diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
18 files changed, 9 insertions, 373 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl deleted file mode 100644 index 26d23aec79..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/** - * @file attachmentAlphaMaskShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2D diffuseMap; - -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) // treat as semi-transparent - { - //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl deleted file mode 100644 index 57fd620cae..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file attachmentAlphaShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; -uniform sampler2D diffuseMap; - -VARYING float pos_w; -VARYING float target_pos_x; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl deleted file mode 100644 index a7bf4d7780..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file attachmentAlphaShadowV.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 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; -uniform float shadow_target_width; - -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void passTextureIndex(); - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 p = projection_matrix * vec4(pos, 1.0); - - pos_w = p.w; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; - -#if !defined(DEPTH_CLAMP) - p.z = max(p.z, -p.w+0.01); - post_pos = p; - gl_Position = p; -#else - gl_Position = p; -#endif - - passTextureIndex(); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl deleted file mode 100644 index 8e9a5fcd41..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file avatarShadowF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec2 vary_texcoord0; - -void main() -{ - frag_color = vec4(1,1,1,1); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl deleted file mode 100644 index 0fa0edfd67..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file attachmentShadowV.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 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - - vec4 p = projection_matrix * vec4(pos, 1.0); -#if !defined(DEPTH_CLAMP) - p.z = max(p.z, -p.w+0.01); - gl_Position = p; -#else - gl_Position = p; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index 407ee39fbb..44f67899e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -32,10 +32,6 @@ out vec4 frag_color; uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - VARYING float target_pos_x; VARYING float pos_w; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index cfebc7bc66..9a0024ede9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -33,10 +33,6 @@ uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index 40ac7b1f95..dfe7077db5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -34,9 +34,6 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; @@ -66,13 +63,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 57c4bafd79..0c386ade6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -25,18 +25,10 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - void main() { frag_color = vec4(1,1,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 91b25613e0..ac8a483a6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,10 +31,6 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - void main() { vec4 pos; @@ -53,13 +49,7 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl index 2b17aea75a..61c9e60744 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl @@ -57,11 +57,7 @@ void main() post_pos = pos; -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index b6a0f0b165..40f8fc9894 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -47,11 +47,7 @@ void main() post_pos = pos; -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 0e74d2eb8a..9608e89169 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,10 +27,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - uniform vec3 box_center; uniform vec3 box_size; @@ -40,11 +36,5 @@ void main() vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index bdf8e0854d..186ba49969 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -28,8 +28,6 @@ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; -VARYING vec4 post_pos; - mat4 getObjectSkinnedTransform(); void main() @@ -41,12 +39,5 @@ void main() vec4 pos = (mat*vec4(position.xyz, 1.0)); pos = projection_matrix*pos; - post_pos = pos; - -#if !defined(DEPTH_CLAMP) - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index e83cda89ef..bd62954ff8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -29,5 +29,6 @@ in vec3 position; void main() { + //transform vertex gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 802179a401..c850a39d6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -25,18 +25,14 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { @@ -48,5 +44,4 @@ void main() } frag_color = vec4(1,1,1,1); - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index d9ca6d3a46..5a7cf369b5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -30,8 +30,7 @@ uniform mat4 projection_matrix; ATTRIBUTE vec3 position; ATTRIBUTE vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); @@ -43,11 +42,7 @@ void main() mat = modelview_matrix * mat; vec4 pos = mat * vec4(position.xyz, 1.0); - pos = projection_matrix * pos; - - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_Position = projection_matrix * pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index e472a75304..3102c870fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -26,20 +26,15 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } |