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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl)50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl)36
15 files changed, 231 insertions, 88 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dc484317e9..02b2daf0ac 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -56,6 +56,10 @@ VARYING vec3 vary_norm;
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;
@@ -86,6 +90,14 @@ 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
@@ -95,7 +107,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float dist = length(lv);
float da = 1.0;
- /*if (dist > la)
+ /*if (dist > inverted_la)
{
return col;
}
@@ -113,9 +125,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}*/
- if (dist > 0.0 && la > 0.0)
+ if (dist > 0.0 && inverted_la > 0.0)
{
- dist /= la;
+ dist /= inverted_la;
//normalize light vector
lv = normalize(lv);
@@ -183,7 +195,6 @@ void main()
#endif
vec4 diffuse_srgb = diffuse_tap;
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#ifdef FOR_IMPOSTOR
vec4 color;
@@ -192,25 +203,37 @@ void main()
float final_alpha = diffuse_srgb.a * vertex_color.a;
diffuse_srgb.rgb *= vertex_color.rgb;
- diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb);
// Insure we don't pollute depth with invis pixels in impostor rendering
//
- if (final_alpha < 0.01)
+ if (final_alpha < minimum_alpha)
{
discard;
}
-#else
-
+
+ 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
+#endif // USE_VERTEX_COLOR
vec3 sunlit;
vec3 amblit;
@@ -242,13 +265,13 @@ void main()
#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
-#endif
+#endif // !defined(AMBIENT_KILL)
vec3 post_ambient = color.rgb;
#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
-#endif
+#endif // !defined(SUNLIGHT_KILL)
vec3 post_sunlight = color.rgb;
@@ -280,7 +303,7 @@ vec3 post_atmo = color.rgb;
// sum local light contrib in linear colorspace
#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
-#endif
+#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);
@@ -299,8 +322,8 @@ vec3 post_atmo = color.rgb;
color = applyWaterFogView(pos.xyz, color);
#endif // WATER_FOG
-#endif
-
+#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 506118d381..6a93bc2fd2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -105,9 +105,9 @@ void main()
vec4 vert = vec4(position.xyz, 1.0);
pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#endif
+#endif //IS_AVATAR_SKIN
-#endif
+#endif // HAS_SKIN
#ifdef USE_INDEXED_TEX
passTextureIndex();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index ef49b6f4e8..1b16e4eb09 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -40,11 +40,11 @@ VARYING vec4 post_pos;
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
+uniform vec4 color;
void main()
{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a;
if (alpha < 0.05) // treat as totally transparent
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index d1d7ece6fe..1c5b142ebd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -30,7 +30,6 @@ uniform float shadow_target_width;
mat4 getSkinnedTransform();
void passTextureIndex();
-ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
@@ -41,7 +40,6 @@ VARYING vec4 post_pos;
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
void main()
{
@@ -68,7 +66,6 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
#if !DEPTH_CLAMP
post_pos = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 9f9749394e..d90891aa20 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -39,16 +39,32 @@ VARYING vec3 vary_mat2;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+#endif
+
void main()
{
//transform vertex
+#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);
+
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+#else
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
vec3 n = normalize(normal_matrix * normal);
vec3 t = normalize(normal_matrix * tangent.xyz);
+#endif
+
vec3 b = cross(n, t) * tangent.w;
-
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
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);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 3c026796c8..d64bcefade 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -39,14 +39,28 @@ VARYING vec2 vary_texcoord0;
void passTextureIndex();
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+#endif
+
void main()
{
- //transform vertex
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * vec4(position.xyz, 1.0);
+ gl_Position = projection_matrix * pos;
+ vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+#else
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_normal = normalize(normal_matrix * normal);
+#endif
+
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
passTextureIndex();
- vary_normal = normalize(normal_matrix * normal);
-
+
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 5e4f08b017..08b1147ab0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -40,15 +40,26 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+#endif
void main()
{
//transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
- vec4 pos = (modelview_matrix * vert);
passTextureIndex();
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+
+ vec4 pos = mat * vec4(position.xyz, 1.0);
+ gl_Position = projection_matrix * pos;
+#else
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 8f6eb79668..2c139430e7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -25,7 +25,6 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
-uniform mat4 texture_matrix1;
uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
@@ -47,19 +46,32 @@ VARYING vec2 vary_texcoord0;
VARYING vec3 vary_texcoord1;
VARYING vec4 vary_position;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+#endif
+
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz,1.0);
passTextureIndex();
+
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * vert;
+ vary_position = 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);
-
vec3 norm = normalize(normal_matrix * normal);
+#endif
vec3 ref = reflect(pos.xyz, -norm);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
+ vary_texcoord1 = transpose(normal_matrix) * ref.xyz;
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 bdf3546aa5..e71636f2c9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -45,15 +45,26 @@ VARYING vec3 vary_position;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+uniform mat4 projection_matrix;
+#endif
void main()
{
//transform vertex
vec4 vert = vec4(position.xyz, 1.0);
- vec4 pos = (modelview_matrix * vert);
passTextureIndex();
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * vert;
+ gl_Position = projection_matrix * pos;
+#else
+ vec4 pos = (modelview_matrix * vert);
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
#ifdef WATER_FOG
vary_position = pos.xyz;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index eb6e56e718..a58cc3d12d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -54,8 +54,7 @@ void main()
vec4 norm = texture2D(normalMap, vary_texcoord0.xy);
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
- col.rgb = linear_to_srgb(col.rgb);
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
- frag_data[2] = vec4(norm.xy,0,0);
+ frag_data[2] = norm;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index e1f7031af6..02d83925ea 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -91,6 +91,14 @@ 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
@@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float dist = length(lv);
float da = 1.0;
- dist /= la;
+ dist /= inverted_la;
- if (dist > 0.0 && la > 0.0)
+ if (dist > 0.0 && inverted_la > 0.0)
{
//normalize light vector
lv = normalize(lv);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index d0c06cd51f..7a941674b8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -43,18 +43,18 @@ uniform float norm_scale;
void main()
{
- float alpha = texture2D(alphaMap, vary_texcoord0).a;
+ float c = texture2D(alphaMap, vary_texcoord0).r;
- vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255);
- vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255);
- vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255);
- vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255);
+ vec3 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 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
norm = normalize(norm);
norm *= 0.5;
norm += 0.5;
-
- frag_color = vec4(norm, alpha);
+
+ frag_color = vec4(norm, c);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
index 10144f3e16..2b17aea75a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
@@ -1,8 +1,9 @@
/**
- * @file bumpV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * @file shadowAlphaMaskSkinnedV.glsl
+ *
+ * $LicenseInfo:firstyear=2021&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * 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
@@ -22,43 +23,48 @@
* $/LicenseInfo$
*/
-uniform mat4 projection_matrix;
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 vec3 normal;
ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 tangent;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
+VARYING vec4 post_pos;
+VARYING float target_pos_x;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+void passTextureIndex();
+
mat4 getObjectSkinnedTransform();
void main()
{
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
-
-
- vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- 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);
+ 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
- gl_Position = projection_matrix*vec4(pos, 1.0);
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
new file mode 100644
index 0000000000..bdf8e0854d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file shadowSkinnedV.glsl
+ *
+ * $LicenseInfo:firstyear=2021&license=viewerlgpl$
+ * 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 projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ 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/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
index 2487110624..d9ca6d3a46 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
@@ -1,6 +1,7 @@
/**
- * @file diffuseSkinnedV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * @file treeShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
*
@@ -22,38 +23,31 @@
* $/LicenseInfo$
*/
-uniform mat4 projection_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
-
+uniform mat4 projection_matrix;
+
ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-VARYING vec3 vary_normal;
-VARYING vec4 vertex_color;
+VARYING vec4 post_pos;
VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- mat4 mat = getObjectSkinnedTransform();
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- vec4 norm = vec4(position.xyz, 1.0);
- norm.xyz += normal.xyz;
- norm.xyz = (mat*norm).xyz;
- norm.xyz = normalize(norm.xyz-pos.xyz);
-
- vary_normal = norm.xyz;
-
- vertex_color = diffuse_color;
+ vec4 pos = mat * vec4(position.xyz, 1.0);
+ pos = projection_matrix * pos;
+
+ post_pos = pos;
- gl_Position = projection_matrix*vec4(pos, 1.0);
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}