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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl329
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl112
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl53
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl127
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl511
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl)59
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl106
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl)14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl423
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl145
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl284
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl)49
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl)33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/indirect.glsl)15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl159
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl153
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl139
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl132
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl158
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl)18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl99
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl)32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl170
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl279
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl122
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl82
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl184
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl99
106 files changed, 2305 insertions, 4114 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
deleted file mode 100644
index 02b2daf0ac..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ /dev/null
@@ -1,329 +0,0 @@
-/**
- * @file alphaF.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
- * $/LicenseInfo$
- */
-
-//class1/deferred/alphaF.glsl
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform mat3 env_mat;
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
-#ifdef USE_DIFFUSE_TEX
-uniform sampler2D diffuseMap;
-#endif
-
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color; //vertex color should be treated as sRGB
-#endif
-
-#ifdef HAS_ALPHA_MASK
-uniform float minimum_alpha;
-#endif
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform int sun_up_factor;
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-
-vec2 encode_normal (vec3 n);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao);
-
-#ifdef HAS_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#endif
-
-float getAmbientClamp();
-
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
-{
- // SL-14895 inverted attenuation work-around
- // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
- // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
- // to recover the `adjusted_radius` value previously being sent as la.
- float falloff_factor = (12.0 * fa) - 9.0;
- float inverted_la = falloff_factor / la;
- // Yes, it makes me want to cry as well. DJH
-
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
-
- /*if (dist > inverted_la)
- {
- return col;
- }
-
- clip to projector bounds
- vec4 proj_tc = proj_mat * lp;
-
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }*/
-
- if (dist > 0.0 && inverted_la > 0.0)
- {
- dist /= inverted_la;
-
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
- da = max(0.0, da);
-
- float lit = 0.0f;
-
- float amb_da = 0.0;//ambiance;
- if (da > 0)
- {
- lit = max(da * dist_atten,0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5+0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 ... need to work out why this blows out in many setups...
- //col.rgb += amb_da * light_col * diffuse;
-
- // no spec for alpha shader...
- }
- col = max(col, vec3(0));
- return col;
-}
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
- vec3 norm = vary_norm;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
-#endif
-
-#ifdef USE_DIFFUSE_TEX
- vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
-
-#ifdef USE_INDEXED_TEX
- vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
-#endif
-
- vec4 diffuse_srgb = diffuse_tap;
-
-#ifdef FOR_IMPOSTOR
- vec4 color;
- color.rgb = diffuse_srgb.rgb;
- color.a = 1.0;
-
- float final_alpha = diffuse_srgb.a * vertex_color.a;
- diffuse_srgb.rgb *= vertex_color.rgb;
-
- // Insure we don't pollute depth with invis pixels in impostor rendering
- //
- if (final_alpha < minimum_alpha)
- {
- discard;
- }
-
- color.rgb = diffuse_srgb.rgb;
- color.a = final_alpha;
-
-#else // FOR_IMPOSTOR
-
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
-
- float final_alpha = diffuse_linear.a;
-
-#ifdef USE_VERTEX_COLOR
- final_alpha *= vertex_color.a;
-
- if (final_alpha < minimum_alpha)
- { // TODO: figure out how to get invisible faces out of
- // render batches without breaking glow
- discard;
- }
-
- diffuse_srgb.rgb *= vertex_color.rgb;
- diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
-#endif // USE_VERTEX_COLOR
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- float da = dot(norm.xyz, light_dir.xyz);
- da = clamp(da, -1.0, 1.0);
- da = pow(da, 1.0/1.3);
-
- float final_da = da;
- final_da = clamp(final_da, 0.0f, 1.0f);
-
- vec4 color = vec4(0.0);
-
- color.a = final_alpha;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(final_da, shadow) * sunlit;
-
-#if !defined(AMBIENT_KILL)
- color.rgb = amblit;
- color.rgb *= ambient;
-#endif // !defined(AMBIENT_KILL)
-
-vec3 post_ambient = color.rgb;
-
-#if !defined(SUNLIGHT_KILL)
- color.rgb += sun_contrib;
-#endif // !defined(SUNLIGHT_KILL)
-
-vec3 post_sunlight = color.rgb;
-
- color.rgb *= diffuse_srgb.rgb;
-
-vec3 post_diffuse = color.rgb;
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
-
-vec3 post_atmo = color.rgb;
-
- vec4 light = vec4(0,0,0,0);
-
- color.rgb = scaleSoftClipFrag(color.rgb);
-
- //convert to linear before applying local lights
- color.rgb = srgb_to_linear(color.rgb);
-
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- // sum local light contrib in linear colorspace
-#if !defined(LOCAL_LIGHT_KILL)
- color.rgb += light.rgb;
-#endif // !defined(LOCAL_LIGHT_KILL)
- // back to sRGB as we're going directly to the final RT post-deferred gamma correction
- color.rgb = linear_to_srgb(color.rgb);
-
-//color.rgb = amblit;
-//color.rgb = vec3(ambient);
-//color.rgb = sunlit;
-//color.rgb = vec3(final_da);
-//color.rgb = post_ambient;
-//color.rgb = post_sunlight;
-//color.rgb = sun_contrib;
-//color.rgb = diffuse_srgb.rgb;
-//color.rgb = post_diffuse;
-//color.rgb = post_atmo;
-
-#ifdef WATER_FOG
- color = applyWaterFogView(pos.xyz, color);
-#endif // WATER_FOG
-
-#endif // #else // FOR_IMPOSTOR
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 6a93bc2fd2..4c9d813c9c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -33,19 +33,19 @@ uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
+in vec3 position;
#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
-ATTRIBUTE vec3 normal;
+in vec3 normal;
#ifdef USE_VERTEX_COLOR
-ATTRIBUTE vec4 diffuse_color;
+in vec4 diffuse_color;
#endif
-ATTRIBUTE vec2 texcoord0;
+in vec2 texcoord0;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
@@ -55,15 +55,15 @@ mat4 getSkinnedTransform();
#endif
#endif
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
+out vec3 vary_fragcoord;
+out vec3 vary_position;
#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
+out vec4 vertex_color;
#endif
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
+out vec2 vary_texcoord0;
+out vec3 vary_norm;
uniform float near_clip;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 23adbded5e..da467cd5da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -24,8 +24,8 @@
*/
uniform sampler2D noiseMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform float ssao_radius;
uniform float ssao_max_radius;
@@ -38,16 +38,12 @@ uniform vec2 screen_res;
vec2 getScreenCoordinateAo(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);
}
float getDepthAo(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen).r;
+ float depth = texture(depthMap, pos_screen).r;
return depth;
}
@@ -75,7 +71,7 @@ vec2 getKern(int i)
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];
+ return kern[i] / screen_res;
}
//calculate decreases in ambient lighting when crowded out (SSAO)
@@ -83,8 +79,8 @@ 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;
-
+ vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy;
+
float angle_hidden = 0.0;
float points = 0;
@@ -95,7 +91,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
{
vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
vec3 samppos_world = getPositionAo(samppos_screen).xyz;
-
+
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
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 c64b6ba240..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
+++ /dev/null
@@ -1,64 +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);
-
-#if !DEPTH_CLAMP
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-}
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 b54c580ce9..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
+++ /dev/null
@@ -1,68 +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 !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);
-
-#if !DEPTH_CLAMP
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
-}
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 31b93dc36a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
+++ /dev/null
@@ -1,74 +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;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-void passTextureIndex();
-
-#if !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 !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/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 b8ce54bcb1..f1dc1159d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -1,5 +1,5 @@
/**
- * @file treeShadowF.glsl
+ * @file avatarAlphaMaskShadowF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,26 +23,18 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
-VARYING vec4 post_pos;
-#endif
-
-VARYING float target_pos_x;
-VARYING float pos_w;
-VARYING vec2 vary_texcoord0;
+in float target_pos_x;
+in float pos_w;
+in vec2 vary_texcoord0;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
if (alpha < 0.05) // treat as totally transparent
{
@@ -58,8 +50,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !DEPTH_CLAMP
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
deleted file mode 100644
index bbdc8fdd1c..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ /dev/null
@@ -1,112 +0,0 @@
-/**
- * @file avatarAlphaNoColorV.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;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient();
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-
-uniform float near_clip;
-
-uniform vec4 color;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight);
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
- vary_norm = norm;
-
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-
- vary_position = pos.xyz;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
-
- vary_pointlight_col = col.rgb*color.rgb;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient();
-
- vary_ambient = col.rgb*color.rgb;
- vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
-
- col.rgb = col.rgb * color.rgb;
-
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 1b16e4eb09..097e28aa0c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -23,28 +23,20 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !DEPTH_CLAMP
-VARYING vec4 post_pos;
-#endif
-
-VARYING float pos_w;
-VARYING float target_pos_x;
-VARYING vec2 vary_texcoord0;
+in float pos_w;
+in float target_pos_x;
+in vec2 vary_texcoord0;
uniform vec4 color;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a;
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a;
if (alpha < 0.05) // treat as totally transparent
{
@@ -60,9 +52,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !DEPTH_CLAMP
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index 1c5b142ebd..57e0b2b59f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -1,5 +1,5 @@
/**
- * @file avatarShadowV.glsl
+ * @file avatarAlphaShadowV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -30,16 +30,13 @@ uniform float shadow_target_width;
mat4 getSkinnedTransform();
void passTextureIndex();
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec3 normal;
+in vec2 texcoord0;
-#if !DEPTH_CLAMP
-VARYING vec4 post_pos;
-#endif
-VARYING float pos_w;
-VARYING float target_pos_x;
-VARYING vec2 vary_texcoord0;
+out float pos_w;
+out float target_pos_x;
+out vec2 vary_texcoord0;
void main()
{
@@ -66,13 +63,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#if !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/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index 01ffb862f7..83b0ba096c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -27,14 +27,14 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec3 normal;
+in vec4 diffuse_color;
+in vec2 texcoord0;
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec3 vary_normal;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 60d83cc623..6ebe4ce251 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -25,24 +25,20 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
uniform sampler2D diffuseMap;
uniform float minimum_alpha;
-VARYING vec3 vary_normal;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_normal;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
- vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 diff = texture(diffuseMap, vary_texcoord0.xy);
if (diff.a < minimum_alpha)
{
@@ -52,6 +48,6 @@ void main()
frag_data[0] = vec4(diff.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 50020a50d8..0c386ade6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -25,24 +25,12 @@
/*[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);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 91b25613e0..5c64d48399 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -27,13 +27,9 @@ uniform mat4 projection_matrix;
mat4 getSkinnedTransform();
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
+in vec3 position;
+in vec3 normal;
+in vec2 texcoord0;
void main()
{
@@ -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/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 1bd8fee7c9..bc0c11ec46 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -25,16 +25,16 @@
uniform mat4 projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec3 normal;
+in vec2 texcoord0;
mat4 getSkinnedTransform();
-ATTRIBUTE vec4 weight;
+in vec4 weight;
-VARYING vec3 vary_normal;
-VARYING vec2 vary_texcoord0;
+out vec3 vary_normal;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 596d0274af..08baf98686 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -23,26 +23,21 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D normalMap;
+uniform sampler2D lightMap;
uniform float dist_factor;
uniform float blur_size;
uniform vec2 delta;
+uniform vec2 screen_res;
uniform vec3 kern[4];
uniform float kern_scale;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
@@ -52,8 +47,8 @@ void main()
vec2 tc = vary_fragcoord.xy;
vec3 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
-
+ vec4 ccol = texture(lightMap, tc).rgba;
+
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
@@ -64,43 +59,57 @@ void main()
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 *= screen_res;
+ float tc_mod = 0.5*(tc.x + tc.y);
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++)
+ // TODO: move this to kern instead of building kernel per pixel
+ vec3 k[7];
+ k[0] = kern[0];
+ k[2] = kern[1];
+ k[4] = kern[2];
+ k[6] = kern[3];
+
+ k[1] = (k[0]+k[2])*0.5f;
+ k[3] = (k[2]+k[4])*0.5f;
+ k[5] = (k[4]+k[6])*0.5f;
+
+ for (int i = 1; i < 7; i++)
{
- vec2 samptc = tc + kern[i].z*dlt;
+ vec2 samptc = tc + k[i].z*dlt*2.0;
+ samptc /= screen_res;
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 += texture(lightMap, samptc)*k[i].xyxx;
+ defined_weight += k[i].xy;
}
}
- for (int i = 1; i < 4; i++)
+ for (int i = 1; i < 7; i++)
{
- vec2 samptc = tc - kern[i].z*dlt;
+ vec2 samptc = tc - k[i].z*dlt*2.0;
+ samptc /= screen_res;
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 += texture(lightMap, samptc)*k[i].xyxx;
+ defined_weight += k[i].xy;
}
}
col /= defined_weight.xyxx;
- col.y *= col.y;
+ //col.y *= col.y;
- frag_color = col;
+ frag_color = max(col, vec4(0));
#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.
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index 212f7e56ad..5abaa1f2a6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -23,17 +23,15 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
+in vec3 position;
-ATTRIBUTE vec3 position;
-
-VARYING vec2 vary_fragcoord;
+out vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index b5677a07ee..35f483f633 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -25,28 +25,24 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
+in vec3 vary_mat0;
+in vec3 vary_mat1;
+in vec3 vary_mat2;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if(col.a < minimum_alpha)
{
@@ -54,7 +50,7 @@ void main()
}
col *= vertex_color;
- vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
+ vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
@@ -64,5 +60,6 @@ void main()
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index d90891aa20..3af2eab1e4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -27,17 +27,17 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 tangent;
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec2 texcoord0;
+in vec4 tangent;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec3 vary_mat0;
+out vec3 vary_mat1;
+out vec3 vary_mat2;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
deleted file mode 100644
index 0157d166e0..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
+++ /dev/null
@@ -1,127 +0,0 @@
-/**
- * @file class3/deferred/cloudsF.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 sampler2D diffuseMap;
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-
-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 sunlight_color;
-uniform vec4 cloud_color;
-uniform float cloud_shadow;
-uniform float cloud_scale;
-uniform float cloud_variance;
-uniform vec3 camPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-uniform float far_z;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
-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 normalize(cloud_noise_sample);
-}
-
-void main()
-{
- // Set variables
- vec2 uv1 = vary_texcoord0.xy;
- vec2 uv2 = vary_texcoord1.xy;
- vec2 uv3 = vary_texcoord2.xy;
- float cloudDensity = 2.0 * (cloud_shadow - 0.25);
-
- if (cloud_scale >= 0.0001)
- {
- 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 + (disturbance * 0.2); //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) * 4.0);
-
- cloudDensity *= 1.0 - (density_variance * density_variance);
-
- // Compute alpha1, the main cloud opacity
- 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 = (cloudNoise(uv2).x - 0.5);
- alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
-
- // And smooth
- alpha2 = 1. - alpha2;
- alpha2 = 1. - alpha2 * alpha2;
-
- frag_color = vec4(alpha1, alpha1, alpha1, 1);
- }
- else
- {
- frag_color = vec4(1);
- }
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
deleted file mode 100644
index effb070f93..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
+++ /dev/null
@@ -1,63 +0,0 @@
-/**
- * @file cloudShadowV.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 !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-
-void passTextureIndex();
-
-void main()
-{
- //transform vertex
- vec4 pre_pos = vec4(position.xyz, 1.0);
- pos = modelview_projection_matrix * pre_pos;
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
-#if !defined(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/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index ae1ac5de7f..f6870c3ff0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -24,41 +24,34 @@
*/
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
+in vec3 vary_CloudColorSun;
+in vec3 vary_CloudColorAmbient;
+in 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 vec3 cloud_pos_density1;
+uniform vec3 cloud_pos_density2;
uniform float cloud_scale;
uniform float cloud_variance;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
+in vec2 vary_texcoord0;
+in vec2 vary_texcoord1;
+in vec2 vary_texcoord2;
+in vec2 vary_texcoord3;
+in float altitude_blend_factor;
vec4 cloudNoise(vec2 uv)
{
- vec4 a = texture2D(cloud_noise_texture, uv);
- vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 a = texture(cloud_noise_texture, uv);
+ vec4 b = texture(cloud_noise_texture_next, uv);
vec4 cloud_noise_sample = mix(a, b, blend_factor);
return cloud_noise_sample;
}
@@ -69,8 +62,8 @@ void main()
vec2 uv1 = vary_texcoord0.xy;
vec2 uv2 = vary_texcoord1.xy;
- vec4 cloudColorSun = vary_CloudColorSun;
- vec4 cloudColorAmbient = vary_CloudColorAmbient;
+ vec3 cloudColorSun = vary_CloudColorSun;
+ vec3 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
vec2 uv3 = vary_texcoord2.xy;
vec2 uv4 = vary_texcoord3.xy;
@@ -115,17 +108,15 @@ void main()
alpha2 = 1. - alpha2 * alpha2;
// Combine
- vec4 color;
+ vec3 color;
color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);
- color.rgb= max(vec3(0), color.rgb);
+ color.rgb = clamp(color.rgb, vec3(0), vec3(1));
color.rgb *= 2.0;
- color.rgb = scaleSoftClip(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(color.rgb, alpha1);
+ frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0,0,0,1);
-
- gl_FragDepth = 0.99995f;
+ frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[3] = vec4(color.rgb, alpha1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 8e0a001403..98314d39d3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -25,34 +25,34 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
+out vec3 vary_CloudColorSun;
+out vec3 vary_CloudColorAmbient;
+out float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING float altitude_blend_factor;
+out vec2 vary_texcoord0;
+out vec2 vary_texcoord1;
+out vec2 vary_texcoord2;
+out vec2 vary_texcoord3;
+out float altitude_blend_factor;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -60,10 +60,10 @@ uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
-uniform vec4 cloud_color;
+uniform vec3 cloud_color;
uniform float cloud_scale;
@@ -114,17 +114,17 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec4 sunlight = sunlight_color;
- vec4 light_atten;
+ vec3 sunlight = sunlight_color;
+ vec3 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);
+ light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = haze_density / combined_haze;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -155,18 +155,18 @@ void main()
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
// Increase ambient when there are more clouds
- vec4 tmpAmbient = ambient_color;
+ vec3 tmpAmbient = ambient_color;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Haze color below cloud
- vec4 additiveColorBelowCloud =
+ vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// CLOUDS
- sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP
+ sunlight = sunlight_color;
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
@@ -178,7 +178,7 @@ void main()
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
- vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
+ vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
// Make a nice cloud density based on the cloud_shadow value that was passed in.
vary_CloudDensity = 2. * (cloud_shadow - 0.25);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 079d8458c9..d95a33a6be 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -23,19 +23,12 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect depthMap;
-uniform sampler2D bloomMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform float depth_cutoff;
uniform float norm_cutoff;
@@ -48,7 +41,7 @@ uniform float max_cof;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
float calc_cof(float depth)
{
@@ -69,19 +62,18 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
- float z = texture2DRect(depthMap, tc).r;
+ float z = texture(depthMap, tc).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
float depth = p.z/p.w;
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
float sc = calc_cof(depth);
sc = min(sc, max_cof);
sc = max(sc, -max_cof);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.rgb = diff.rgb;
frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index e27bbce094..f9ebf33b4a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -23,25 +23,128 @@
* $/LicenseInfo$
*/
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+
+/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation
+MIT License
+
+Copyright (c) 2018 Sascha Willems
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
+uniform sampler2D projectionMap; // rgba
+uniform sampler2D brdfLut;
+
+// projected lighted params
+uniform mat4 proj_mat; //screen space to light space projector
+uniform vec3 proj_n; // projector normal
+uniform vec3 proj_p; //plane projection is emitting from (in screen space)
+uniform float proj_focus; // distance from plane to begin blurring
+uniform float proj_lod ; // (number of mips in proj map)
+uniform float proj_range; // range between near clip and far clip plane of projection
+uniform float proj_ambiance;
+
+// light params
+uniform vec3 color; // light_color
+uniform float size; // light_size
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec2 getScreenCoordinate(vec2 screenpos)
+const float M_PI = 3.14159265;
+const float ONE_OVER_PI = 0.3183098861;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
+
+float calcLegacyDistanceAttenuation(float distance, float falloff)
{
- vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
+ float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0);
+ dist_atten *= dist_atten;
+
+ // Tweak falloff slightly to match pre-EEP attenuation
+ // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
+ dist_atten *= 2.0;
+ return dist_atten;
+}
+
+// In:
+// lv unnormalized surface to light vector
+// n normal of the surface
+// pos unnormalized camera to surface vector
+// Out:
+// l normalized surace to light vector
+// nl diffuse angle
+// nh specular angle
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v,
+ out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist)
+{
+ l = normalize(lv);
+ h = normalize(l + v);
+ nh = clamp(dot(n, h), 0.0, 1.0);
+ nl = clamp(dot(n, l), 0.0, 1.0);
+ nv = clamp(dot(n, v), 0.0, 1.0);
+ vh = clamp(dot(v, h), 0.0, 1.0);
+
+ lightDist = length(lv);
+}
+
+// In:
+// light_center
+// pos
+// Out:
+// dist
+// l_dist
+// lv
+// proj_tc Projector Textue Coordinates
+bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc )
+{
+ lv = light_center - pos.xyz;
+ dist = length(lv);
+ bool clipped = (dist >= size);
+ if ( !clipped )
{
- sc /= screen_res;
+ dist /= size;
+
+ l_dist = -dot(lv, proj_n);
+ vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0));
+ clipped = (projected_point.z < 0.0);
+ projected_point.xyz /= projected_point.w;
+ proj_tc = projected_point;
}
+
+ return clipped;
+}
+
+vec2 getScreenCoordinate(vec2 screenpos)
+{
+ vec2 sc = screenpos.xy * 2.0;
return sc - vec2(1.0, 1.0);
}
+// See: https://aras-p.info/texts/CompactNormalStorage.html
+// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
vec3 getNorm(vec2 screenpos)
{
- vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
+ vec2 enc = texture(normalMap, screenpos.xy).xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
@@ -51,12 +154,160 @@ vec3 getNorm(vec2 screenpos)
return n;
}
+vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
+{
+ vec2 enc = packedNormalEnvIntensityFlags.xy;
+ 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 normalize(n); // TODO: Is this normalize redundant?
+}
+
+// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
+// See: C++: addDeferredAttachments(), GLSL: softenLightF
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
+{
+ vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
+ n = getNormalFromPacked( packedNormalEnvIntensityFlags );
+ envIntensity = packedNormalEnvIntensityFlags.z;
+ return packedNormalEnvIntensityFlags;
+}
+
+// get linear depth value given a depth buffer sample d and znear and zfar values
+float linearDepth(float d, float znear, float zfar)
+{
+ d = d * 2.0 - 1.0;
+ return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear));
+}
+
+float linearDepth01(float d, float znear, float zfar)
+{
+ return linearDepth(d, znear, zfar) / zfar;
+}
+
float getDepth(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen).r;
+ float depth = texture(depthMap, pos_screen).r;
return depth;
}
+vec4 getTexture2DLodAmbient(vec2 tc, float lod)
+{
+#ifndef FXAA_GLSL_120
+ vec4 ret = textureLod(projectionMap, tc, lod);
+#else
+ vec4 ret = texture(projectionMap, tc);
+#endif
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = tc-vec2(0.5);
+ float d = dot(dist,dist);
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+vec4 getTexture2DLodDiffuse(vec2 tc, float lod)
+{
+#ifndef FXAA_GLSL_120
+ vec4 ret = textureLod(projectionMap, tc, lod);
+#else
+ vec4 ret = texture(projectionMap, tc);
+#endif
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+ float det = min(lod/(proj_lod*0.5), 1.0);
+ float d = min(dist.x, dist.y);
+ float edge = 0.25*det;
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+// lit This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; }
+// Uses:
+// color Projected spotlight color
+vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv)
+{
+ vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod);
+ vec3 amb_rgb = amb_plcol.rgb * amb_plcol.a;
+
+ amb_da += proj_ambiance;
+ amb_da += (nl*nl*0.5+0.5) * proj_ambiance;
+ amb_da *= attenuation * noise;
+ amb_da = min(amb_da, 1.0-lit);
+
+ return (amb_da * color.rgb * amb_rgb);
+}
+
+// Returns projected light in Linear
+// Uses global spotlight color:
+// color
+// NOTE: projected.a will be pre-multiplied with projected.rgb
+vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv)
+{
+ float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+ vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod);
+
+ return color.rgb * plcol.rgb * plcol.a;
+}
+
+vec4 texture2DLodSpecular(vec2 tc, float lod)
+{
+#ifndef FXAA_GLSL_120
+ vec4 ret = textureLod(projectionMap, tc, lod);
+#else
+ vec4 ret = texture(projectionMap, tc);
+#endif
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+ float det = min(lod/(proj_lod*0.5), 1.0);
+ float d = min(dist.x, dist.y);
+ d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats
+ float edge = 0.25*det;
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+// See: clipProjectedLightVars()
+vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n )
+{
+ vec3 slit = vec3(0);
+ vec3 ref = reflect(normalize(pos), n);
+
+ //project from point pos in direction ref to plane proj_p, proj_n
+ vec3 pdelta = proj_p-pos;
+ float l_dist = length(pdelta);
+ float ds = dot(ref, proj_n);
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+ if (stc.z > 0.0)
+ {
+ stc /= stc.w;
+ slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
+ }
+ }
+ return slit; // specular light
+}
+
+vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv)
+{
+ float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0);
+ float lod = diff * proj_lod;
+ vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod));
+
+ return color.rgb * plcol.rgb * plcol.a;
+}
+
vec4 getPosition(vec2 pos_screen)
{
float depth = getDepth(pos_screen);
@@ -68,12 +319,246 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
+// get position given a normalized device coordinate
+vec3 getPositionWithNDC(vec3 ndc)
+{
+ vec4 pos = inv_proj * vec4(ndc, 1.0);
+ return pos.xyz / pos.w;
+}
+
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;
+ vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0);
+ return vec4(getPositionWithNDC(ndc), 1.0);
+}
+
+vec2 getScreenCoord(vec4 clip)
+{
+ vec4 ndc = clip;
+ ndc.xyz /= clip.w;
+ vec2 screen = vec2( ndc.xy * 0.5 );
+ screen += 0.5;
+ return screen;
+}
+
+vec2 getScreenXY(vec4 clip)
+{
+ vec4 ndc = clip;
+ ndc.xyz /= clip.w;
+ vec2 screen = vec2( ndc.xy * 0.5 );
+ screen += 0.5;
+ screen *= screen_res;
+ return screen;
+}
+
+// Color utils
+
+vec3 colorize_dot(float x)
+{
+ if (x > 0.0) return vec3( 0, x, 0 );
+ if (x < 0.0) return vec3(-x, 0, 0 );
+ return vec3( 0, 0, 1 );
}
+
+vec3 hue_to_rgb(float hue)
+{
+ if (hue > 1.0) return vec3(0.5);
+ vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2);
+ return clamp(rgb, 0.0, 1.0);
+}
+
+// PBR Utils
+
+vec2 BRDF(float NoV, float roughness)
+{
+ return texture(brdfLut, vec2(NoV, roughness)).rg;
+}
+
+// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv, // normal dot view vector
+ float perceptualRough)
+{
+ // retrieve a scale and bias to F0. See [1], Figure 3
+ vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
+ vec3 diffuseLight = irradiance;
+ vec3 specularLight = radiance;
+
+ vec3 diffuse = diffuseLight * diffuseColor;
+ vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
+
+ return (diffuse + specular) * ao;
+}
+
+
+// Encapsulate the various inputs used by the various functions in the shading equation
+// We store values in this struct to simplify the integration of alternative implementations
+// of the shading terms, outlined in the Readme.MD Appendix.
+struct PBRInfo
+{
+ float NdotL; // cos angle between normal and light direction
+ float NdotV; // cos angle between normal and view direction
+ float NdotH; // cos angle between normal and half vector
+ float LdotH; // cos angle between light direction and half vector
+ float VdotH; // cos angle between view direction and half vector
+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
+ float metalness; // metallic value at the surface
+ vec3 reflectance0; // full reflectance color (normal incidence angle)
+ vec3 reflectance90; // reflectance color at grazing angle
+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
+ vec3 diffuseColor; // color contribution from diffuse lighting
+ vec3 specularColor; // color contribution from specular lighting
+};
+
+// Basic Lambertian diffuse
+// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog
+// See also [1], Equation 1
+vec3 diffuse(PBRInfo pbrInputs)
+{
+ return pbrInputs.diffuseColor / M_PI;
+}
+
+// The following equation models the Fresnel reflectance term of the spec equation (aka F())
+// Implementation of fresnel from [4], Equation 15
+vec3 specularReflection(PBRInfo pbrInputs)
+{
+ return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
+}
+
+// This calculates the specular geometric attenuation (aka G()),
+// where rougher material will reflect less light back to the viewer.
+// This implementation is based on [1] Equation 4, and we adopt their modifications to
+// alphaRoughness as input as originally proposed in [2].
+float geometricOcclusion(PBRInfo pbrInputs)
+{
+ float NdotL = pbrInputs.NdotL;
+ float NdotV = pbrInputs.NdotV;
+ float r = pbrInputs.alphaRoughness;
+
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
+ return attenuationL * attenuationV;
+}
+
+// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
+// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz
+// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
+float microfacetDistribution(PBRInfo pbrInputs)
+{
+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
+ return roughnessSq / (M_PI * f * f);
+}
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l) //surface point to light
+{
+ // make sure specular highlights from punctual lights don't fall off of polished surfaces
+ perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
+
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
+
+ // Compute reflectance.
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
+
+ // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
+ // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
+ vec3 specularEnvironmentR0 = specularColor.rgb;
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
+
+ vec3 h = normalize(l+v); // Half vector between both l and v
+ vec3 reflection = -normalize(reflect(v, n));
+ reflection.y *= -1.0f;
+
+ float NdotL = clamp(dot(n, l), 0.001, 1.0);
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
+ float NdotH = clamp(dot(n, h), 0.0, 1.0);
+ float LdotH = clamp(dot(l, h), 0.0, 1.0);
+ float VdotH = clamp(dot(v, h), 0.0, 1.0);
+
+ PBRInfo pbrInputs = PBRInfo(
+ NdotL,
+ NdotV,
+ NdotH,
+ LdotH,
+ VdotH,
+ perceptualRoughness,
+ metallic,
+ specularEnvironmentR0,
+ specularEnvironmentR90,
+ alphaRoughness,
+ diffuseColor,
+ specularColor
+ );
+
+ // Calculate the shading terms for the microfacet specular shading model
+ vec3 F = specularReflection(pbrInputs);
+ float G = geometricOcclusion(pbrInputs);
+ float D = microfacetDistribution(pbrInputs);
+
+ // Calculation of analytical lighting contribution
+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
+ vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+ // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
+ vec3 color = NdotL * (diffuseContrib + specContrib);
+
+ return clamp(color, vec3(0), vec3(10));
+}
+
+void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
+{
+ vec3 f0 = vec3(0.04);
+ diffuseColor = baseColor*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+ specularColor = mix(f0, baseColor, metallic);
+}
+
+vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten)
+{
+ vec3 color = vec3(0);
+
+ float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
+
+ color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
+
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials
+
+ color += colorEmissive;
+
+ return color;
+}
+
+uniform vec4 waterPlane;
+uniform float waterSign;
+
+// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign
+void waterClip(vec3 pos)
+{
+ // TODO: make this less branchy
+ if (waterSign > 0)
+ {
+ if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0)
+ {
+ discard;
+ }
+ }
+ else
+ {
+ if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0)
+ {
+ discard;
+ }
+ }
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index b328ee9483..6f3b94f734 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -25,25 +25,21 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_normal;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;
if (col.a < minimum_alpha)
{
@@ -53,6 +49,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index fc5c86b4d6..e5f2af2c53 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -25,18 +25,14 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
-VARYING vec3 vary_normal;
+in vec3 vary_normal;
uniform float minimum_alpha;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
@@ -52,5 +48,6 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index 1bb8eb8bd0..234f096ed5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -25,24 +25,20 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-VARYING vec3 vary_normal;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_normal;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha)
{
@@ -52,6 +48,7 @@ void main()
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 8319e61242..68fb8bf499 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -25,27 +25,24 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform sampler2D diffuseMap;
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_normal;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
void main()
{
- vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index ccd1df84f9..93d561504e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -25,15 +25,11 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_normal;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
@@ -48,5 +44,6 @@ void main()
frag_data[0] = vec4(col, 0.0);
frag_data[1] = vec4(spec, vertex_color.a); // spec
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
index 9461e3e32e..13cc612fab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -27,13 +27,13 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec3 normal;
+in vec2 texcoord0;
-VARYING vec3 vary_normal;
+out vec3 vary_normal;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index d64bcefade..2402cc3b70 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -27,15 +27,15 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec2 texcoord0;
-VARYING vec3 vary_normal;
+out vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void passTextureIndex();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 8d48bb016b..3b9b8ae696 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -23,18 +23,12 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect lightMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D lightMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -44,14 +38,14 @@ uniform float res_scale;
uniform float dof_width;
uniform float dof_height;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
-vec4 dofSample(sampler2DRect tex, vec2 tc)
+vec4 dofSample(sampler2D tex, vec2 tc)
{
tc.x = min(tc.x, dof_width);
tc.y = min(tc.y, dof_height);
- return texture2DRect(tex, tc);
+ return texture(tex, tc);
}
void main()
@@ -60,7 +54,7 @@ void main()
vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
- vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
+ vec4 diff = texture(lightMap, vary_fragcoord.xy);
float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
@@ -69,10 +63,10 @@ void main()
float sc = a/res_scale;
vec4 col;
- col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
+ col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res);
diff = mix(diff, col*0.25, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index f0522850de..9e61b6b894 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -23,31 +23,17 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
void main()
{
- float shadow = 1.0;
-
- vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- frag_color = color;
+ // NOTE: when this shader is used, only alpha is being written to
+ float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a;
+ frag_color = vec4(0, 0, 0, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 08b1147ab0..5a0913a970 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -27,18 +27,18 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
+in vec3 position;
void passTextureIndex();
-ATTRIBUTE vec4 emissive;
-ATTRIBUTE vec2 texcoord0;
+in vec4 emissive;
+in vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
index 15f141cbe5..9ac4ceb37e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -1,8 +1,9 @@
/**
- * @file sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * @file exposureF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, 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
@@ -22,41 +23,39 @@
* $/LicenseInfo$
*/
-
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-//class 1 -- no shadow, SSAO only
-uniform sampler2DRect normalMap;
+uniform sampler2D emissiveRect;
+uniform sampler2D exposureMap;
-// Inputs
-VARYING vec2 vary_fragcoord;
+uniform float dt;
+uniform vec2 noiseVec;
-vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen);
+uniform vec3 dynamic_exposure_params;
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+float lum(vec3 col)
+{
+ vec3 l = vec3(0.2126, 0.7152, 0.0722);
+ return dot(l, col);
+}
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
- frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
- frag_color[2] = 1.0;
- frag_color[3] = 1.0;
+ vec2 tc = vec2(0.5,0.5);
+
+ float L = textureLod(emissiveRect, tc, 8).r;
+ float max_L = dynamic_exposure_params.x;
+ L = clamp(L, 0.0, max_L);
+ L /= max_L;
+ L = pow(L, 2.0);
+ float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L);
+
+ float prev = texture(exposureMap, vec2(0.5,0.5)).r;
+
+ s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
+
+ frag_color = max(vec4(s, s, s, dt), vec4(0.0));
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 57420158ca..5d58cc91cd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -23,23 +23,17 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
#if !defined(HAS_DIFFUSE_LOOKUP)
uniform sampler2D diffuseMap;
#endif
-VARYING vec3 vary_position;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec3 vary_position;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -47,42 +41,65 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
+vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
#endif
+#ifdef IS_ALPHA
+void waterClip(vec3 pos);
+#endif
+
void main()
{
+
+#ifdef IS_ALPHA
+ waterClip(vary_position.xyz);
+#endif
+
#ifdef HAS_DIFFUSE_LOOKUP
- vec4 color = diffuseLookup(vary_texcoord0.xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 color = texture(diffuseMap, vary_texcoord0.xy);
#endif
- float final_alpha = color.a * vertex_color.a;
+ float final_alpha = color.a * vertex_color.a;
#ifdef HAS_ALPHA_MASK
- if (color.a < minimum_alpha)
- {
- discard;
- }
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
#endif
- color.rgb *= vertex_color.rgb;
+ color.rgb *= vertex_color.rgb;
+
+ vec3 pos = vary_position;
+
+#ifndef IS_HUD
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
+#endif
#ifdef WATER_FOG
- vec3 pos = vary_position;
- vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
- color.rgb = fogged.rgb;
- color.a = fogged.a;
+
+ vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
+ color.rgb = fogged.rgb;
+ color.a = fogged.a;
#else
color.a = final_alpha;
#endif
- frag_color.rgb = color.rgb;
- frag_color.a = color.a;
+#ifndef IS_HUD
+ color.rgb = srgb_to_linear(color.rgb);
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+#endif
+
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
deleted file mode 100644
index 9fcee04c32..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ /dev/null
@@ -1,106 +0,0 @@
-/**
- * @file fullbrightShinyF.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
-
-#ifndef HAS_DIFFUSE_LOOKUP
-uniform sampler2D diffuseMap;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_texcoord1;
-VARYING vec4 vary_position;
-
-uniform samplerCube environmentMap;
-
-// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
-uniform int no_atmo;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 linear_to_srgb(vec3 c);
-vec3 srgb_to_linear(vec3 c);
-
-// See:
-// class1\deferred\fullbrightShinyF.glsl
-// class1\lighting\lightFullbrightShinyF.glsl
-void main()
-{
-#ifdef HAS_DIFFUSE_LOOKUP
- vec4 color = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
-#endif
-
- color.rgb *= vertex_color.rgb;
-
- // SL-9632 HUDs are affected by Atmosphere
- if (no_atmo == 0)
- {
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
- vec3 pos = vary_position.xyz/vary_position.w;
-
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
-
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
-
- //color.rgb = srgb_to_linear(color.rgb);
- color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
- color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
- color.rgb = fullbrightScaleSoftClip(color.rgb);
- }
-
-/*
- // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
- else
- {
- vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
- float env_intensity = vertex_color.a;
- color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
- }
-*/
-
- color.a = 1.0;
-
- //color.rgb = linear_to_srgb(color.rgb);
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 3bd6b693fa..5795384b47 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -36,16 +36,16 @@ uniform vec4 origin;
-ATTRIBUTE vec3 position;
+in vec3 position;
void passTextureIndex();
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec3 normal;
+in vec4 diffuse_color;
+in vec2 texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_texcoord1;
-VARYING vec4 vary_position;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
+out vec3 vary_texcoord1;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
@@ -62,17 +62,18 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vert;
- vary_position = gl_Position = projection_matrix * pos;
+ gl_Position = projection_matrix * pos;
vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
vec4 pos = (modelview_matrix * vert);
- vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vec3 norm = normalize(normal_matrix * normal);
#endif
- vec3 ref = reflect(pos.xyz, -norm);
+ vary_position = pos.xyz;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz;
+
+ vary_texcoord1 = norm;
calcAtmospherics(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index e71636f2c9..77e63e6360 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -28,22 +28,20 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
+in vec3 position;
void passTextureIndex();
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec4 diffuse_color;
+in vec2 texcoord0;
void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
-#ifdef WATER_FOG
-VARYING vec3 vary_position;
-#endif
+out vec3 vary_position;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
@@ -66,9 +64,7 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-#ifdef WATER_FOG
vary_position = pos.xyz;
-#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
index 226e63cdda..cd56ed0adf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -28,11 +28,7 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
#define FXAA_PC 1
//#define FXAA_GLSL_130 1
@@ -2092,12 +2088,13 @@ half4 FxaaPixelShader(
#endif
uniform sampler2D diffuseMap;
+uniform sampler2D depthMap;
uniform vec2 rcp_screen_res;
uniform vec4 rcp_frame_opt;
uniform vec4 rcp_frame_opt2;
-VARYING vec2 vary_fragcoord;
-VARYING vec2 vary_tc;
+in vec2 vary_fragcoord;
+in vec2 vary_tc;
void main()
{
@@ -2120,8 +2117,7 @@ void main()
- //diff = texture2D(diffuseMap, vary_tc);
-
- frag_color = diff;
-
+ frag_color = diff;
+
+ gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
new file mode 100644
index 0000000000..e40d070268
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
@@ -0,0 +1,141 @@
+/**
+ * @file class1/deferred/genbrdflut.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+/* Taken from Sascha Willem's Vulkan GLTF refernce implementation
+MIT License
+
+Copyright (c) 2018 Sascha Willems
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+*/
+
+/*[EXTRA_CODE_HERE]*/
+
+in vec2 vary_uv;
+
+out vec4 outColor;
+
+#define NUM_SAMPLES 1024u
+
+const float PI = 3.1415926536;
+
+// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
+float random(vec2 co)
+{
+ float a = 12.9898;
+ float b = 78.233;
+ float c = 43758.5453;
+ float dt= dot(co.xy ,vec2(a,b));
+ float sn= mod(dt,3.14);
+ return fract(sin(sn) * c);
+}
+
+vec2 hammersley2d(uint i, uint N)
+{
+ // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+ uint bits = (i << 16u) | (i >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ float rdi = float(bits) * 2.3283064365386963e-10;
+ return vec2(float(i) /float(N), rdi);
+}
+
+// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
+vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
+{
+ // Maps a 2D point to a hemisphere with spread based on roughness
+ float alpha = roughness * roughness;
+ float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
+ float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
+ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
+
+ // Tangent space
+ vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangentX = normalize(cross(up, normal));
+ vec3 tangentY = normalize(cross(normal, tangentX));
+
+ // Convert to world Space
+ return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
+}
+
+// Geometric Shadowing function
+float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
+{
+ float k = (roughness * roughness) / 2.0;
+ float GL = dotNL / (dotNL * (1.0 - k) + k);
+ float GV = dotNV / (dotNV * (1.0 - k) + k);
+ return GL * GV;
+}
+
+vec2 BRDF(float NoV, float roughness)
+{
+ // Normal always points along z-axis for the 2D lookup
+ const vec3 N = vec3(0.0, 0.0, 1.0);
+ vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
+
+ vec2 LUT = vec2(0.0);
+ for(uint i = 0u; i < NUM_SAMPLES; i++) {
+ vec2 Xi = hammersley2d(i, NUM_SAMPLES);
+ vec3 H = importanceSample_GGX(Xi, roughness, N);
+ vec3 L = 2.0 * dot(V, H) * H - V;
+
+ float dotNL = max(dot(N, L), 0.0);
+ float dotNV = max(dot(N, V), 0.0);
+ float dotVH = max(dot(V, H), 0.0);
+ float dotNH = max(dot(H, N), 0.0);
+
+ if (dotNL > 0.0) {
+ float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
+ float G_Vis = (G * dotVH) / (dotNH * dotNV);
+ float Fc = pow(1.0 - dotVH, 5.0);
+ LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
+ }
+ }
+ return LUT / float(NUM_SAMPLES);
+}
+
+void main()
+{
+ outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
index eefefa640d..3a1572996f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
@@ -1,9 +1,9 @@
/**
- * @file multiPointLightV.glsl
+ * @file class3\deferred\genbrdflutV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2022, 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
@@ -25,15 +25,15 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
+in vec3 position;
-VARYING vec4 vary_fragcoord;
+out vec2 vary_uv;
void main()
{
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_fragcoord = pos;
+ vary_uv = position.xy*0.5+0.5;
- gl_Position = pos;
+ gl_Position = vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
index 90566393d2..748fcbed80 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
@@ -23,20 +23,17 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform vec4 color;
uniform sampler2D diffuseMap;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
void main()
{
- frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy);
+ frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy);
frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index a58cc3d12d..aae595f619 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -25,11 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform float minimum_alpha;
@@ -38,23 +34,25 @@ uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
vec3 linear_to_srgb(vec3 c);
+vec2 encode_normal (vec3 n);
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha)
{
discard;
}
- vec4 norm = texture2D(normalMap, vary_texcoord0.xy);
- vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
+ vec4 norm = texture(normalMap, vary_texcoord0.xy);
+ vec4 spec = texture(specularMap, vary_texcoord0.xy);
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
- frag_data[2] = norm;
+ frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 42266e9378..444c54a31e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -26,10 +26,10 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index be1003a7e0..c8afacf9bb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -1,9 +1,9 @@
/**
* @file luminanceF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, 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
@@ -22,19 +22,31 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
+// take a luminance sample of diffuseRect and emissiveRect
+
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseMap;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
+
+uniform sampler2D diffuseRect;
+uniform sampler2D emissiveRect;
+
+float lum(vec3 col)
+{
+ vec3 l = vec3(0.2126, 0.7152, 0.0722);
+ return dot(l, col);
+}
void main()
{
- frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy);
+ vec2 tc = vary_fragcoord*0.6+0.2;
+ tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
+ vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ float L = lum(c);
+ frag_color = vec4(max(L, 0.0));
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
deleted file mode 100644
index f2dc60aa5d..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-/**
- * @file giV.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 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-
-VARYING vec2 vary_fragcoord;
-VARYING vec4 vertex_color;
-
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
-
- vertex_color = diffuse_color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index b30d7655db..4dee23372f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -1,9 +1,9 @@
/**
* @file materialF.glsl
*
-* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
-* Copyright (C) 2007, Linden Research, Inc.
+* Copyright (C) 2023, 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
@@ -25,429 +25,26 @@
/*[EXTRA_CODE_HERE]*/
-//class1/deferred/materialF.glsl
+// debug stub
-// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
-
-#define DIFFUSE_ALPHA_MODE_NONE 0
#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
-#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-
-uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
-uniform int sun_up_factor;
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cs);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
-#define frag_color gl_FragColor
-#endif
-
-#ifdef HAS_SUN_SHADOW
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+out vec4 frag_data[4];
#endif
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-VARYING vec2 vary_fragcoord;
-
-VARYING vec3 vary_position;
-
-uniform mat4 proj_mat;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float getAmbientClamp();
-
-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, float ambiance)
-{
- // SL-14895 inverted attenuation work-around
- // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
- // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
- // to recover the `adjusted_radius` value previously being sent as la.
- float falloff_factor = (12.0 * fa) - 9.0;
- float inverted_la = falloff_factor / la;
- // Yes, it makes me want to cry as well. DJH
-
- vec3 col = vec3(0);
-
- //get light vector
- vec3 lv = lp.xyz - v;
-
- //get distance
- float dist = length(lv);
- float da = 1.0;
-
- dist /= inverted_la;
-
- if (dist > 0.0 && inverted_la > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0f;
-
- if (dist_atten <= 0.0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= dot(n, lv);
-
- float lit = 0.0f;
-
- float amb_da = ambiance;
- if (da >= 0)
- {
- lit = max(da * dist_atten, 0.0);
- col = lit * light_col * diffuse;
- amb_da += (da*0.5 + 0.5) * ambiance;
- }
- amb_da += (da*da*0.5 + 0.5) * ambiance;
- amb_da *= dist_atten;
- amb_da = min(amb_da, 1.0f - lit);
-
- // SL-10969 need to see why these are blown out
- //col.rgb += amb_da * light_col * 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;
- speccol = clamp(speccol, vec3(0), vec3(1));
- 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);
- }
- }
- }
-
- return max(col, vec3(0.0, 0.0, 0.0));
-}
-
-#else
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-#endif
-
-uniform sampler2D diffuseMap; //always in sRGB space
-
-#ifdef HAS_NORMAL_MAP
-uniform sampler2D bumpMap;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
-uniform sampler2D specularMap;
-
-VARYING vec2 vary_texcoord2;
-#endif
-
-uniform float env_intensity;
-uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
-uniform float minimum_alpha;
-#endif
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
-VARYING vec2 vary_texcoord1;
-#else
-VARYING vec3 vary_normal;
-#endif
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec2 encode_normal(vec3 n);
-
void main()
{
- 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)
-
- // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
- float bias = 0.001953125; // 1/512, or half an 8-bit quantization (SL-18637)
- if (diffcol.a < minimum_alpha-bias)
- {
- discard;
- }
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
-#endif
-
-#ifdef HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
-#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
-#endif
-
-#ifdef HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-
- norm.xyz = norm.xyz * 2 - 1;
-
- 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;
-#endif
-
- norm.xyz = normalize(tnorm.xyz);
-
- vec2 abnormal = encode_normal(norm.xyz);
-
- vec4 final_color = diffcol;
-
-#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
-#else
- final_color.a = max(final_color.a, emissive_brightness);
-#endif
-
- vec4 final_specular = spec;
-
-#ifdef 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;
-#else
- 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 sRGBA
- vec3 pos = vary_position;
-
- float shadow = 1.0f;
-
-#ifdef HAS_SUN_SHADOW
- shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
-#endif
-
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
-
- vec3 color = vec3(0,0,0);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
-
- float bloom = 0.0;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false);
-
- // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020)
- // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level
- // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage
- //color = fullbrightScaleSoftClip(color);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- //we're in sRGB space, so gamma correct this dot product so
- // lighting from the sun stays sharp
- float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
- da = pow(da, 1.0 / 1.3);
-
- color = amblit;
-
- //darken ambient for normals perpendicular to light vector so surfaces in shadow
- // and facing away from light still have some definition to them.
- // do NOT gamma correct this dot product so ambient lighting stays soft
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- vec3 sun_contrib = min(da, shadow) * sunlit;
-
- color *= ambient;
-
- color += sun_contrib;
-
- color *= gamma_diff.rgb;
-
- float glare = 0.0;
-
- if (spec.a > 0.0) // specular reflection
- {
- /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020
- // Preserving the refactored version as a comment for potential reconsideration,
- // overriding the general rule to avoid pollutiong the source with commented code.
- //
- // If you're reading this in 2021+, feel free to obliterate.
-
- vec3 npos = -normalize(pos.xyz);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(light_dir.xyz + npos);
- float nh = dot(norm.xyz, h);
- float nv = dot(norm.xyz, 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 sp = sun_contrib*scol / 6.0f;
- sp = clamp(sp, vec3(0), vec3(1));
- bloom = dot(sp, sp) / 4.0;
- color += sp * spec.rgb;
- }
- */
-
- float sa = dot(refnormpersp, sun_dir.xyz);
- 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);
-
- color += spec_contrib;
- }
-
- color = mix(color.rgb, diffcol.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
-
- color = mix(color, reflected_color, envIntensity);
-
- float cur_glare = max(reflected_color.r, reflected_color.g);
- cur_glare = max(cur_glare, reflected_color.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
-
- color = atmosFragLighting(color, additive, atten);
- color = scaleSoftClipFrag(color);
-
- //convert to linear before adding local lights
- color = srgb_to_linear(color);
-
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0, 0, 0);
-
- final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035
-
-#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_attenuation[i].w );
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color += light;
-
- glare = min(glare, 1.0);
- float al = max(diffcol.a, glare)*vertex_color.a;
-
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
-#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(color, al));
- color = temp.rgb;
- al = temp.a;
-#endif
-
- frag_color = vec4(color, al);
-
+ frag_color = vec4(0.5, 0, 1, 0.5);
#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
-
- // deferred path
- frag_data[0] = final_color; //gbuffer is sRGB
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
+ // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
+ frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
+ frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+ frag_data[3] = vec4(0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 7e29ada205..7cdddfe8db 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -1,5 +1,5 @@
/**
- * @file bumpV.glsl
+ * @file materialV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -43,38 +43,38 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 modelview_matrix;
#endif
-VARYING vec3 vary_position;
+out vec3 vary_position;
#endif
uniform mat4 texture_matrix0;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec2 texcoord0;
#ifdef HAS_NORMAL_MAP
-ATTRIBUTE vec4 tangent;
-ATTRIBUTE vec2 texcoord1;
+in vec4 tangent;
+in vec2 texcoord1;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec3 vary_normal;
-VARYING vec2 vary_texcoord1;
+out vec2 vary_texcoord1;
#else
-VARYING vec3 vary_normal;
+out vec3 vary_normal;
#endif
#ifdef HAS_SPECULAR_MAP
-ATTRIBUTE vec2 texcoord2;
-VARYING vec2 vary_texcoord2;
+in vec2 texcoord2;
+out vec2 vary_texcoord2;
#endif
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
@@ -111,24 +111,21 @@ void main()
vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#ifdef HAS_NORMAL_MAP
vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
- vec3 b = cross(n, t)*tangent.w;
-
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
+
+ vary_tangent = t;
+ vary_sign = tangent.w;
+ vary_normal = n;
#else //HAS_NORMAL_MAP
-vary_normal = n;
+ vary_normal = n;
#endif //HAS_NORMAL_MAP
#else //HAS_SKIN
vec3 n = normalize(normal_matrix * normal);
#ifdef HAS_NORMAL_MAP
vec3 t = normalize(normal_matrix * tangent.xyz);
- vec3 b = cross(n,t)*tangent.w;
- //vec3 t = cross(b,n) * binormal.w;
-
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
+
+ vary_tangent = t;
+ vary_sign = tangent.w;
+ vary_normal = n;
#else //HAS_NORMAL_MAP
vary_normal = n;
#endif //HAS_NORMAL_MAP
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 35068899ee..183354b9bd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -23,29 +23,16 @@
* $/LicenseInfo$
*/
-#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
+out vec4 frag_data[4];
uniform vec4 color;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
uniform vec3 moon_dir;
uniform float moon_brightness;
uniform sampler2D diffuseMap;
-VARYING vec2 vary_texcoord0;
-
-vec3 srgb_to_linear(vec3 c);
-
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
+in vec2 vary_texcoord0;
void main()
{
@@ -54,20 +41,24 @@ void main()
if( moon_dir.z > 0 )
fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 );
- vec4 c = texture2D(diffuseMap, vary_texcoord0.xy);
-// c.rgb = srgb_to_linear(c.rgb);
- c.rgb *= moonlight_color.rgb;
- c.rgb *= moon_brightness;
+ vec4 c = texture(diffuseMap, vary_texcoord0.xy);
- c.rgb *= fade;
- c.a *= fade;
+ // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible
+ // Moon texture has transparent pixels <0x55,0x55,0x55,0x00>
+ if (c.a <= 2./255.) // 0.00784
+ {
+ discard;
+ }
- c.rgb = scaleSoftClip(c.rgb);
+ c.rgb *= moon_brightness;
+ c.a *= fade;
- frag_data[0] = vec4(c.rgb, c.a);
+ frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0f);
+ frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(c.rgb, c.a);
- gl_FragDepth = 0.999985f;
+ // Added and commented out for a ground truth. Do not uncomment - Geenz
+ //gl_FragDepth = 0.999985f;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index c4922afd7d..c2a1dccb33 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -27,18 +27,21 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
- vec4 pos = (modelview_matrix * vert);
+ vec4 pos = (modelview_projection_matrix * vert);
- gl_Position = modelview_projection_matrix*vert;
+ // smash to *almost* far clip plane -- stars are still behind
+ // SL-19283 - finagle the moon position to be between clouds and stars.
+ pos.z = pos.w*0.999991;
+ gl_Position = pos;
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
deleted file mode 100644
index 09c47165dd..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ /dev/null
@@ -1,145 +0,0 @@
-/**
- * @file class1/deferred/multiPointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-uniform int light_count;
-uniform vec4 light[LIGHT_COUNT];
-uniform vec4 light_col[LIGHT_COUNT];
-
-uniform vec2 screen_res;
-uniform float far_z;
-uniform mat4 inv_proj;
-
-VARYING vec4 vary_fragcoord;
-
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 c);
-
-void main()
-{
-#if defined(LOCAL_LIGHT_KILL)
- discard; // Bail immediately
-#endif
-
- vec3 out_col = vec3(0, 0, 0);
- vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
- vec3 pos = getPosition(frag.xy).xyz;
- if (pos.z < far_z)
- {
- discard;
- }
-
- vec3 norm = getNorm(frag.xy);
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
- vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
-
- float noise = texture2D(noiseMap, frag.xy / 128.0).b;
- vec3 npos = normalize(-pos);
-
- // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < LIGHT_COUNT; ++i)
- {
- vec3 lv = light[i].xyz - pos;
- float dist = length(lv);
- dist /= light[i].w;
- if (dist <= 1.0)
- {
- float da = dot(norm, lv);
- if (da > 0.0)
- {
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a + 1.0;
- float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0);
- dist_atten *= dist_atten;
-
- // Tweak falloff slightly to match pre-EEP attenuation
- // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit
- dist_atten *= 2.0;
-
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb * lit * diff;
-
- if (spec.a > 0.0)
- {
- lit = min(da * 6.0, 1.0) * dist_atten;
- vec3 h = normalize(lv + npos);
- float nh = dot(norm, h);
- float nv = dot(norm, 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);
- col += lit * scol * light_col[i].rgb * spec.rgb;
- }
- }
-
- out_col += col;
- }
- }
- }
-
- frag_color.rgb = out_col;
- frag_color.a = 0.0;
-
-#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.
- vec4 dummy1 = light[0];
- vec4 dummy2 = light_col[0];
- vec4 dummy3 = light[LIGHT_COUNT - 1];
- vec4 dummy4 = light_col[LIGHT_COUNT - 1];
-#endif
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
deleted file mode 100644
index ec3fb9c543..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ /dev/null
@@ -1,284 +0,0 @@
-/**
- * @file multiSpotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-
-
-//class 1 -- no shadows
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
-uniform sampler2D lightFunc;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-
-uniform vec3 center;
-uniform vec3 color;
-uniform float falloff;
-uniform float size;
-
-VARYING vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 c);
-
-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));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-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));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-vec4 getPosition(vec2 pos_screen);
-
-void main()
-{
- vec3 col = vec3(0,0,0);
-
-#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
- float envIntensity = texture2DRect(normalMap, frag.xy).z;
- vec3 norm = getNorm(frag.xy);
-
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- proj_tc.xyz /= proj_tc.w;
-
- float fa = falloff+1.0;
- 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;
-
-
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- dist_atten *= noise;
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
-
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
- vec3 dlit = vec3(0, 0, 0);
-
-
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float lit = 0.0;
- float amb_da = proj_ambiance;
-
- if (da > 0.0)
- {
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten;
-
- col = dlit*lit*diff_tex;
- amb_da += (da*0.5)*proj_ambiance;
- }
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
- col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
- }
-
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
-
- if (spec.a > 0.0)
- {
- dlit *= min(da*6.0, 1.0) * dist_atten;
-
- vec3 npos = -normalize(pos);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, 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);
- col += dlit*scol*spec.rgb;
- //col += spec.rgb;
- }
- }
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
- }
- }
- }
- }
-#endif
-
- //output linear, sum of lights will be gamma corrected later
- frag_color.rgb = col;
- frag_color.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index 7a941674b8..05dced0026 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -23,19 +23,13 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform sampler2D alphaMap;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
uniform float stepX;
uniform float stepY;
@@ -43,12 +37,12 @@ uniform float norm_scale;
void main()
{
- float c = texture2D(alphaMap, vary_texcoord0).r;
+ float c = texture(alphaMap, vary_texcoord0).r;
- vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255);
- vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255);
- vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255);
- vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255);
+ vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255);
+ vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255);
+ vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255);
+ vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255);
vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
index 9bceae05b7..7896659ad3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
@@ -23,11 +23,11 @@
* $/LicenseInfo$
*/
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_fragcoord;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_fragcoord;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
index 44f2a73e1f..79425ad716 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
@@ -1,9 +1,9 @@
/**
- * @file shadowAlphaMaskF.glsl
+ * @file pbrShadowAlphaBlendF.glsl
*
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
+ * Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,33 +23,34 @@
* $/LicenseInfo$
*/
-/*[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 float pos_zd2;
-#endif
-
-VARYING float pos_w;
-
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 post_pos;
+in float target_pos_x;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
+uniform float minimum_alpha;
void main()
{
- float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
+ float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
+
+ alpha *= vertex_color.a;
+
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
+
+ if (alpha < 0.88) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25)
+ {
+ discard;
+ }
+ }
- frag_color = vec4(alpha, alpha, alpha, 1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
-#endif
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
index 473d6df8fa..1d1545be7e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -1,9 +1,9 @@
/**
- * @file sunLightF.glsl
+ * @file pbrShadowAlphaMaskF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,19 +23,24 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
+out vec4 frag_color;
-VARYING vec2 vary_fragcoord;
+uniform sampler2D diffuseMap;
-uniform vec2 screen_res;
+in vec4 post_pos;
+in float target_pos_x;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
+uniform float minimum_alpha;
-void main()
+void main()
{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
new file mode 100644
index 0000000000..4fb5fbcf06
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
@@ -0,0 +1,75 @@
+/**
+ * @file pbrShadowAlphaMaskV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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;
+#if defined(HAS_SKIN)
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat4 modelview_projection_matrix;
+#endif
+
+uniform vec4[2] texture_base_color_transform;
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+uniform float shadow_target_width;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec4 post_pos;
+out float target_pos_x;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+#if defined(HAS_SKIN)
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * pre_pos;
+ pos = projection_matrix * pos;
+#else
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
+#endif
+
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ post_pos = pos;
+
+ gl_Position = pos;
+
+ passTextureIndex();
+
+ vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index 49bfa660f8..2ccd3fd962 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -1,9 +1,9 @@
/**
- * @file class1/deferred/indirect.glsl
+ * @file pbralphaF.glsl
*
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
@@ -23,8 +23,11 @@
* $/LicenseInfo$
*/
-vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)
+ // debug stub
+
+out vec4 frag_color;
+
+void main()
{
- return ambient;
+ frag_color = vec4(1.0, 0, 0.5, 0.5);
}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
new file mode 100644
index 0000000000..6b960fae33
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -0,0 +1,159 @@
+/**
+ * @file class1\deferred\pbralphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+
+#ifndef IS_HUD
+
+// default alpha implementation
+
+#ifdef HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+uniform mat4 modelview_projection_matrix;
+#endif
+uniform mat4 texture_matrix0;
+
+#if !defined(HAS_SKIN)
+uniform mat4 modelview_matrix;
+#endif
+
+out vec3 vary_position;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
+
+out vec3 vary_fragcoord;
+
+uniform float near_clip;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec4 tangent;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 normal_texcoord;
+out vec2 metallic_roughness_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec3 vary_normal;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ vary_position = pos;
+ vec4 vert = projection_matrix * vec4(pos,1.0);
+#else
+ //transform vertex
+ vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
+#endif
+ gl_Position = vert;
+
+ vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+#ifdef HAS_SKIN
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+#else //HAS_SKIN
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
+#endif //HAS_SKIN
+
+ n = normalize(n);
+
+ vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
+ vary_sign = tangent.w;
+ vary_normal = n;
+
+ vertex_color = diffuse_color;
+
+#if !defined(HAS_SKIN)
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+#endif
+}
+
+#else
+
+// fullbright HUD alpha implementation
+
+uniform mat4 modelview_projection_matrix;
+
+uniform mat4 texture_matrix0;
+
+uniform mat4 modelview_matrix;
+
+out vec3 vary_position;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = vert;
+ vary_position = vert.xyz;
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+ vertex_color = diffuse_color;
+}
+
+#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
new file mode 100644
index 0000000000..b74b2e6a83
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file pbrglowF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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]*/
+
+// forward fullbright implementation for HUDs
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+uniform vec3 emissiveColor;
+uniform sampler2D emissiveMap;
+
+out vec4 frag_color;
+
+in vec3 vary_position;
+in vec4 vertex_emissive;
+
+in vec2 base_color_texcoord;
+in vec2 emissive_texcoord;
+
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
+
+ float lum = max(max(emissive.r, emissive.g), emissive.b);
+ lum *= vertex_emissive.a;
+
+ // HUDs are rendered after gamma correction, output in sRGB space
+ frag_color.rgb = vec3(0);
+ frag_color.a = lum;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
new file mode 100644
index 0000000000..82a50a115c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -0,0 +1,72 @@
+/**
+ * @file pbgglowV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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 HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat4 modelview_projection_matrix;
+#endif
+
+uniform mat4 texture_matrix0;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 emissive;
+
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_emissive;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+
+ gl_Position = projection_matrix*vec4(pos,1.0);
+#else
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+#endif
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+ vertex_emissive = emissive;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
new file mode 100644
index 0000000000..faa273b834
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -0,0 +1,153 @@
+/**
+ * @file pbropaqueF.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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]*/
+
+
+#ifndef IS_HUD
+
+// deferred opaque implementation
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+uniform float metallicFactor;
+uniform float roughnessFactor;
+uniform vec3 emissiveColor;
+uniform sampler2D bumpMap;
+uniform sampler2D emissiveMap;
+uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness
+
+out vec4 frag_data[4];
+
+in vec3 vary_position;
+in vec4 vertex_color;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+
+in vec2 base_color_texcoord;
+in vec2 normal_texcoord;
+in vec2 metallic_roughness_texcoord;
+in vec2 emissive_texcoord;
+
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+vec2 encode_normal(vec3 n);
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+uniform mat3 normal_matrix;
+
+void main()
+{
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
+
+ // from mikktspace.com
+ vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
+ float sign = vary_sign;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
+
+ spec.g *= roughnessFactor;
+ spec.b *= metallicFactor;
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+
+ //spec.rgb = vec3(1,1,0);
+ //col = vec3(0,0,0);
+ //emissive = vary_tangent.xyz*0.5+0.5;
+ //emissive = vec3(sign*0.5+0.5);
+ //emissive = vNt * 0.5 + 0.5;
+ //emissive = tnorm*0.5+0.5;
+ // See: C++: addDeferredAttachments(), GLSL: softenLightF
+ frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
+}
+
+#else
+
+// forward fullbright implementation for HUDs
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+uniform vec3 emissiveColor;
+uniform sampler2D emissiveMap;
+
+out vec4 frag_color;
+
+in vec3 vary_position;
+in vec4 vertex_color;
+
+in vec2 base_color_texcoord;
+in vec2 emissive_texcoord;
+
+uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+void main()
+{
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
+
+ col += emissive;
+
+ // HUDs are rendered after gamma correction, output in sRGB space
+ frag_color.rgb = linear_to_srgb(col);
+ frag_color.a = 0.0;
+}
+
+#endif
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
new file mode 100644
index 0000000000..160ae7a215
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -0,0 +1,139 @@
+/**
+ * @file pbropaqueV.glsl
+ *
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+
+#ifndef IS_HUD
+
+//deferred opaque implementation
+
+#ifdef HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+uniform mat4 modelview_projection_matrix;
+#endif
+uniform mat4 texture_matrix0;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec4 tangent;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 normal_texcoord;
+out vec2 metallic_roughness_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec3 vary_normal;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+
+ gl_Position = projection_matrix*vec4(pos,1.0);
+
+#else
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+#endif
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+#ifdef HAS_SKIN
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+#else //HAS_SKIN
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
+#endif
+
+ n = normalize(n);
+
+ vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
+ vary_sign = tangent.w;
+ vary_normal = n;
+
+ vertex_color = diffuse_color;
+}
+
+#else
+
+// fullbright HUD implementation
+
+uniform mat4 modelview_projection_matrix;
+
+uniform mat4 texture_matrix0;
+
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec2 base_color_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+
+ vertex_color = diffuse_color;
+}
+
+#endif
+
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
deleted file mode 100644
index 18616a9bb3..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ /dev/null
@@ -1,132 +0,0 @@
-/**
- * @file pointLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-uniform sampler2DRect depthMap;
-
-uniform vec3 env_mat[3];
-uniform float sun_wash;
-
-uniform vec3 color;
-uniform float falloff;
-uniform float size;
-
-VARYING vec4 vary_fragcoord;
-VARYING vec3 trans_center;
-
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform vec4 viewport;
-
-vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 c);
-
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = trans_center.xyz-pos;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
- vec3 norm = getNorm(frag.xy);
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- discard;
- }
-
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
-
- vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
-
- float fa = falloff+1.0;
- 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;
-
- float lit = da * dist_atten * noise;
-
- col = color.rgb*lit*col;
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
-
- vec3 npos = -normalize(pos);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, 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);
- col += lit*scol*color.rgb*spec.rgb;
- }
- }
-
- if (dot(col, col) <= 0.0)
- {
- discard;
- }
-
- frag_color.rgb = col;
- frag_color.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
deleted file mode 100644
index 3da8531442..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-/**
- * @file pointLightV.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 modelview_projection_matrix;
-uniform mat4 modelview_matrix;
-
-ATTRIBUTE vec3 position;
-
-uniform vec3 center;
-uniform float size;
-
-VARYING vec4 vary_fragcoord;
-VARYING vec3 trans_center;
-
-void main()
-{
- //transform vertex
- vec3 p = position*size+center;
- vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
- vary_fragcoord = pos;
- trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
- gl_Position = pos;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index f06f8c870b..86e3f1acda 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -23,28 +23,22 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture2DRect(diffuseRect, tc);
+ vec4 s = texture(diffuseRect, tc);
float sc = abs(s.a*2.0-1.0)*max_cof;
@@ -63,7 +57,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture2DRect(diffuseRect, tc);
+ vec4 s = texture(diffuseRect, tc);
float wg = 0.25;
@@ -79,7 +73,7 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
@@ -93,14 +87,14 @@ void main()
{
while (sc > 0.5)
{
- int its = int(max(1.0,(sc*3.7)));
+ int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
@@ -117,7 +111,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
@@ -125,6 +119,6 @@ void main()
diff /= w;
}
-
+
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index cd37a34e0d..64e6bc9da2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -23,30 +23,164 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
+uniform sampler2D exposureMap;
uniform vec2 screen_res;
-VARYING vec2 vary_fragcoord;
-uniform float display_gamma;
+in vec2 vary_fragcoord;
vec3 linear_to_srgb(vec3 cl);
+//===============================================================
+// tone mapping taken from Khronos sample implementation
+//===============================================================
+
+// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
+const mat3 ACESInputMat = mat3
+(
+ 0.59719, 0.07600, 0.02840,
+ 0.35458, 0.90834, 0.13383,
+ 0.04823, 0.01566, 0.83777
+);
+
+
+// ODT_SAT => XYZ => D60_2_D65 => sRGB
+const mat3 ACESOutputMat = mat3
+(
+ 1.60475, -0.10208, -0.00327,
+ -0.53108, 1.10813, -0.07276,
+ -0.07367, -0.00605, 1.07602
+);
+
+// ACES tone map (faster approximation)
+// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
+vec3 toneMapACES_Narkowicz(vec3 color)
+{
+ const float A = 2.51;
+ const float B = 0.03;
+ const float C = 2.43;
+ const float D = 0.59;
+ const float E = 0.14;
+ return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
+}
+
+
+// ACES filmic tone map approximation
+// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+vec3 RRTAndODTFit(vec3 color)
+{
+ vec3 a = color * (color + 0.0245786) - 0.000090537;
+ vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
+ return a / b;
+}
+
+
+// tone mapping
+vec3 toneMapACES_Hill(vec3 color)
+{
+ color = ACESInputMat * color;
+
+ // Apply RRT and ODT
+ color = RRTAndODTFit(color);
+
+ color = ACESOutputMat * color;
+
+ // Clamp to [0, 1]
+ color = clamp(color, 0.0, 1.0);
+
+ return color;
+}
+
+uniform float exposure;
+uniform float gamma;
+
+vec3 toneMap(vec3 color)
+{
+#ifndef NO_POST
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+
+ color *= exposure * exp_scale;
+
+ // mix ACES and Linear here as a compromise to avoid over-darkening legacy content
+ color = mix(toneMapACES_Hill(color), color, 0.333);
+#endif
+
+ return color;
+}
+
+//===============================================================
+
+//=================================
+// borrowed noise from:
+// <https://www.shadertoy.com/view/4dS3Wd>
+// By Morgan McGuire @morgan3d, http://graphicscodex.com
+//
+float hash(float n) { return fract(sin(n) * 1e4); }
+float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
+
+float noise(float x) {
+ float i = floor(x);
+ float f = fract(x);
+ float u = f * f * (3.0 - 2.0 * f);
+ return mix(hash(i), hash(i + 1.0), u);
+}
+
+float noise(vec2 x) {
+ vec2 i = floor(x);
+ vec2 f = fract(x);
+
+ // Four corners in 2D of a tile
+ float a = hash(i);
+ float b = hash(i + vec2(1.0, 0.0));
+ float c = hash(i + vec2(0.0, 1.0));
+ float d = hash(i + vec2(1.0, 1.0));
+
+ // Simple 2D lerp using smoothstep envelope between the values.
+ // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
+ // mix(c, d, smoothstep(0.0, 1.0, f.x)),
+ // smoothstep(0.0, 1.0, f.y)));
+
+ // Same code, with the clamps in smoothstep and common subexpressions
+ // optimized away.
+ vec2 u = f * f * (3.0 - 2.0 * f);
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
+}
+
+//=============================
+
+
+vec3 legacyGamma(vec3 color)
+{
+ vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
+ c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side
+
+ return c;
+}
+
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
- //diff.rgb = pow(diff.rgb, vec3(display_gamma));
+ vec4 diff = texture(diffuseRect, vary_fragcoord);
+
+#ifdef LEGACY_GAMMA
+ diff.rgb = linear_to_srgb(diff.rgb);
+ diff.rgb = legacyGamma(diff.rgb);
+#else
+#ifndef NO_POST
+ diff.rgb = toneMap(diff.rgb);
+#endif
diff.rgb = linear_to_srgb(diff.rgb);
- frag_color = diff;
+#endif
+
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
+ vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
+ vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
+ diff.rgb += nz*0.003;
+
+ frag_color = max(diff, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 058941bfb2..bace9b8c90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -23,27 +23,22 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2D bloomMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform vec2 screen_res;
-VARYING vec2 vary_fragcoord;
+in vec2 vary_fragcoord;
void main()
{
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
- frag_color = diff + bloom;
+ frag_color = diff;
+
+ gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
index bd0cb50464..7e8a5d68d4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -23,18 +23,16 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
+in vec3 position;
-ATTRIBUTE vec3 position;
-
-VARYING vec2 vary_fragcoord;
+out vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 8edf5b2723..10b4b3e76c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -23,12 +23,10 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
+in vec3 position;
-ATTRIBUTE vec3 position;
-
-VARYING vec2 vary_fragcoord;
-VARYING vec2 vary_tc;
+out vec2 vary_fragcoord;
+out vec2 vary_tc;
uniform vec2 tc_scale;
@@ -37,8 +35,8 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
vary_tc = (pos.xy*0.5+0.5)*tc_scale;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl
index 8e9a5fcd41..2c17de311c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl
@@ -1,5 +1,6 @@
/**
- * @file avatarShadowF.glsl
+ * @file postDeferredNoDoFF.glsl
+ *
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -21,21 +22,20 @@
* 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;
+uniform sampler2D diffuseRect;
+uniform float mipLevel;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_fragcoord;
void main()
{
- frag_color = vec4(1,1,1,1);
+ vec4 diff = textureLod(diffuseRect, vary_fragcoord.xy, mipLevel);
+
+ 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
deleted file mode 100644
index cf994d3547..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-/**
- * @file postgiF.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 sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D noiseMap;
-
-uniform vec2 kern[32];
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform int kern_length;
-uniform float kern_scale;
-uniform vec3 blur_quad;
-
-VARYING vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen);
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
-
- vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);
- dlt /= max(-pos.z*dist_factor, 1.0);
- float defined_weight = kern[0].x;
- vec3 col = vec3(0.0);
-
- for (int i = 0; i < kern_length; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
- vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
- sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
-
- float d = dot(norm.xyz, sampNorm);
-
- if (d > 0.8)
- {
- vec3 samppos = getPosition(tc.xy).xyz;
- samppos -= pos;
- if (dot(samppos,samppos) < -0.05*pos.z)
- {
- col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
- defined_weight += kern[i].x;
- }
- }
- }
-
- col /= defined_weight;
-
- //col = ccol;
-
- col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
-
- frag_color.rgb = 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.
- vec2 dummy1 = kern[0];
- vec2 dummy2 = kern[31];
-#endif
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
index 7329efe3f7..1a85d70256 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
@@ -1,41 +1,37 @@
-/**
- * @file sunLightF.glsl
+/**
+ * @file class3/deferred/screenSpaceReflUtil.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-//class 1, no shadow, no SSAO, should never be called
-#extension GL_ARB_texture_rectangle : enable
+// debug stub
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
+float random (vec2 uv)
+{
+ return 0;
+}
-void main()
+float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness)
{
- frag_color = vec4(0,0,0,0);
+ collectedColor = vec4(0);
+ return 0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
deleted file mode 100644
index f45c343066..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl
+++ /dev/null
@@ -1,67 +0,0 @@
-/**
- * @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 !defined(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 !defined(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 9b8df0a5a4..a8febabcc6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -25,26 +25,21 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform sampler2D diffuseMap;
-VARYING vec4 post_pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+in vec4 post_pos;
+in float target_pos_x;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
uniform float minimum_alpha;
void main()
{
float alpha = diffuseLookup(vary_texcoord0.xy).a;
- // mask cutoff 0 -> no shadow SL-11051
- if (minimum_alpha == 0)
+ if (alpha < minimum_alpha)
{
discard;
}
@@ -53,22 +48,18 @@ void main()
alpha *= vertex_color.a;
#endif
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
- if (alpha < 0.88) // treat as semi-transparent
- {
- if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25)
- {
- discard;
- }
- }
+ if (alpha < 0.88) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25)
+ {
+ discard;
+ }
+ }
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
deleted file mode 100644
index 2b17aea75a..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-/**
- * @file shadowAlphaMaskSkinnedV.glsl
- *
- * $LicenseInfo:firstyear=2021&license=viewerlgpl$
- * 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_matrix;
-uniform mat4 projection_matrix;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 post_pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void passTextureIndex();
-
-mat4 getObjectSkinnedTransform();
-
-void main()
-{
- //transform vertex
- vec4 pre_pos = vec4(position.xyz, 1.0);
-
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
-
- vec4 pos = mat * pre_pos;
- pos = projection_matrix * pos;
-
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
- 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();
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index b6a0f0b165..26db1a5d4d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -24,34 +24,46 @@
*/
uniform mat4 texture_matrix0;
+#if defined(HAS_SKIN)
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
uniform mat4 modelview_projection_matrix;
+#endif
+
uniform float shadow_target_width;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
-VARYING vec4 post_pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 post_pos;
+out float target_pos_x;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void passTextureIndex();
void main()
{
//transform vertex
+#if defined(HAS_SKIN)
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * pre_pos;
+ pos = projection_matrix * pos;
+#else
vec4 pre_pos = vec4(position.xyz, 1.0);
vec4 pos = modelview_projection_matrix * pre_pos;
+#endif
+
target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
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..0f5f9ed289 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -25,11 +25,7 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
+in vec3 position;
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/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 1ea96918bb..370aa75d04 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -23,22 +23,9 @@
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 post_pos;
void main()
{
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#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..9bbc63bce1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
@@ -26,9 +26,7 @@
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
-ATTRIBUTE vec3 position;
-
-VARYING vec4 post_pos;
+in vec3 position;
mat4 getObjectSkinnedTransform();
@@ -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/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 4134220306..ee3a5f1f31 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -23,14 +23,20 @@
* $/LicenseInfo$
*/
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
+
+#if defined(SUN_SHADOW)
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
+#endif
+
+#if defined(SPOT_SHADOW)
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
+#endif
uniform vec3 sun_dir;
uniform vec3 moon_dir;
@@ -48,40 +54,49 @@ uniform int sun_up_factor;
float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir)
{
+#if defined(SUN_SHADOW)
float offset = shadow_bias * bias_mul;
stc.xyz /= stc.w;
stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/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 cs = texture(shadowMap, stc.xyz);
float shadow = cs * 4.0;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0));
return clamp(shadow * 0.125, 0.0, 1.0);
+#else
+ return 1.0;
+#endif
}
float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
{
+#if defined(SPOT_SHADOW)
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 cs = texture(shadowMap, stc.xyz);
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;
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
+ shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0));
return shadow*0.2;
+#else
+ return 1.0;
+#endif
}
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
{
+#if defined(SUN_SHADOW)
float shadow = 0.0f;
vec3 light_dir = normalize((sun_up_factor == 1) ? sun_dir : moon_dir);
@@ -175,10 +190,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
}
//shadow = min(dp_directional_light,shadow);
return shadow;
+#else
+ return 1.0;
+#endif
}
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
{
+#if defined(SPOT_SHADOW)
float shadow = 0.0f;
pos += norm * spot_shadow_offset;
@@ -217,5 +236,8 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
shadow = 1.0f;
}
return shadow;
+#else
+ return 1.0;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 72bd0f0f34..bd62954ff8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -25,21 +25,10 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-
-VARYING vec4 post_pos;
+in vec3 position;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- 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
-
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index de22312d3c..9d9ba49d82 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -22,12 +22,10 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-/*[EXTRA_CODE_HERE]*/
// Inputs
-VARYING vec4 vary_HazeColor;
-VARYING float vary_LightNormPosDot;
+in vec3 vary_HazeColor;
+in float vary_LightNormPosDot;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
@@ -36,16 +34,15 @@ uniform float moisture_level;
uniform float droplet_radius;
uniform float ice_level;
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
+
+vec3 srgb_to_linear(vec3 c);
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
+
vec3 rainbow(float d)
{
// 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec
@@ -62,19 +59,16 @@ vec3 rainbow(float d)
d = clamp(d, 0.0, 0.25) + interior_coord;
float rad = (droplet_radius - 5.0f) / 1024.0f;
- return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level;
+ return pow(texture(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
d = clamp(d, 0.1, 1.0);
float v = sqrt(clamp(1 - (d * d), 0, 1));
- return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
+ return texture(halo_map, vec2(0, v)).rgb * ice_level;
}
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light);
-
void main()
{
// Potential Fill-rate optimization. Add cloud calculation
@@ -82,7 +76,7 @@ void main()
// the fragment) if the sky wouldn't show up because the clouds
// are fully opaque.
- vec4 color = vary_HazeColor;
+ vec3 color = vary_HazeColor;
float rel_pos_lightnorm = vary_LightNormPosDot;
float optic_d = rel_pos_lightnorm;
@@ -90,13 +84,11 @@ void main()
color.rgb += rainbow(optic_d);
color.rgb += halo_22;
color.rgb *= 2.;
- color.rgb = scaleSoftClip(color.rgb);
-
- // Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(color.rgb, 1.0);
- frag_data[1] = vec4(0.0,0.0,0.0,0.0);
- frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog
+ color.rgb = clamp(color.rgb, vec3(0), vec3(5));
- gl_FragDepth = 0.99999f;
+ frag_data[0] = vec4(0);
+ frag_data[1] = vec4(0);
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
+ frag_data[3] = vec4(color.rgb, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 6db4690bff..17ce2dee5b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -25,26 +25,26 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
+in vec3 position;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec4 vary_HazeColor;
-VARYING float vary_LightNormPosDot;
+out vec3 vary_HazeColor;
+out float vary_LightNormPosDot;
// Inputs
uniform vec3 camPosLocal;
-uniform vec4 lightnorm;
-uniform vec4 sunlight_color;
-uniform vec4 moonlight_color;
+uniform vec3 lightnorm;
+uniform vec3 sunlight_color;
+uniform vec3 moonlight_color;
uniform int sun_up_factor;
-uniform vec4 ambient_color;
-uniform vec4 blue_horizon;
-uniform vec4 blue_density;
+uniform vec3 ambient_color;
+uniform vec3 blue_horizon;
+uniform vec3 blue_density;
uniform float haze_horizon;
uniform float haze_density;
@@ -53,10 +53,10 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
-uniform vec4 glow;
+uniform vec3 glow;
uniform float sun_moon_glow_factor;
-uniform vec4 cloud_color;
+uniform int cube_snapshot;
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
@@ -91,16 +91,16 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
- vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density));
- vec4 blue_weight = blue_density / combined_haze;
- vec4 haze_weight = haze_density / combined_haze;
+ vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 blue_weight = blue_density / combined_haze;
+ vec3 haze_weight = haze_density / combined_haze;
// Compute sunlight from rel_pos & lightnorm (for long rays like sky)
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
@@ -129,20 +129,20 @@ void main()
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25));
// Haze color above cloud
- vec4 color = (blue_horizon * blue_weight * (sunlight + ambient_color)
+ vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color)
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color));
// Final atmosphere additive
color *= (1. - combined_haze);
// Increase ambient when there are more clouds
- vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5;
+ vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec4 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
// Attenuate cloud color by atmosphere
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
deleted file mode 100644
index 7f2c603f87..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ /dev/null
@@ -1,170 +0,0 @@
-/**
- * @file class1/deferred/softenLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect depthMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-
-uniform float blur_size;
-uniform float blur_fidelity;
-
-// Inputs
-uniform mat3 env_mat;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-uniform int sun_up_factor;
-VARYING vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec3 getNorm(vec2 pos_screen);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-float getAmbientClamp();
-vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-vec3 linear_to_srgb(vec3 c);
-vec3 srgb_to_linear(vec3 c);
-
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
-#endif
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
-
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- //convert to gamma space
- diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
-
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec3 color = vec3(0);
- float bloom = 0.0;
- {
- float ambocc = 1.0; // no AO...
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false);
-
- color.rgb = amblit;
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0 - ambient);
-
- color.rgb *= ambient;
-
- vec3 sun_contrib = da * sunlit;
-
- color.rgb += sun_contrib;
-
- color.rgb *= diffuse.rgb;
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- float sa = dot(refnormpersp, light_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;
- color.rgb += spec_contrib;
- }
-
- color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- vec3 reflected_color = textureCube(environmentMap, env_vec).rgb;
- color = mix(color.rgb, reflected_color, envIntensity);
- }
-
- if (norm.w < 0.5)
- {
- color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a);
- color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a);
- }
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom));
- color = fogged.rgb;
- bloom = fogged.a;
- #endif
-
- }
-
-// linear debuggables
-//color.rgb = vec3(final_da);
-//color.rgb = vec3(ambient);
-//color.rgb = vec3(scol);
-//color.rgb = diffuse_srgb.rgb;
-
- // convert to linear as fullscreen lights need to sum in linear colorspace
- // and will be gamma (re)corrected downstream...
-
- frag_color.rgb = srgb_to_linear(color.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
deleted file mode 100644
index 8891315e15..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-/**
- * @file softenLightV.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 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-uniform vec2 screen_res;
-
-void setAtmosAttenuation(vec3 c);
-void setAdditiveColor(vec3 c);
-
-VARYING vec2 vary_fragcoord;
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
- // appease OSX GLSL compiler/linker by touching all the varyings we said we would
- setAtmosAttenuation(vec3(1));
- setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
deleted file mode 100644
index 694b19cdfb..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ /dev/null
@@ -1,279 +0,0 @@
-/**
- * @file spotLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-#extension GL_ARB_shader_texture_lod : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-//class 1 -- no shadows
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
-uniform sampler2D lightFunc;
-
-uniform mat4 proj_mat; //screen space to light space
-uniform float proj_near; //near clip for projection
-uniform vec3 proj_p; //plane projection is emitting from (in screen space)
-uniform vec3 proj_n;
-uniform float proj_focus; //distance from plane to begin blurring
-uniform float proj_lod; //(number of mips in proj map)
-uniform float proj_range; //range between near clip and far clip plane of projection
-uniform float proj_ambient_lod;
-uniform float proj_ambiance;
-uniform float near_clip;
-uniform float far_clip;
-
-uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
-
-uniform float size;
-uniform vec3 color;
-uniform float falloff;
-
-VARYING vec3 trans_center;
-VARYING vec4 vary_fragcoord;
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-
-vec3 getNorm(vec2 pos_screen);
-vec3 srgb_to_linear(vec3 c);
-
-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));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-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));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
-
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-vec4 getPosition(vec2 pos_screen);
-
-void main()
-{
- vec3 col = vec3(0,0,0);
-
-#if defined(LOCAL_LIGHT_KILL)
- discard;
-#else
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = trans_center.xyz-pos.xyz;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- float envIntensity = norm.z;
- norm = getNorm(frag.xy);
- norm = normalize(norm);
- float l_dist = -dot(lv, proj_n);
-
- vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));
- if (proj_tc.z < 0.0)
- {
- discard;
- }
-
- proj_tc.xyz /= proj_tc.w;
-
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl
- diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
-
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 dlit = vec3(0, 0, 0);
-
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
- {
- float amb_da = proj_ambiance;
- float lit = 0.0;
-
- if (da > 0.0)
- {
- lit = da * dist_atten * noise;
-
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex;
- //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
- amb_da *= dist_atten * noise;
-
- amb_da = min(amb_da, 1.0-lit);
- col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
- }
-
- if (spec.a > 0.0)
- {
- dlit *= min(da*6.0, 1.0) * dist_atten;
- vec3 npos = -normalize(pos);
-
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, 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);
- col += dlit*scol*spec.rgb;
- //col += spec.rgb;
- }
- }
-
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
-
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
-
- if (ds < 0.0)
- {
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
- if (stc.z > 0.0)
- {
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 0.0)
- {
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
- }
- }
- }
- }
-#endif
-
- //col.r = 1.0;
- frag_color.rgb = col;
- frag_color.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index bac79a9fdc..b35d10c8a0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -25,18 +25,13 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 screenpos;
+in vec4 vertex_color;
+in vec2 vary_texcoord0;
+in vec2 screenpos;
uniform sampler2D diffuseMap;
-uniform sampler2D altDiffuseMap;
uniform float blend_factor;
uniform float custom_alpha;
uniform float time;
@@ -46,10 +41,15 @@ float twinkle(){
return abs(d);
}
+// See:
+// ALM off: class1/environment/starsF.glsl
+// ALM on : class1/deferred/starsF.glsl
void main()
{
- vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy);
+ // camera above water: class1\deferred\starsF.glsl
+ // camera below water: class1\environment\starsF.glsl
+ vec4 col_a = texture(diffuseMap, vary_texcoord0.xy);
+ vec4 col_b = texture(diffuseMap, vary_texcoord0.xy);
vec4 col = mix(col_b, col_a, blend_factor);
col.rgb *= vertex_color.rgb;
@@ -58,10 +58,9 @@ void main()
col.a = (col.a * factor) * 32.0f;
col.a *= twinkle();
- frag_data[0] = col;
+ frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0f);
- frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
-
- gl_FragDepth = 0.99995f;
+ frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[3] = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index bb2a2ee72b..726508607d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -27,21 +27,23 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
uniform float time;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 screenpos;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
+out vec2 screenpos;
void main()
{
//transform vertex
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;
+
+ // smash to far clip plane to
+ // avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow)
+ pos.z = pos.w;
gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index b2fa5d8a25..fd343ed2dc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -23,42 +23,31 @@
* $/LicenseInfo$
*/
-#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
+out vec4 frag_data[4];
vec3 srgb_to_linear(vec3 c);
-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;
-VARYING float sun_fade;
+in vec2 vary_texcoord0;
+in float sun_fade;
void main()
{
- vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy);
- vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy);
+ vec4 sunDiscA = texture(diffuseMap, vary_texcoord0.xy);
+ vec4 sunDiscB = texture(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(sunDiscA, sunDiscB, blend_factor);
- //c.rgb = fullbrightAtmosTransport(c.rgb);
- c.rgb = fullbrightScaleSoftClip(c.rgb);
// SL-9806 stars poke through
//c.a *= sun_fade;
- frag_data[0] = c;
+ frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0f);
- frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
-
- gl_FragDepth = 0.999988f;
+ frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[3] = c;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
index 0d117c6bc7..9a8d791a1d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -27,11 +27,11 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec2 vary_texcoord0;
-VARYING float sun_fade;
+out vec2 vary_texcoord0;
+out float sun_fade;
void calcAtmospherics(vec3 eye_pos);
@@ -44,6 +44,8 @@ void main()
sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f);
+ // smash to *almost* far clip plane -- behind clouds but in front of stars
+ pos.z = pos.w*0.999999;
gl_Position = pos;
calcAtmospherics(pos.xyz);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
deleted file mode 100644
index 47e9d15fbc..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-/**
- * @file sunLightF.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 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 6b6eed9db8..f6d509e2c6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -25,11 +25,7 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -37,10 +33,10 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
-VARYING vec3 pos;
-VARYING vec3 vary_normal;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
+in vec3 pos;
+in vec3 vary_normal;
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
vec2 encode_normal(vec3 n);
@@ -48,14 +44,14 @@ void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
- vec4 color0 = texture2D(detail_0, vary_texcoord0.xy);
- vec4 color1 = texture2D(detail_1, vary_texcoord0.xy);
- vec4 color2 = texture2D(detail_2, vary_texcoord0.xy);
- vec4 color3 = texture2D(detail_3, vary_texcoord0.xy);
+ vec4 color0 = texture(detail_0, vary_texcoord0.xy);
+ vec4 color1 = texture(detail_1, vary_texcoord0.xy);
+ vec4 color2 = texture(detail_2, vary_texcoord0.xy);
+ vec4 color3 = texture(detail_3, vary_texcoord0.xy);
- float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a;
- float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
- float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
outColor.a = 0.0; // yes, downstream atmospherics
@@ -63,6 +59,7 @@ void main()
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index f42cb6ff6d..f6d3b59e85 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -27,16 +27,16 @@ uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord1;
+in vec3 position;
+in vec3 normal;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+in vec2 texcoord1;
-VARYING vec3 pos;
-VARYING vec3 vary_normal;
-VARYING vec4 vary_texcoord0;
-VARYING vec4 vary_texcoord1;
+out vec3 pos;
+out vec3 vary_normal;
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
new file mode 100644
index 0000000000..636dfed4ba
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -0,0 +1,122 @@
+/**
+ * @file class1/deferred/textureUtilV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+// This shader code is taken from the sample code on the KHR_texture_transform
+// spec page page, plus or minus some sign error corrections (I think because the GLSL
+// matrix constructor is backwards?):
+// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform
+// Previously (6494eed242b1), we passed in a single, precalculated matrix
+// uniform per transform into the shaders. However, that was found to produce
+// small-but-noticeable discrepancies with the GLTF sample model
+// "TextureTransformTest", likely due to numerical precision differences. In
+// the interest of parity with other renderers, calculate the transform
+// directly in the shader. -Cosmic,2023-02-24
+vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset)
+{
+ mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1);
+ mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1);
+ mat3 rotation_mat = mat3(
+ cos(rotation),-sin(rotation), 0,
+ sin(rotation), cos(rotation), 0,
+ 0, 0, 1
+ );
+
+ mat3 transform = offset_mat * rotation_mat * scale_mat;
+
+ return (transform * vec3(texcoord, 1)).xy;
+}
+
+// vertex_texcoord - The UV texture coordinates sampled from the vertex at
+// runtime. Per SL convention, this is in a right-handed UV coordinate
+// system. Collada models also have right-handed UVs.
+// khr_gltf_transform - The texture transform matrix as defined in the
+// KHR_texture_transform GLTF extension spec. It assumes a left-handed UV
+// coordinate system. GLTF models also have left-handed UVs.
+// sl_animation_transform - The texture transform matrix for texture
+// animations, available through LSL script functions such as
+// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
+// texcoord - The final texcoord to use for image sampling
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
+{
+ vec2 texcoord = vertex_texcoord;
+
+ // Apply texture animation first to avoid shearing and other artifacts
+ texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
+ // Convert to left-handed coordinate system. The offset of 1 is necessary
+ // for rotations to be applied correctly.
+ texcoord.y = 1.0 - texcoord.y;
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
+ // Convert back to right-handed coordinate system
+ texcoord.y = 1.0 - texcoord.y;
+
+ // To make things more confusing, all SL image assets are upside-down
+ // We may need an additional sign flip here when we implement a Vulkan backend
+
+ return texcoord;
+}
+
+// Take the rotation only from both transforms and apply to the tangent. This
+// accounts for the change of the topology of the normal texture when a texture
+// rotation is applied to it.
+// *HACK: Assume the imported GLTF model did not have both normal texture
+// transforms and tangent vertices. The use of this function is inconsistent
+// with the GLTF sample viewer when that is the case. See getNormalInfo in
+// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl
+// We may want to account for this case during GLTF model import.
+// -Cosmic,2023-06-06
+vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
+{
+ vec2 weights = vec2(0, 1);
+
+ // Apply texture animation first to avoid shearing and other artifacts (rotation only)
+ mat2 sl_rot_scale;
+ sl_rot_scale[0][0] = sl_animation_transform[0][0];
+ sl_rot_scale[0][1] = sl_animation_transform[0][1];
+ sl_rot_scale[1][0] = sl_animation_transform[1][0];
+ sl_rot_scale[1][1] = sl_animation_transform[1][1];
+ weights = sl_rot_scale * weights;
+ // Remove scale
+ weights = normalize(weights);
+
+ // Convert to left-handed coordinate system
+ weights.y = -weights.y;
+
+ // Apply KHR_texture_transform (rotation only)
+ float khr_rotation = khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+
+ // Convert back to right-handed coordinate system
+ weights.y = -weights.y;
+
+ // Similar to the MikkTSpace-compatible method of extracting the binormal
+ // from the normal and tangent, as seen in the fragment shader
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 89e354558a..e2d87e68fa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -25,17 +25,13 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_data[4];
uniform sampler2D diffuseMap;
-VARYING vec4 vertex_color;
-VARYING vec3 vary_normal;
-VARYING vec2 vary_texcoord0;
+in vec4 vertex_color;
+in vec3 vary_normal;
+in vec2 vary_texcoord0;
uniform float minimum_alpha;
@@ -43,7 +39,7 @@ vec2 encode_normal(vec3 n);
void main()
{
- vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
if (col.a < minimum_alpha)
{
discard;
@@ -52,5 +48,6 @@ void main()
frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[3] = vec4(0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index e34d75ba1d..7dcab640f2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -25,22 +25,18 @@
/*[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()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
if (alpha < minimum_alpha)
{
@@ -48,6 +44,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
index d9ca6d3a46..f5192c3009 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
@@ -27,11 +27,10 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 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;
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;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 3b6571a24a..ce8a10712c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -27,13 +27,13 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
uniform mat3 normal_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec3 normal;
+in vec2 texcoord0;
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec3 vary_normal;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
deleted file mode 100644
index 9a5debb3c1..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-/**
- * @file underWaterF.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_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-uniform sampler2D screenDepth;
-
-uniform vec4 fogCol;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform vec2 fbScale;
-uniform float refScale;
-uniform float znear;
-uniform float zfar;
-uniform float kd;
-uniform vec4 waterPlane;
-uniform vec3 eyeVec;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec2 encode_normal(vec3 n);
-
-void main()
-{
- vec4 color;
-
- //get detail 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 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
-
- 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, env intens, atmo kill
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
deleted file mode 100644
index a157e9c017..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ /dev/null
@@ -1,184 +0,0 @@
-/**
- * @file class1/deferred/waterF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-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 float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
-uniform int water_edge;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-VARYING vec4 vary_position;
-
-vec2 encode_normal(vec3 n);
-vec3 scaleSoftClip(vec3 l);
-vec3 srgb_to_linear(vec3 c);
-vec3 linear_to_srgb(vec3 c);
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
-{
- vec3 n = mix(bump1, bump2, blend_factor);
- return n;
-}
-
-void main()
-{
- vec4 color;
- float dist = length(view.xyz);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave normals
- 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(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
-
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f);
-
- vec4 pos = vary_position;
-
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
-
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
- //frag_data[0] = color;
-
- // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code
- // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now
- // SL-12975 (unfix pre-EEP broken alpha)
- frag_data[0] = vec4(color.rgb, color); // Effectively, color.rgbr
-
-
- frag_data[1] = vec4(0); // speccolor, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
deleted file mode 100644
index 8863869e44..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-/**
- * @file waterV.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 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec2 waveDir1;
-uniform vec2 waveDir2;
-uniform float time;
-uniform vec3 eyeVec;
-uniform float waterHeight;
-
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-VARYING vec4 vary_position;
-
-float wave(vec2 v, float t, float f, vec2 d, float s)
-{
- return (dot(d, v)*f + t*s)*f;
-}
-
-void main()
-{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- mat4 modelViewProj = modelview_projection_matrix;
-
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = pos.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = vec4(position, 1.0);
- oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- vary_position = modelview_matrix * oPosition;
- oPosition = modelViewProj * oPosition;
-
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = pos.xyz;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- pos.w = 1.0;
- pos = modelview_matrix*pos;
-
- calcAtmospherics(pos.xyz);
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- 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;
-
- gl_Position = oPosition;
-}