_screen);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da = dot(norm.xyz, sun_dir.xyz);
-
- float final_da = max(0.0,da);
- final_da = min(final_da, 1.0f);
- final_da = pow(final_da, 1.0/1.3);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- //convert to gamma space
- diffuse.rgb = linear_to_srgb(diffuse.rgb);
-
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 col;
- float bloom = 0.0;
- {
- calcAtmospherics(pos.xyz, 1.0);
-
- col = atmosAmbient(vec3(0));
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
-
- col += atmosAffectDirectionalLight(final_da);
-
- col *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
-
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- col += spec_contrib;
- }
-
-
- col = mix(col.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
-
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
-
- col = mix(col.rgb, refcol,
- envIntensity);
- }
-
- if (norm.w < 0.5)
- {
- col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
- col = fogged.rgb;
- bloom = fogged.a;
- #endif
-
- col = srgb_to_linear(col);
-
- //col = vec3(1,0,1);
- //col.g = envIntensity;
- }
-
- frag_color.rgb = col.rgb;
- frag_color.a = bloom;
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec3 pos = getPositionWithDepth(tc, depth).xyz;
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
+ float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
+ float da = max(da_sun, da_moon);
+
+ float final_da = clamp(da, 0.0, 1.0);
+ final_da = pow(final_da, global_gamma + 0.3);
+
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec3 col;
+ float bloom = 0.0;
+ {
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+
+ float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0 - ambient);
+
+ col = amblit;
+ col *= ambient;
+ col += (final_da * sunlit);
+ col *= diffuse.rgb;
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ col += spec_contrib;
+ }
+
+ col = mix(col.rgb, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
+ col = mix(col.rgb, refcol, envIntensity);
+ }
+
+ if (norm.w < 0.5)
+ {
+ col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
+ col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ }
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+ }
+
+ frag_color.rgb = col.rgb;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index b59fcbe017..e992776cb4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file softenLightF.glsl
+ * @file softenLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index f1aec315cc..22488944cd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -70,69 +70,11 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
+vec3 decode_normal (vec2 enc);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -152,7 +94,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -170,7 +111,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -181,19 +121,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index 821058804c..4ae3f7b76f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -31,14 +33,34 @@ out vec4 frag_data[3];
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec2 screenpos;
uniform sampler2D diffuseMap;
+uniform sampler2D altDiffuseMap;
+uniform float blend_factor;
+uniform float custom_alpha;
+uniform vec4 sunlight_color;
+uniform float time;
+
+float twinkle(){
+ float d = fract(screenpos.x + screenpos.y);
+ return abs(d);
+}
void main()
{
- vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy);
-
+ vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col = mix(col_b, col_a, blend_factor);
+ col.rgb *= vertex_color.rgb;
+
+ float factor = smoothstep(0.0f, 0.9f, custom_alpha);
+
+ col.a = (col.a * factor) * 32.0f;
+ col.a *= twinkle();
+
frag_data[0] = col;
- frag_data[1] = vec4(0,0,0,0);
- frag_data[2] = vec4(0,0,1,0);
+ frag_data[1] = vec4(0.0f);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 8bc5b06379..bb2a2ee72b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -25,6 +25,7 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform float time;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
@@ -32,11 +33,20 @@ ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+VARYING vec2 screenpos;
void main()
{
//transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * vec4(position, 1.0);
+
+// bias z to fix SL-9806 and get stars to depth test against clouds
+ pos.z += 0.001f;
+
+ gl_Position = pos;
+
+ float t = mod(time, 1.25f);
+ screenpos = position.xy * vec2(t, t);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
new file mode 100644
index 0000000000..3557c0766e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file sunDiscF.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
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+uniform sampler2D diffuseMap;
+uniform sampler2D altDiffuseMap;
+uniform float blend_factor; // interp factor between sunDisc A/B
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 c = mix(sunDiscA, sunDiscB, blend_factor);
+ c.rgb = clamp(c.rgb, vec3(0), vec3(1));
+ c.rgb = pow(c.rgb, vec3(0.7f));
+ c.rgb = fullbrightAtmosTransport(c.rgb);
+ c.rgb = fullbrightScaleSoftClip(c.rgb);
+ frag_data[0] = c;
+ frag_data[1] = vec4(0.0f);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
new file mode 100644
index 0000000000..c67ed8e6d9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file sunDiscV.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;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
+void calcAtmospherics(vec3 eye_pos);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
+ vec4 pos = modelview_projection_matrix*vert;
+
+ gl_Position = pos;
+
+ calcAtmospherics(pos.xyz);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 930255729b..6d65ee2add 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -41,97 +41,15 @@ uniform sampler2D noiseMap;
// Inputs
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
+vec3 decode_normal (vec2 enc);
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
void main()
{
@@ -139,13 +57,11 @@ void main()
//try doing an unproject here
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy);
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
- frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm);
- frag_color[2] = 1.0;
- frag_color[3] = 1.0;
+ frag_color.r = 1.0;
+ frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color.b = 1.0;
+ frag_color.a = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 52a429465f..0cd90b0d97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -39,11 +41,7 @@ VARYING vec3 vary_normal;
VARYING vec4 vary_texcoord0;
VARYING vec4 vary_texcoord1;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 808750496f..89e354558a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -37,11 +39,7 @@ VARYING vec2 vary_texcoord0;
uniform float minimum_alpha;
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index d4d2f5f571..e34d75ba1d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
index 78f841c733..e95a688e1f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -23,6 +23,8 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
@@ -56,48 +58,7 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
-
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
+vec2 encode_normal(vec3 n);
vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
@@ -151,7 +112,7 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse
+ frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 37dcd3ad34..9da2548586 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file waterF.glsl
+ * @file class1/deferred/waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -37,17 +37,10 @@ vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
uniform sampler2D screenTex;
uniform sampler2D refTex;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
uniform float sunAngle;
uniform float sunAngle2;
uniform vec3 lightDir;
@@ -69,47 +62,16 @@ VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lte.r ? low_range.r : high_range.r;
- result.g = lte.g ? low_range.g : high_range.g;
- result.b = lte.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lte);
-#endif
+vec2 encode_normal(vec3 n);
+vec3 scaleSoftClipFrag(vec3 l);
-}
-
-vec3 linear_to_srgb(vec3 cl)
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
- bvec3 lt = lessThan(cl,vec3(0.0031308));
-
-#ifdef OLD_SELECT
- vec3 result;
- result.r = lt.r ? low_range.r : high_range.r;
- result.g = lt.g ? low_range.g : high_range.g;
- result.b = lt.b ? low_range.b : high_range.b;
- return result;
-#else
- return mix(high_range, low_range, lt);
-#endif
-
-}
-
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
+ //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0);
+ //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0);
+ //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z));
+ vec3 n = normalize(mix(bump1, bump2, blend_factor));
+ return n;
}
void main()
@@ -121,9 +83,19 @@ void main()
vec3 viewVec = normalize(view.xyz);
//get wave normals
- vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+
+
+ vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+
+ vec3 wave1 = BlendNormal(wave1_a, wave1_b);
+ vec3 wave2 = BlendNormal(wave2_a, wave2_b);
+ vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+
//get base fresnel components
vec3 df = vec3(
@@ -186,6 +158,7 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;
@@ -193,7 +166,7 @@ void main()
color.rgb += spec * specular;
color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClipFrag(color.rgb);
color.a = spec * sunAngle2;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index 9734acf005..8863869e44 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -31,8 +31,8 @@ ATTRIBUTE vec3 position;
void calcAtmospherics(vec3 inPositionEye);
-uniform vec2 d1;
-uniform vec2 d2;
+uniform vec2 waveDir1;
+uniform vec2 waveDir2;
uniform float time;
uniform vec3 eyeVec;
uniform float waterHeight;
@@ -88,10 +88,10 @@ void main()
calcAtmospherics(pos.xyz);
//pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
+ vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
//get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
+ littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13;
+ littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
view.w = bigWave.y;
refCoord.w = bigWave.x;