diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
62 files changed, 1896 insertions, 2583 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index b9c8f34cb0..6e1f0f201b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -39,37 +39,11 @@ out vec4 frag_color;  uniform float display_gamma;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; - -#if HAS_SHADOW -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; - -uniform vec2 shadow_res; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float shadow_bias; - -#endif +uniform vec3 moon_dir;  #ifdef USE_DIFFUSE_TEX  uniform sampler2D diffuseMap; @@ -84,548 +58,192 @@ VARYING vec3 vary_norm;  VARYING vec4 vertex_color;  #endif -vec3 vary_PositionEye; -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; - +uniform int sun_up_factor;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  +uniform vec4 light_attenuation[8];   uniform vec3 light_diffuse[8]; -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ -	float a = max(dot(n,l),0.0); -	a = pow(a, 1.0/1.3); -	return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = length(lv); -	 -	float da = 1.0; - -	vec3 col = vec3(0); - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist = d/la; -		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -		dist_atten *= dist_atten; -		dist_atten *= 2.0; - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 - -		float lit = max(da * dist_atten,0.0); - -		col = light_col * lit * diffuse; - -		// no spec for alpha shader... -	} - -	return max(col, vec3(0.0,0.0,0.0)); -} - -#if HAS_SHADOW -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; -		 -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; -	 -    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow*0.2; -} -#endif -  #ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ -	//normalize view vector -	vec3 view = normalize(pos); -	float es = -(dot(view, waterPlane.xyz)); - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); -	 -	//get object depth -	float depth = length(pos - int_v); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	 -	color.rgb = color.rgb * D + kc.rgb * L; -	color.a = kc.a + color.a; -	 -	return color; -} +vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = sunlight_color; -	vec4 light_atten; - -	//sunlight attenuation effect (hue and brightness) due to atmosphere -	//this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} +vec2 encode_normal (vec3 n); +vec3 scaleSoftClipFrag(vec3 l); +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -vec3 scaleDownLight(vec3 light) -{ -	return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} +#if defined(VERT_ATMOSPHERICS) +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +void calcAtmospherics(vec3 inPositionEye, float ambFactor); +#else +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +#endif -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -vec3 atmosAffectDirectionalLight(float lightIntensity) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance ,float shadow)  { -	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} +    //get light vector +    vec3 lv = lp.xyz-v; +     +    //get distance +    float d = length(lv); +    float da = 1.0; +    vec3 col = vec3(0); -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); -    vec3 ones   = vec3(1.0f, 1.0f, 1.0f); +    if (d > 0.0 && fa > 0.0) +    { +        //normalize light vector +        lv = normalize(lv); +        vec3 norm = normalize(n); -	light = ones - clamp(light, zeroes, ones); -	light = ones - pow(light, gamma.xxx); +        da = max(0.0, dot(norm, lv)); +        da = clamp(da, 0.0, 1.0); +  +        //distance attenuation +        float dist = d/la; +        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        dist_atten *= dist_atten; -	return light; -} +        // spotlight coefficient. +        float spot = max(dot(-ln, lv), is_pointlight); +        da *= spot*spot; // GL_SPOT_EXPONENT=2 -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); +        // to match spotLight (but not multiSpotLight) *sigh* +        float lit = max(min(da, shadow) * dist_atten,0.0); +        col = lit * light_col * diffuse; -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} +        float amb_da = ambiance; +        amb_da *= dist_atten; +        amb_da += (da*0.5) * ambiance; +        amb_da += (da*da*0.5 + 0.5) * ambiance; +        amb_da = min(amb_da, 1.0f - lit); -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; +        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); -	 -	float shadow = 1.0; - -#if HAS_SHADOW -	vec4 spos = pos; -		 -	if (spos.z > -shadow_clip.w) -	{	 -		shadow = 0.0; - -		vec4 lpos; -		 -		vec4 near_split = shadow_clip*-0.75; -		vec4 far_split = shadow_clip*-1.25; -		vec4 transition_domain = near_split-far_split; -		float weight = 0.0; - -		if (spos.z < near_split.z) -		{ -			lpos = shadow_matrix[3]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap3, lpos)*w; -			weight += w; -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} - -		if (spos.z < near_split.y && spos.z > far_split.z) -		{ -			lpos = shadow_matrix[2]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap2, lpos)*w; -			weight += w; -		} - -		if (spos.z < near_split.x && spos.z > far_split.y) -		{ -			lpos = shadow_matrix[1]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -			shadow += pcfShadow(shadowMap1, lpos)*w; -			weight += w; -		} - -		if (spos.z > far_split.x) -		{ -			lpos = shadow_matrix[0]*spos; -							 -			float w = 1.0; -			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -				 -			shadow += pcfShadow(shadowMap0, lpos)*w; -			weight += w; -		} -		 - -		shadow /= weight; -	} -	else -	{ -		shadow = 1.0; -	} -#endif +    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 = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);  #ifdef USE_INDEXED_TEX -	vec4 diff = diffuseLookup(vary_texcoord0.xy); +    vec4 diff = diffuseLookup(vary_texcoord0.xy);  #else -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +    vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif  #ifdef FOR_IMPOSTOR -	vec4 color; -	color.rgb = diff.rgb; -	color.a = 1.0; +    vec4 color; +    color.rgb = diff.rgb; +    color.a = 1.0;  #ifdef USE_VERTEX_COLOR -	float final_alpha = diff.a * vertex_color.a; -	diff.rgb *= vertex_color.rgb; +    float final_alpha = diff.a * vertex_color.a; +    diff.rgb *= vertex_color.rgb;  #else -	float final_alpha = diff.a; +    float final_alpha = diff.a;  #endif -	 -	// Insure we don't pollute depth with invis pixels in impostor rendering -	// -	if (final_alpha < 0.01) -	{ -		discard; -	} +     +    // Insure we don't pollute depth with invis pixels in impostor rendering +    // +    if (final_alpha < 0.01) +    { +        discard; +    }  #else -	 +      #ifdef USE_VERTEX_COLOR -	float final_alpha = diff.a * vertex_color.a; -	diff.rgb *= vertex_color.rgb; +    float final_alpha = diff.a * vertex_color.a; +    diff.rgb *= vertex_color.rgb;  #else -	float final_alpha = diff.a; +    float final_alpha = diff.a;  #endif +    diff.rgb = srgb_to_linear(diff.rgb); -	vec4 gamma_diff = diff;	 -	diff.rgb = srgb_to_linear(diff.rgb); +    vec3 sunlit; +    vec3 amblit; +    vec3 additive; +    vec3 atten; -	vec3 norm = vary_norm;  - -	calcAtmospherics(pos.xyz, 1.0); +#if defined(VERT_ATMOSPHERICS) +    sunlit = getSunlitColor(); +    amblit = getAmblitColor(); +    additive = getAdditiveColor(); +    atten = getAtmosAttenuation(); +#else +    calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +#endif -	vec2 abnormal	= encode_normal(norm.xyz); -		 norm.xyz   = decode_normal(abnormal.xy); +    vec2 abnormal   = encode_normal(norm.xyz); -	float da = dot(norm.xyz, sun_dir.xyz); +    vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; +    float da = dot(norm.xyz, light_dir.xyz); +          da = clamp(da, 0.0, 1.0); -    float final_da = da; -          final_da = min(final_da, shadow); -          final_da = max(final_da, 0.0f); -		  final_da = min(final_da, 1.0f); -		  final_da = pow(final_da, 1.0/1.3); +    vec4 color = vec4(0,0,0,0); -	vec4 color = vec4(0,0,0,0); +    color.rgb = amblit; +    color.a   = final_alpha; -	color.rgb = atmosAmbient(color.rgb); -	color.a   = final_alpha; +    float ambient = abs(da); +    ambient *= 0.5; +    ambient *= ambient; +    ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow); -	float ambient = abs(da); -	ambient *= 0.5; -	ambient *= ambient; -	ambient = (1.0-ambient); +    vec3 sun_contrib = min(da, shadow) * sunlit; -	color.rgb *= ambient; -	color.rgb += atmosAffectDirectionalLight(final_da); -	color.rgb *= gamma_diff.rgb; +    color.rgb *= ambient; +    color.rgb += sun_contrib; +    color.rgb *= diff.rgb; -	//color.rgb = mix(diff.rgb, color.rgb, final_alpha); -	 -	color.rgb = atmosLighting(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); +    //color.rgb = mix(diff.rgb, color.rgb, final_alpha); +     +    color.rgb = atmosFragLighting(color.rgb, additive, atten); +    color.rgb = scaleSoftClipFrag(color.rgb); -	vec4 light = vec4(0,0,0,0); +    vec4 light = vec4(0,0,0,0); -	color.rgb = srgb_to_linear(color.rgb); -	 -   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w, shadow); -	LIGHT_LOOP(1) -	LIGHT_LOOP(2) -	LIGHT_LOOP(3) -	LIGHT_LOOP(4) -	LIGHT_LOOP(5) -	LIGHT_LOOP(6) -	LIGHT_LOOP(7) +    LIGHT_LOOP(1) +    LIGHT_LOOP(2) +    LIGHT_LOOP(3) +    LIGHT_LOOP(4) +    LIGHT_LOOP(5) +    LIGHT_LOOP(6) +    LIGHT_LOOP(7) -	// keep it linear -	// -	color.rgb += light.rgb; +    // keep it linear +    // +    color.rgb += light.rgb; -	// straight to display gamma, we're post-deferred -	// -	color.rgb = linear_to_srgb(color.rgb); +    color.rgb = linear_to_srgb(color.rgb); -#ifdef WATER_FOG -	color = applyWaterFogDeferred(pos.xyz, color);  #endif +#ifdef WATER_FOG +    color = applyWaterFogView(pos.xyz, color);  #endif -	frag_color = color; +    frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl new file mode 100644 index 0000000000..23adbded5e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -0,0 +1,123 @@ +/**  + * @file class1/deferred/aoUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2D       noiseMap; +uniform sampler2DRect   normalMap; +uniform sampler2DRect   depthMap; + +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +uniform mat4 inv_proj; +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; +    return depth; +} + +vec4 getPositionAo(vec2 pos_screen) +{ +    float depth = getDepthAo(pos_screen); +    vec2 sc = getScreenCoordinateAo(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; +} + +vec2 getKern(int i) +{ +    vec2 kern[8]; +    // exponentially (^2) distant occlusion samples spread around origin +    kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; +    kern[1] = vec2(1.0, 0.0) * 0.250*0.250; +    kern[2] = vec2(0.0, 1.0) * 0.375*0.375; +    kern[3] = vec2(0.0, -1.0) * 0.500*0.500; +    kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; +    kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; +    kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; +    kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; +        +    return kern[i]; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) +{ +    float ret = 1.0; +    vec3 pos_world = pos.xyz; +    vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; +         +    float angle_hidden = 0.0; +    float points = 0; +         +    float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); +     +    // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) +    for (int i = 0; i < 8; i++) +    { +        vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); +        vec3 samppos_world = getPositionAo(samppos_screen).xyz;  +         +        vec3 diff = pos_world - samppos_world; +        float dist2 = dot(diff, diff); +             +        // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area +        // --> solid angle shrinking by the square of distance +        //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 +        //(k should vary inversely with # of samples, but this is taken care of later) +         +        float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0; +        angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv); +             +        // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  +        float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0; +        points = points + diffz_val; +    } +         +    angle_hidden = min(ssao_factor*angle_hidden/points, 1.0); +     +    float points_val = (points > 0.0) ? 1.0 : 0.0; +    ret = (1.0 - (points_val * angle_hidden)); + +    ret = max(ret, 0.0); +    return min(ret, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 22c9a4d14e..8e9a5fcd41 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -22,6 +22,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 3f90600ace..0fa0edfd67 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -41,7 +41,7 @@ void main()  	vec4 p = projection_matrix * vec4(pos, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	p.z = max(p.z, -p.w+0.01);  	gl_Position = p;  #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl index c8ddefac26..e68b082d43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -34,12 +34,9 @@ mat4 getSkinnedTransform();  void calcAtmospherics(vec3 inPositionEye);  float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light);  VARYING vec3 vary_position;  VARYING vec3 vary_ambient; @@ -59,12 +56,6 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = max(dot(n,l),0.0); -        return a; -} -  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 662c762bca..60d83cc623 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -36,11 +38,7 @@ uniform float minimum_alpha;  VARYING vec3 vary_normal;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index b809b73973..50020a50d8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -22,7 +22,9 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  + +/*[EXTRA_CODE_HERE]*/  +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -31,7 +33,7 @@ out vec4 frag_color;  uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -39,7 +41,7 @@ void main()  {  	frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#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 bde1ad4e9f..91b25613e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -53,7 +53,7 @@ void main()  	norm = normalize(norm);  	pos = projection_matrix * pos; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cbd8d2ebfc..596d0274af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,7 +33,6 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap; @@ -45,100 +44,68 @@ uniform float kern_scale;  VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen);  void main()   {      vec2 tc = vary_fragcoord.xy; -	vec3 norm = texture2DRect(normalMap, tc).xyz; -	norm = decode_normal(norm.xy); // unpack norm - -	vec3 pos = getPosition(tc).xyz; -	vec4 ccol = texture2DRect(lightMap, tc).rgba; -	 -	vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); -	dlt /= max(-pos.z*dist_factor, 1.0); -	 -	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' -	vec4 col = defined_weight.xyxx * ccol; - -	// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances -	float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; - -	// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large -	float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) -	tc_mod -= floor(tc_mod); -	tc_mod *= 2.0; -	tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = tc + kern[i].z*dlt; -	    vec3 samppos = getPosition(samptc).xyz;  - -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		 -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} - -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = tc - kern[i].z*dlt; -	    vec3 samppos = getPosition(samptc).xyz;  - -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		 -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} - -	col /= defined_weight.xyxx; -	col.y *= col.y; -	 -	frag_color = col; +    vec3 norm = getNorm(tc); +    vec3 pos = getPosition(tc).xyz; +    vec4 ccol = texture2DRect(lightMap, tc).rgba; +     +    vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); +    dlt /= max(-pos.z*dist_factor, 1.0); +     +    vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' +    vec4 col = defined_weight.xyxx * ccol; + +    // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances +    float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + +    // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large +    float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) +    tc_mod -= floor(tc_mod); +    tc_mod *= 2.0; +    tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); + +    for (int i = 1; i < 4; i++) +    { +        vec2 samptc = tc + kern[i].z*dlt; +        vec3 samppos = getPosition(samptc).xyz;  + +        float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane +         +        if (d*d <= pointplanedist_tolerance_pow2) +        { +            col += texture2DRect(lightMap, samptc)*kern[i].xyxx; +            defined_weight += kern[i].xy; +        } +    } + +    for (int i = 1; i < 4; i++) +    { +        vec2 samptc = tc - kern[i].z*dlt; +        vec3 samppos = getPosition(samptc).xyz;  + +        float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane +         +        if (d*d <= pointplanedist_tolerance_pow2) +        { +            col += texture2DRect(lightMap, samptc)*kern[i].xyxx; +            defined_weight += kern[i].xy; +        } +    } + +    col /= defined_weight.xyxx; +    col.y *= col.y; +     +    frag_color = col;  #ifdef IS_AMD_CARD -	// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. -	vec3 dummy1 = kern[0]; -	vec3 dummy2 = kern[3]; +    // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. +    vec3 dummy1 = kern[0]; +    vec3 dummy2 = kern[3];  #endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 58fb01d200..b5677a07ee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -22,6 +22,8 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ + +/*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -40,11 +42,7 @@ VARYING vec3 vary_mat2;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl new file mode 100644 index 0000000000..035e979827 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl @@ -0,0 +1,128 @@ +/**  + * @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 ambient; +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 * 0.02);    //large texture, visible density +        uv2 += cloud_pos_density1.xy;   //large texture, self shadow +        uv3 += cloud_pos_density2.xy;   //small texture, visible density +        uv4 += cloud_pos_density2.xy;   //small texture, self shadow +     +        float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); +     +        cloudDensity *= 1.0 - (density_variance * density_variance); +     +        // Compute alpha1, the main cloud opacity +        float alpha1 = (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 new file mode 100644 index 0000000000..effb070f93 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl @@ -0,0 +1,63 @@ +/**  + * @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 1d8ca04ccd..60ccfa64db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -22,7 +22,7 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  +/*[EXTRA_CODE_HERE]*/   #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -39,9 +39,13 @@ VARYING vec4 vary_CloudColorAmbient;  VARYING float vary_CloudDensity;  uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor;  uniform vec4 cloud_pos_density1;  uniform vec4 cloud_pos_density2;  uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance;  VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1; @@ -49,59 +53,77 @@ VARYING vec2 vary_texcoord2;  VARYING vec2 vary_texcoord3;  /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); +vec3 scaleSoftClip(vec3 light); -	return light; +vec4 cloudNoise(vec2 uv) +{ +   vec4 a = texture2D(cloud_noise_texture, uv); +   vec4 b = texture2D(cloud_noise_texture_next, uv); +   vec4 cloud_noise_sample = mix(a, b, blend_factor); +   return cloud_noise_sample;  }  void main()  { -	// Set variables -	vec2 uv1 = vary_texcoord0.xy; -	vec2 uv2 = vary_texcoord1.xy; - -	vec4 cloudColorSun = vary_CloudColorSun; -	vec4 cloudColorAmbient = vary_CloudColorAmbient; -	float cloudDensity = vary_CloudDensity; -	vec2 uv3 = vary_texcoord2.xy; -	vec2 uv4 = vary_texcoord3.xy; - -	// Offset texture coords -	uv1 += cloud_pos_density1.xy;	//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 - - -	// Compute alpha1, the main cloud opacity -	float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; -	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); - -	// And smooth -	alpha1 = 1. - alpha1 * alpha1; -	alpha1 = 1. - alpha1 * alpha1;	 - - -	// Compute alpha2, for self shadowing effect -	// (1 - alpha2) will later be used as percentage of incoming sunlight -	float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); -	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - -	// And smooth -	alpha2 = 1. - alpha2; -	alpha2 = 1. - alpha2 * alpha2;	 - -	// Combine -	vec4 color; -	color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); -	color *= 2.; - -	/// Gamma correct for WL (soft clip effect). -	frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); -	frag_data[1] = vec4(0.0,0.0,0.0,0.0); -	frag_data[2] = vec4(0,0,1,0); +    // Set variables +    vec2 uv1 = vary_texcoord0.xy; +    vec2 uv2 = vary_texcoord1.xy; + +    vec4 cloudColorSun = vary_CloudColorSun; +    vec4 cloudColorAmbient = vary_CloudColorAmbient; +    float cloudDensity = vary_CloudDensity; +    vec2 uv3 = vary_texcoord2.xy; +    vec2 uv4 = vary_texcoord3.xy; + +    if (cloud_scale < 0.001) +    { +        discard; +    } + +    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 * 0.02);    //large texture, visible density +    uv2 += cloud_pos_density1.xy;   //large texture, self shadow +    uv3 += cloud_pos_density2.xy;   //small texture, visible density +    uv4 += cloud_pos_density2.xy;   //small texture, self shadow + +    float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + +    cloudDensity *= 1.0 - (density_variance * density_variance); + +    // Compute alpha1, the main cloud opacity + +    float alpha1 = (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;   + +    // Combine +    vec4 color; +    color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); +    color *= 2.; + +    /// Gamma correct for WL (soft clip effect). +    frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); +    frag_data[1] = vec4(0.0,0.0,0.0,0.0); +    frag_data[2] = vec4(0,0,1,0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 17f425475c..4beb334f5a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -47,6 +47,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -58,6 +60,7 @@ uniform float density_multiplier;  uniform float max_y;  uniform vec4 glow; +uniform float sun_moon_glow_factor;  uniform vec4 cloud_color; @@ -93,7 +96,7 @@ void main()  	vec4 temp2 = vec4(0.);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; @@ -131,6 +134,8 @@ void main()  	temp2.x = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function +        temp2.x *= sun_moon_glow_factor; +  	// Add "minimum anti-solar illumination"  	temp2.x += .25; @@ -170,7 +175,7 @@ void main()  	// Texture coords  	vary_texcoord0 = texcoord0;  	vary_texcoord0.xy -= 0.5; -	vary_texcoord0.xy /= cloud_scale; +	vary_texcoord0.xy /= max(0.001, cloud_scale);  	vary_texcoord0.xy += 0.5;  	vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index fef1c5a584..380d382020 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -50,14 +50,7 @@ uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; -float getDepth(vec2 pos_screen) -{ -	float z = texture2DRect(depthMap, pos_screen.xy).r; -	z = z*2.0-1.0; -	vec4 ndc = vec4(0.0, 0.0, z, 1.0); -	vec4 p = inv_proj*ndc; -	return p.z/p.w; -} +float getDepth(vec2 pos_screen);  float calc_cof(float depth)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl new file mode 100644 index 0000000000..e27bbce094 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -0,0 +1,79 @@ +/**  + * @file class1/deferred/deferredUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2DRect   normalMap; +uniform sampler2DRect   depthMap; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec2 getScreenCoordinate(vec2 screenpos) +{ +    vec2 sc = screenpos.xy * 2.0; +    if (screen_res.x > 0 && screen_res.y > 0) +    { +       sc /= screen_res; +    } +    return sc - vec2(1.0, 1.0); +} + +vec3 getNorm(vec2 screenpos) +{ +   vec2 enc = texture2DRect(normalMap, screenpos.xy).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 n; +} + +float getDepth(vec2 pos_screen) +{ +    float depth = texture2DRect(depthMap, pos_screen).r; +    return depth; +} + +vec4 getPosition(vec2 pos_screen) +{ +    float depth = getDepth(pos_screen); +    vec2 sc = getScreenCoordinate(pos_screen); +    vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +    vec4 pos = inv_proj * ndc; +    pos /= pos.w; +    pos.w = 1.0; +    return pos; +} + +vec4 getPositionWithDepth(vec2 pos_screen, float depth) +{ +    vec2 sc = getScreenCoordinate(pos_screen); +    vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); +    vec4 pos = inv_proj * ndc; +    pos /= pos.w; +    pos.w = 1.0; +    return pos; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 7930b5d18b..b328ee9483 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -37,11 +39,7 @@ VARYING vec3 vary_normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 8525e13333..fc5c86b4d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -36,11 +38,7 @@ uniform float minimum_alpha;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 37d70a2412..1bb8eb8bd0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -23,6 +23,7 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -37,11 +38,7 @@ uniform sampler2D diffuseMap;  VARYING vec3 vary_normal;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 6befb1bd8b..8319e61242 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -22,6 +22,8 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ + +/*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; @@ -35,11 +37,7 @@ VARYING vec3 vary_normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index adc361d7a2..828c325c9d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -33,12 +35,7 @@ VARYING vec3 vary_normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 115b04797f..7fec3e03e7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -36,9 +36,6 @@ void calcAtmospherics(vec3 inPositionEye);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); -  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 756e625d07..2db737a427 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -1,5 +1,5 @@  /**  - * @file fullbrightF.glsl + * @file deferred/fullbrightF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -41,44 +41,10 @@ VARYING vec3 vary_position;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; - -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -} -  vec3 fullbrightAtmosTransportDeferred(vec3 light)  {  	return light; @@ -94,52 +60,6 @@ vec3 fullbrightScaleSoftClipDeferred(vec3 light)  uniform float minimum_alpha;  #endif -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ -	//normalize view vector -	vec3 view = normalize(pos); -	float es = -(dot(view, waterPlane.xyz)); - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); -	 -	//get object depth -	float depth = length(pos - int_v); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	 -	color.rgb = color.rgb * D + kc.rgb * L; -	color.a = kc.a + color.a; -	 -	return color; -} -#endif -  void main()   {  #if HAS_DIFFUSE_LOOKUP @@ -158,15 +78,12 @@ void main()  #endif  	color.rgb *= vertex_color.rgb; -	color.rgb = srgb_to_linear(color.rgb);  	color.rgb = fullbrightAtmosTransportDeferred(color.rgb);  	color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); -	color.rgb = linear_to_srgb(color.rgb); -  #ifdef WATER_FOG  	vec3 pos = vary_position; -	vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); +	vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));  	color.rgb = fogged.rgb;  	color.a   = fogged.a;  #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index b0db9876d3..30e560450b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -23,7 +23,7 @@   * $/LicenseInfo$   */ - +/*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 8e899e3e0f..816bd0bf3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -37,8 +37,6 @@ void calcAtmospherics(vec3 inPositionEye);  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light);  #ifdef WATER_FOG  VARYING vec3 vary_position; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index f8fdde43f9..d29e8a9423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -38,42 +40,6 @@ uniform sampler2D specularMap;  VARYING vec2 vary_texcoord0; -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} -  void main()   {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -86,8 +52,6 @@ void main()  	vec4 norm = texture2D(normalMap,   vary_texcoord0.xy);  	vec4 spec = texture2D(specularMap, vary_texcoord0.xy); -	col.rgb = linear_to_srgb(col.rgb); -  	frag_data[0] = vec4(col.rgb, 0.0);  	frag_data[1] = spec;  	frag_data[2] = vec4(norm.xy,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl index 587f3d5a94..49bfa660f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl @@ -1,7 +1,7 @@  /**  - * @file srgb.glsl + * @file class1/deferred/indirect.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2018&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc.   *  @@ -23,24 +23,8 @@   * $/LicenseInfo$   */ -vec3 srgb_to_linear(vec3 cs) +vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)  { -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); -	return mix(high_range, low_range, lte); - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - -	bvec3 lt = lessThan(cl,vec3(0.0031308)); -	return mix(high_range, low_range, lt); - +    return ambient;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index dcf474824d..be1003a7e0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -22,8 +22,8 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -uniform sampler2DRect diffuseMap; + +/*[EXTRA_CODE_HERE]*/  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; @@ -31,6 +31,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +uniform sampler2DRect diffuseMap;  VARYING vec2 vary_fragcoord;  void main()  diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 07d28ed4cd..e2ebd928ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -23,50 +23,35 @@   * $/LicenseInfo$   */ -#define DIFFUSE_ALPHA_MODE_IGNORE	0 -#define DIFFUSE_ALPHA_MODE_BLEND	1 -#define DIFFUSE_ALPHA_MODE_MASK		2 +/*[EXTRA_CODE_HERE]*/ + +#define DIFFUSE_ALPHA_MODE_IGNORE   0 +#define DIFFUSE_ALPHA_MODE_BLEND    1 +#define DIFFUSE_ALPHA_MODE_MASK     2  #define DIFFUSE_ALPHA_MODE_EMISSIVE 3  uniform float emissive_brightness;  uniform float display_gamma; +uniform int sun_up_factor; -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -} +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFrag(vec3 l); -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; +#if defined(VERT_ATMOSPHERICS) +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation();  #else -	return mix(high_range, low_range, lt); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  #endif -} +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs);  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -76,404 +61,105 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -#if HAS_SUN_SHADOW - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 shadow_res; -uniform float shadow_bias; - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; -		 -	stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here -	 -	float cs = shadow2D(shadowMap, stc.xyz).x; -	float shadow = cs; -	 -    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; -    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; -                        -    return shadow*0.2; -} - -#endif +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);  uniform samplerCube environmentMap; -uniform sampler2D	  lightFunc; +uniform sampler2D     lightFunc;  // Inputs  uniform vec4 morphFactor;  uniform vec3 camPosLocal;  //uniform vec4 camPosWorld;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; +uniform vec3 moon_dir;  VARYING vec2 vary_fragcoord;  VARYING vec3 vary_position; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  +uniform vec4 light_attenuation[8];   uniform vec3 light_diffuse[8]; -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ -	//normalize view vector -	vec3 view = normalize(pos); -	float es = -(dot(view, waterPlane.xyz)); - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); -	 -	//get object depth -	float depth = length(pos - int_v); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	 -	color.rgb = color.rgb * D + kc.rgb * L; -	color.a = kc.a + color.a; -	 -	return color; -} -#endif - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ -	float a = max(dot(n,l),0.0); -	return vec3(a,a,a); -} - - -vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare) -{ -	//get light vector -	vec3 lv = lp.xyz-v; -	 -	//get distance -	float d = length(lv); -	 -	float da = 1.0; - -	vec3 col = vec3(0,0,0); - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist = d/la; -		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -		dist_atten *= dist_atten; -		dist_atten *= 2.0; - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 -		 -		float lit = max(da * dist_atten, 0.0); - -		col = light_col*lit*diffuse; - -		if (spec.a > 0.0) -		{ -			//vec3 ref = dot(pos+lv, norm); -			vec3 h = normalize(lv+npos); -			float nh = dot(n, h); -			float nv = dot(n, npos); -			float vh = dot(npos, h); -			float sa = nh; -			float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - -			float gtdenom = 2 * nh; -			float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); -								 -			if (nh > 0.0) -			{ -				float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -				vec3 speccol = lit*scol*light_col.rgb*spec.rgb; -				col += speccol; - -				float cur_glare = max(speccol.r, speccol.g); -				cur_glare = max(cur_glare, speccol.b); -				glare = max(glare, speccol.r); -				glare += max(cur_glare, 0.0); -				//col += spec.rgb; -			} -		} -	} - -	return max(col, vec3(0.0,0.0,0.0));	 - -} - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -#ifndef WATER_FOG -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -#endif - -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) +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, float shadow)  { -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); - -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = sunlight_color; -	vec4 light_atten; - -	//sunlight attenuation effect (hue and brightness) due to atmosphere -	//this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); -    vec3 ones   = vec3(1.0f, 1.0f, 1.0f); +    //get light vector +    vec3 lv = lp.xyz-v; +     +    //get distance +    float d = length(lv); +     +    float da = 1.0; + +    vec3 col = vec3(0,0,0); + +    if (d > 0.0 && la > 0.0 && fa > 0.0) +    { +        //normalize light vector +        lv = normalize(lv); +     +        //distance attenuation +        float dist = d/la; +        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        dist_atten *= dist_atten; +         +        // spotlight coefficient. +        float spot = max(dot(-ln, lv), is_pointlight); +        da *= spot*spot; // GL_SPOT_EXPONENT=2 + +        //angular attenuation +        da = dot(n, lv); +        da *= clamp(da, 0.0, 1.0); +        da *= pow(da, 1.0 / 1.3); +         +        float lit = max(min(da,shadow) * dist_atten, 0.0); + +        col = light_col*lit*diffuse; + +        float amb_da = ambiance; +        amb_da *= dist_atten; +        amb_da += (da*0.5) * ambiance; +        amb_da += (da*da*0.5 + 0.25) * ambiance; +        amb_da = min(amb_da, 1.0f - lit); + +        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; +                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));  -	light = ones - clamp(light, zeroes, ones); -	light = ones - pow(light, gamma.xxx); - -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light;  }  #else @@ -515,274 +201,202 @@ VARYING vec3 vary_normal;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} +vec2 encode_normal(vec3 n);  void main()   { -	vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); -	diffcol.rgb *= vertex_color.rgb; +    vec2 pos_screen = vary_texcoord0.xy; + +    vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); +    diffcol.rgb *= vertex_color.rgb;  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) -	if (diffcol.a < minimum_alpha) -	{ -		discard; -	} +    if (diffcol.a < minimum_alpha) +    { +        discard; +    }  #endif  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -	vec3 gamma_diff = diffcol.rgb; -	diffcol.rgb = srgb_to_linear(diffcol.rgb); +    vec3 gamma_diff = diffcol.rgb;  #endif  #if HAS_SPECULAR_MAP -	vec4 spec = texture2D(specularMap, vary_texcoord2.xy); -	spec.rgb *= specular_color.rgb; +    vec4 spec = texture2D(specularMap, vary_texcoord2.xy); +    spec.rgb *= specular_color.rgb;  #else -	vec4 spec = vec4(specular_color.rgb, 1.0); +    vec4 spec = vec4(specular_color.rgb, 1.0);  #endif  #if HAS_NORMAL_MAP -	vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); +    vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); -	norm.xyz = norm.xyz * 2 - 1; +    norm.xyz = norm.xyz * 2 - 1; -	vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), -			  dot(norm.xyz,vary_mat1), -			  dot(norm.xyz,vary_mat2)); +    vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), +              dot(norm.xyz,vary_mat1), +              dot(norm.xyz,vary_mat2));  #else -	vec4 norm = vec4(0,0,0,1.0); -	vec3 tnorm = vary_normal; +    vec4 norm = vec4(0,0,0,1.0); +    vec3 tnorm = vary_normal;  #endif      norm.xyz = tnorm;      norm.xyz = normalize(norm.xyz); -	vec2 abnormal	= encode_normal(norm.xyz); -		 norm.xyz   = decode_normal(abnormal.xy); +    vec2 abnormal   = encode_normal(norm.xyz); -	vec4 final_color = diffcol; -	 +    vec4 final_color = diffcol; +      #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) -	final_color.a = emissive_brightness; +    final_color.a = emissive_brightness;  #else -	final_color.a = max(final_color.a, emissive_brightness); +    final_color.a = max(final_color.a, emissive_brightness);  #endif -	vec4 final_specular = spec; +    vec4 final_specular = spec;  #if HAS_SPECULAR_MAP -	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); -	final_specular.a = specular_color.a * norm.a; +    vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); +    final_specular.a = specular_color.a * norm.a;  #else -	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); -	final_specular.a = specular_color.a; +    vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); +    final_specular.a = specular_color.a;  #endif -	 +      #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -		//forward rendering, output just lit RGBA -	vec3 pos = vary_position; - -#if HAS_SUN_SHADOW -	float shadow = 0.0; -	 -	vec4 spos = vec4(pos,1.0); -		 -	if (spos.z > -shadow_clip.w) -	{	 -		vec4 lpos; -		 -		vec4 near_split = shadow_clip*-0.75; -		vec4 far_split = shadow_clip*-1.25; -		vec4 transition_domain = near_split-far_split; -		float weight = 0.0; - -		if (spos.z < near_split.z) -		{ -			lpos = shadow_matrix[3]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap3, lpos)*w; -			weight += w; -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} - -		if (spos.z < near_split.y && spos.z > far_split.z) -		{ -			lpos = shadow_matrix[2]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; -			w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; -			shadow += pcfShadow(shadowMap2, lpos)*w; -			weight += w; -		} - -		if (spos.z < near_split.x && spos.z > far_split.y) -		{ -			lpos = shadow_matrix[1]*spos; -			 -			float w = 1.0; -			w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; -			w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; -			shadow += pcfShadow(shadowMap1, lpos)*w; -			weight += w; -		} - -		if (spos.z > far_split.x) -		{ -			lpos = shadow_matrix[0]*spos; -							 -			float w = 1.0; -			w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; -				 -			shadow += pcfShadow(shadowMap0, lpos)*w; -			weight += w; -		} -		 - -		shadow /= weight; -	} -	else -	{ -		shadow = 1.0; -	} -#else -	float shadow = 1.0; -#endif +        //forward rendering, output just lit RGBA +    vec3 pos = vary_position; -	spec = final_specular; -	vec4 diffuse = final_color; -	float envIntensity = final_normal.z; +    float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -    vec3 col = vec3(0.0f,0.0f,0.0f); +    spec = final_specular; +    vec4 diffuse = final_color; -	float bloom = 0.0; -	calcAtmospherics(pos.xyz, 1.0); -	 -	vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +    diffuse.rgb = srgb_to_linear(diffuse.rgb); -	float da =dot(norm.xyz, sun_dir.xyz); +    float envIntensity = final_normal.z; -    float final_da = da; -          final_da = min(final_da, shadow); -          //final_da = max(final_da, diffuse.a); -          final_da = max(final_da, 0.0f); -		  final_da = min(final_da, 1.0f); -		  final_da = pow(final_da, 1.0/1.3); +    vec3 col = vec3(0.0f,0.0f,0.0f); + +    float bloom = 0.0; +    vec3 sunlit; +    vec3 amblit; +    vec3 additive; +    vec3 atten; + +#if defined(VERT_ATMOSPHERICS) +    sunlit   = getSunlitColor(); +    amblit   = getAmblitColor(); +    additive = getAdditiveColor(); +    atten    = getAtmosAttenuation(); +#else +    calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +#endif -	col.rgb = atmosAmbient(col); -	 -	float ambient = min(abs(da), 1.0); -	ambient *= 0.5; -	ambient *= ambient; -	ambient = (1.0-ambient); +    vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -	col.rgb *= ambient; +    vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; -	col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); +    float da = dot(norm.xyz, light_dir.xyz); +    da = clamp(da, 0.0, 1.0); +    da = pow(da, 1.0 / 1.3); -	col.rgb *= gamma_diff.rgb; -	 +    col.rgb = amblit; +     +    float ambient = abs(da); +    ambient *= 0.5; +    ambient *= ambient; +    ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow); -	float glare = 0.0; +    vec3 sun_contrib = min(da, shadow) * sunlit; +    +    col.rgb *= ambient; +    col.rgb += sun_contrib; +    col.rgb *= diffuse.rgb; +  +    float glare = 0.0; -	if (spec.a > 0.0) // specular reflection -	{ -		// the old infinite-sky shiny reflection -		// -				 -		float sa = dot(refnormpersp, sun_dir.xyz); -		vec3 dumbshiny = vary_SunlitColor*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r); -							 -		// add the two types of shiny together -		vec3 spec_contrib = dumbshiny * spec.rgb; -		bloom = dot(spec_contrib, spec_contrib) / 6; +    if (spec.a > 0.0) // specular reflection +    { +        // the old infinite-sky shiny reflection +        // +                 +        float sa = dot(refnormpersp, sun_dir.xyz); -		glare = max(spec_contrib.r, spec_contrib.g); -		glare = max(glare, spec_contrib.b); +        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; -		col += spec_contrib; -	} +        glare = max(spec_contrib.r, spec_contrib.g); +        glare = max(glare, spec_contrib.b); +        col += spec_contrib; +    } -	col = mix(col.rgb, diffcol.rgb, diffuse.a); +vec3 post_spec = col.rgb; -	if (envIntensity > 0.0) -	{ -		//add environmentmap -		vec3 env_vec = env_mat * refnormpersp; -		 -		vec3 refcol = textureCube(environmentMap, env_vec).rgb; +    col = mix(col.rgb, diffuse.rgb, diffuse.a); -		col = mix(col.rgb, refcol,  -			envIntensity);   +    if (envIntensity > 0.0) +    { +        //add environmentmap +        vec3 env_vec = env_mat * refnormpersp; +         +        vec3 refcol = textureCube(environmentMap, env_vec).rgb; -		float cur_glare = max(refcol.r, refcol.g); -		cur_glare = max(cur_glare, refcol.b); -		cur_glare *= envIntensity*4.0; -		glare += cur_glare; -	} +        col = mix(col.rgb, refcol,  +            envIntensity);   -	//col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a); +        float cur_glare = max(refcol.r, refcol.g); +        cur_glare = max(cur_glare, refcol.b); +        cur_glare *= envIntensity*4.0; +        glare += cur_glare; +    } -	col = atmosLighting(col); -	col = scaleSoftClip(col); +    col = atmosFragLighting(col, additive, atten); +    col = scaleSoftClipFrag(col); -	//convert to linear space before adding local lights -	col = srgb_to_linear(col); +vec3 post_atmo= col.rgb; -	vec3 npos = normalize(-pos.xyz); -			 -	vec3 light = vec3(0,0,0); +    vec3 npos = normalize(-pos.xyz); +             +    vec3 light = vec3(0,0,0); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); + #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, shadow); -		LIGHT_LOOP(1) -		LIGHT_LOOP(2) -		LIGHT_LOOP(3) -		LIGHT_LOOP(4) -		LIGHT_LOOP(5) -		LIGHT_LOOP(6) -		LIGHT_LOOP(7) +        LIGHT_LOOP(1) +        LIGHT_LOOP(2) +        LIGHT_LOOP(3) +        LIGHT_LOOP(4) +        LIGHT_LOOP(5) +        LIGHT_LOOP(6) +        LIGHT_LOOP(7) -	col.rgb += light.rgb; +    col.rgb += light.rgb; -	glare = min(glare, 1.0); -	float al = max(diffcol.a,glare)*vertex_color.a; +vec3 post_lighting = col.rgb; -	//convert to gamma space for display on screen -	col.rgb = linear_to_srgb(col.rgb); +    glare = min(glare, 1.0); +    float al = max(diffcol.a,glare)*vertex_color.a;  #ifdef WATER_FOG -	vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); -	col.rgb = temp.rgb; -	al = temp.a; +    vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); +    col.rgb = temp.rgb; +    al = temp.a;  #endif -	frag_color.rgb = col.rgb; -	frag_color.a   = al; +    col.rgb = linear_to_srgb(col.rgb); + +    frag_color.rgb = col.rgb; +    frag_color.a   = al;  #else -	frag_data[0] = final_color; -	frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. -	frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity. +    frag_data[0] = final_color; +    frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. +    frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity.  #endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl new file mode 100644 index 0000000000..d964ce8eee --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -0,0 +1,69 @@ +/**  + * @file moonF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform vec4 color; +uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform vec3 lumWeights; +uniform float moon_brightness; +uniform float minLuminance; +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between moon A/B +VARYING vec2 vary_texcoord0; + +void main()  +{ +    vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 c     = mix(moonA, moonB, blend_factor); + +    // mix factor which blends when sunlight is brighter +    // and shows true moon color at night +    vec3 luma_weights = vec3(0.2, 0.3, 0.2); + +    float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); + +    vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0  - 1.0; +    c.rgb = pow(c.rgb, exp); +    //c.rgb *= moonlight_color.rgb; + +    frag_data[0] = vec4(c.rgb, c.a); +    frag_data[1] = vec4(0.0); +    frag_data[2] = vec4(0.0f); + +    gl_FragDepth = 0.9996f; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 6cc1e6e798..e1bac4f248 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -1,7 +1,7 @@  /**  - * @file srgb.glsl + * @file moonV.glsl   * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ +  * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2007, Linden Research, Inc.   *  @@ -23,32 +23,27 @@   * $/LicenseInfo$   */ -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -} +VARYING vec2 vary_texcoord0; -vec3 linear_to_srgb(vec3 cl) +void calcAtmospherics(vec3 eye_pos); + +void main()  { -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; +    //transform vertex +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 pos = (modelview_matrix * vert); -	bvec3 lt = lessThan(cl,vec3(0.0031308)); +    gl_Position = modelview_projection_matrix*vert; -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -	return result; +    calcAtmospherics(pos.xyz); +     +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 9974f8f31b..29298d7c07 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -36,7 +36,6 @@ out vec4 frag_color;  uniform sampler2DRect depthMap;  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap;  uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc; @@ -57,35 +56,8 @@ uniform float far_z;  uniform mat4 inv_proj; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen); +vec3 getNorm(vec2 pos_screen);  void main()   { @@ -96,9 +68,8 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = decode_normal(norm.xy); // unpack norm -	norm = normalize(norm); +	vec3 norm = getNorm(frag.xy); +  	vec4 spec = texture2DRect(specularRect, frag.xy);  	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 3a3e871ade..2569e49743 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -30,14 +30,14 @@  #extension GL_ARB_texture_rectangle : enable  #extension GL_ARB_shader_texture_lod : enable +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -/*[EXTRA_CODE_HERE]*/ -  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap; @@ -71,65 +71,11 @@ VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} - +vec3 getNorm(vec2 pos_screen);  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -149,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -167,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = tc-vec2(0.5); @@ -178,19 +122,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen);  void main()   { @@ -208,12 +140,9 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	float envIntensity = norm.z; +	float envIntensity = texture2DRect(normalMap, frag.xy).z; +	vec3 norm = getNorm(frag.xy); -	norm = decode_normal(norm.xy); -	 -	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n);  	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index aba4a01754..f8264d971c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -56,103 +56,75 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  uniform vec4 viewport; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = (pos_screen.xy-viewport.xy)*2.0; -	sc /= viewport.zw; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen);  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 = texture2DRect(normalMap, frag.xy).xyz; -	norm = decode_normal(norm.xy); // unpack norm -	float da = dot(norm, lv); -	if (da < 0.0) -	{ -		discard; -	} -	 -	norm = normalize(norm); -	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; +    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 index a5625fbc16..3da8531442 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file pointLightF.glsl + * @file pointLightV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 6669947d1b..058e939ec8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -40,30 +40,12 @@ VARYING vec2 vary_fragcoord;  uniform float display_gamma; -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} - +vec3 linear_to_srgb(vec3 cl);  void main()   { -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); -	diff.rgb = linear_to_srgb(diff.rgb); -	frag_color = diff; +    vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); +    diff.rgb = linear_to_srgb(diff.rgb); +    frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 018ced4cad..cf994d3547 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +   #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -47,18 +49,7 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl new file mode 100644 index 0000000000..44f2a73e1f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl @@ -0,0 +1,55 @@ +/**  + * @file shadowAlphaMaskF.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +#if !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 main()  +{ +	float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + +	frag_color = vec4(alpha, alpha, alpha, 1); +	 +#if !defined(DEPTH_CLAMP) +	gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); +#endif +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl new file mode 100644 index 0000000000..f45c343066 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl @@ -0,0 +1,67 @@ +/**  + * @file shadowAlphaMaskV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !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 91a96977f0..1791d3e315 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else @@ -31,7 +33,7 @@ out vec4 frag_color;  uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING float pos_zd2;  #endif @@ -60,7 +62,7 @@ void main()  	frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);  #endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 11411a605c..f45c343066 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING float pos_zd2;  #endif @@ -52,7 +52,7 @@ void main()  	pos_w = pos.w; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	pos_zd2 = pos.z * 0.5;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index ef153dfc5b..0e74d2eb8a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -40,7 +40,7 @@ void main()  	vec3 p = position*box_size+box_center;  	vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 3d1b182875..22d42d38c1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,13 +23,15 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -37,7 +39,7 @@ void main()  {  	frag_color = vec4(1,1,1,1); -#if !DEPTH_CLAMP +#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/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl new file mode 100644 index 0000000000..c927c4bf06 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -0,0 +1,199 @@ +/**  + * @file class1/deferred/shadowUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2DRect   normalMap; +uniform sampler2DRect   depthMap; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float shadow_bias; +uniform float shadow_offset; +uniform float spot_shadow_bias; +uniform float spot_shadow_offset; +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform int sun_up_factor; + +float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) +{ +    stc.xyz /= stc.w; +    stc.z += shadow_bias * bias_mul * 2.0; +    stc.x = floor(stc.x*shadow_res.x + fract(stc.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 shadow = cs * 4.0; +     +    shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; +                        +    return shadow * 0.125; +} + +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) +{ +    stc.xyz /= stc.w; +    stc.z += spot_shadow_bias * bias_scale; +    stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap + +    float cs = shadow2D(shadowMap, stc.xyz).x; +    float shadow = cs; + +    vec2 off = 1.0/proj_shadow_res; +    off.y *= 1.5; +     +    shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; +    shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; +    return shadow*0.2; +} +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) +{ +    float shadow = 0.0f; +    vec3 light_dir = normalize((sun_up_factor == 1) ? sun_dir : moon_dir); + +    float dp_directional_light = max(0.0, dot(norm.xyz, light_dir)); +          dp_directional_light = clamp(dp_directional_light, 0.0, 1.0); + +    vec3 shadow_pos = pos.xyz; + +    vec3 offset = light_dir.xyz * (1.0 - dp_directional_light); + +    shadow_pos += offset * shadow_offset; + +    vec4 spos = vec4(shadow_pos.xyz, 1.0); + +    if (spos.z > -shadow_clip.w) +    {    +        vec4 lpos; +        vec4 near_split = shadow_clip*-0.75; +        vec4 far_split = shadow_clip*-1.25; +        vec4 transition_domain = near_split-far_split; +        float weight = 0.0; + +        if (spos.z < near_split.z) +        { +            lpos = shadow_matrix[3]*spos; +             +            float w = 1.0; +            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; +            shadow += pcfShadow(shadowMap3, norm, lpos, 1.0, pos_screen, light_dir)*w; +            weight += w; +            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +        } + +        if (spos.z < near_split.y && spos.z > far_split.z) +        { +            lpos = shadow_matrix[2]*spos; +             +            float w = 1.0; +            w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; +            w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; +            shadow += pcfShadow(shadowMap2, norm, lpos, 1.0, pos_screen, light_dir)*w; +            weight += w; +        } + +        if (spos.z < near_split.x && spos.z > far_split.y) +        { +            lpos = shadow_matrix[1]*spos; +             +            float w = 1.0; +            w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; +            w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; +            shadow += pcfShadow(shadowMap1, norm, lpos, 1.0, pos_screen, light_dir)*w; +            weight += w; +        } + +        if (spos.z > far_split.x) +        { +            lpos = shadow_matrix[0]*spos; +                             +            float w = 1.0; +            w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; +                 +            shadow += pcfShadow(shadowMap0, norm, lpos, 1.0, pos_screen, light_dir)*w; +            weight += w; +        } + +        shadow /= weight; +    } +    else +    { +        return 1.0f; // lit beyond the far split... +    } +    //shadow = min(dp_directional_light,shadow); +    return shadow; +} + +float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) +{ +    float shadow = 1.0f; +    pos += norm * spot_shadow_offset; + +    vec4 spos = vec4(pos,1.0); +    if (spos.z > -shadow_clip.w) +    {    +        vec4 lpos; +         +        vec4 near_split = shadow_clip*-0.75; +        vec4 far_split = shadow_clip*-1.25; +        vec4 transition_domain = near_split-far_split; +        float weight = 0.0; + +        { +            float w = 1.0; +            w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + +            if (index == 0) +            {         +                lpos = shadow_matrix[4]*spos; +                shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w; +            } +            else +            { +                lpos = shadow_matrix[5]*spos; +                shadow += pcfSpotShadow(shadowMap5, lpos, 0.8, spos.xy)*w; +            } +            weight += w; +            shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); +        } + +        shadow /= weight; +    } +    return shadow; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index cc77a4cea0..41a89fb8b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  VARYING vec4 post_pos;  #endif @@ -36,7 +36,7 @@ void main()  	//transform vertex  	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP)  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 22f4729e2e..f8172cae17 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -1,5 +1,5 @@  /**  - * @file WLSkyF.glsl + * @file class1/deferred/skyF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -35,32 +37,27 @@ out vec4 frag_data[3];  VARYING vec4 vary_HazeColor; -uniform sampler2D cloud_noise_texture;  uniform vec4 gamma;  /// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light) { -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} +vec3 scaleSoftClip(vec3 light);  void main()  { -	// Potential Fill-rate optimization.  Add cloud calculation  -	// back in and output alpha of 0 (so that alpha culling kills  -	// the fragment) if the sky wouldn't show up because the clouds  -	// are fully opaque. +    // Potential Fill-rate optimization.  Add cloud calculation  +    // back in and output alpha of 0 (so that alpha culling kills  +    // the fragment) if the sky wouldn't show up because the clouds  +    // are fully opaque. + +    vec4 color; +    color = vary_HazeColor; +    color *= 2.; -	vec4 color; -	color = vary_HazeColor; -	color *= 2.; +    /// Gamma correct for WL (soft clip effect). +    frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); +    frag_data[1] = vec4(0.0,0.0,0.0,0.0); +    frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog -	/// Gamma correct for WL (soft clip effect). -	frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); -	frag_data[1] = vec4(0.0,0.0,0.0,0.0); -	frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +    gl_FragDepth = 0.999f;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 7c02d31d43..83dd9da091 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -39,6 +39,8 @@ uniform vec3 camPosLocal;  uniform vec4 lightnorm;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color; +uniform int sun_up_factor;  uniform vec4 ambient;  uniform vec4 blue_horizon;  uniform vec4 blue_density; @@ -82,7 +84,7 @@ void main()  	vec4 temp2 = vec4(0.);  	vec4 blue_weight;  	vec4 haze_weight; -	vec4 sunlight = sunlight_color; +	vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;  	vec4 light_atten; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 03bdb754b5..bd187ed5fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -1,5 +1,5 @@  /**  - * @file softenLightF.glsl + * @file class1/deferred/softenLightF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -41,7 +41,7 @@ uniform sampler2DRect normalMap;  uniform sampler2DRect lightMap;  uniform sampler2DRect depthMap;  uniform samplerCube environmentMap; -uniform sampler2D	  lightFunc; +uniform sampler2D     lightFunc;  uniform float blur_size;  uniform float blur_fidelity; @@ -51,427 +51,126 @@ uniform vec4 morphFactor;  uniform vec3 camPosLocal;  //uniform vec4 camPosWorld;  uniform vec4 gamma; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 ambient; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; -uniform vec4 glow;  uniform float global_gamma; -uniform float scene_light_strength;  uniform mat3 env_mat;  uniform mat3 ssao_effect_mat;  uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor;  VARYING vec2 vary_fragcoord; -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; -  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -} +vec3 getNorm(vec2 pos_screen); +vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); +vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten); -vec3 linear_to_srgb(vec3 cl) -{ -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; +#if defined(VERT_ATMOSPHERICS) +vec3 getPositionEye(); +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation();  #else -	return mix(high_range, low_range, lt); +void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);  #endif -} - - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec4 getPosition_d(vec2 pos_screen, float depth) -{ -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map -	float depth = texture2DRect(depthMap, pos_screen.xy).a; -	return getPosition_d(pos_screen, depth); -} - -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - - -#ifdef WATER_FOG -uniform vec4 waterPlane; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; - -vec4 applyWaterFogDeferred(vec3 pos, vec4 color) -{ -	//normalize view vector -	vec3 view = normalize(pos); -	float es = -(dot(view, waterPlane.xyz)); - -	//find intersection point with water plane and eye vector -	 -	//get eye depth -	float e0 = max(-waterPlane.w, 0.0); -	 -	vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); -	 -	//get object depth -	float depth = length(pos - int_v); -		 -	//get "thickness" of water -	float l = max(depth, 0.1); - -	float kd = waterFogDensity; -	float ks = waterFogKS; -	vec4 kc = waterFogColor; -	 -	float F = 0.98; -	 -	float t1 = -kd * pow(F, ks * e0); -	float t2 = kd + ks * es; -	float t3 = pow(F, t2*l) - 1.0; -	 -	float L = min(t1/t2*t3, 1.0); -	 -	float D = pow(0.98, l*kd); -	 -	color.rgb = color.rgb * D + kc.rgb * L; -	color.a = kc.a + color.a; -	 -	return color; -} -#endif - -void calcAtmospherics(vec3 inPositionEye, float ambFactor) { - -	vec3 P = inPositionEye; -	setPositionEye(P); -	 -	vec3 tmpLightnorm = lightnorm.xyz; - -	vec3 Pn = normalize(P); -	float Plen = length(P); +vec3 scaleSoftClip(vec3 l); +vec3 fullbrightScaleSoftClip(vec3 l); -	vec4 temp1 = vec4(0); -	vec3 temp2 = vec3(0); -	vec4 blue_weight; -	vec4 haze_weight; -	vec4 sunlight = sunlight_color; -	vec4 light_atten; - -	//sunlight attenuation effect (hue and brightness) due to atmosphere -	//this is used later for sunlight modulation at various altitudes -	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); -		//I had thought blue_density and haze_density should have equal weighting, -		//but attenuation due to haze_density tends to seem too strong - -	temp1 = blue_density + vec4(haze_density); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density) / temp1; - -	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -	temp2.y = max(0.0, tmpLightnorm.y); -	temp2.y = 1. / temp2.y; -	sunlight *= exp( - light_atten * temp2.y); - -	// main atmospheric scattering line integral -	temp2.z = Plen * density_multiplier; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier); - -	//final atmosphere attenuation factor -	setAtmosAttenuation(temp1.rgb); -	 -	//compute haze glow -	//(can use temp2.x as temp because we haven't used it yet) -	temp2.x = dot(Pn, tmpLightnorm.xyz); -	temp2.x = 1. - temp2.x; -		//temp2.x is 0 at the sun and increases away from sun -	temp2.x = max(temp2.x, .03);	//was glow.y -		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -	temp2.x *= glow.x; -		//higher glow.x gives dimmer glow (because next step is 1 / "angle") -	temp2.x = pow(temp2.x, glow.z); -		//glow.z should be negative, so we're doing a sort of (1 / "angle") function - -	//add "minimum anti-solar illumination" -	temp2.x += .25; -	 -	//increase ambient when there are more clouds -	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; -	 -	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas -	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html -	 * // The following line of code performs the equivalent of: -	 * float ambAlpha = tmpAmbient.a; -	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis -	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); -	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); -	 */ -	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - -	//haze color -	setAdditiveColor( -		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -		  + tmpAmbient))); - -	//brightness of surface both sunlight and ambient -	setSunlitColor(vec3(sunlight * .5)); -	setAmblitColor(vec3(tmpAmbient * .25)); -	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); -} - -vec3 atmosLighting(vec3 light) -{ -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor(); -	return (2.0 * light); -} - -vec3 atmosTransport(vec3 light) { -	light *= getAtmosAttenuation().r; -	light += getAdditiveColor() * 2.0; -	return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) { -	float brightness = dot(light.rgb, vec3(0.33333)); - -	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); -} - - - -vec3 atmosGetDiffuseSunlightColor() -{ -	return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ -	return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} - - -vec3 fullbrightScaleSoftClip(vec3 light) -{ -	//soft clip effect: -	return light; -} +vec4 getPositionWithDepth(vec2 pos_screen, float depth);  void main()   { -	vec2 tc = vary_fragcoord.xy; -	float depth = texture2DRect(depthMap, tc.xy).r; -	vec3 pos = getPosition_d(tc, depth).xyz; -	vec4 norm = texture2DRect(normalMap, tc); -	float envIntensity = norm.z; -	norm.xyz = decode_normal(norm.xy); // unpack norm -		 -	float da = dot(norm.xyz, sun_dir.xyz); - -	float final_da = max(0.0,da); -          final_da = min(final_da, 1.0f); -	      final_da = pow(final_da, 1.0/1.3); - -	vec4 diffuse = texture2DRect(diffuseRect, tc); - -	//convert to gamma space -	diffuse.rgb = linear_to_srgb(diffuse.rgb); - -	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -	vec3 col; -	float bloom = 0.0; -	{ -		calcAtmospherics(pos.xyz, 1.0); -	 -		col = atmosAmbient(vec3(0)); -		float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); -		ambient *= 0.5; -		ambient *= ambient; -		ambient = (1.0-ambient); - -		col.rgb *= ambient; - -		col += atmosAffectDirectionalLight(final_da);	 -	 -		col *= diffuse.rgb; -	 -		vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - -		if (spec.a > 0.0) // specular reflection -		{ -			// the old infinite-sky shiny reflection -			// -			 -			float sa = dot(refnormpersp, sun_dir.xyz); -			vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); -			 -			// add the two types of shiny together -			vec3 spec_contrib = dumbshiny * spec.rgb; -			bloom = dot(spec_contrib, spec_contrib) / 6; -			col += spec_contrib; -		} -		 -		 -		col = mix(col.rgb, diffuse.rgb, diffuse.a); -				 -		if (envIntensity > 0.0) -		{ //add environmentmap -			vec3 env_vec = env_mat * refnormpersp; -			 -			 -			vec3 refcol = textureCube(environmentMap, env_vec).rgb; - -			col = mix(col.rgb, refcol,  -				envIntensity);   -		} -				 -		if (norm.w < 0.5) -		{ -			col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); -		} - -		#ifdef WATER_FOG -			vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); -			col = fogged.rgb; -			bloom = fogged.a; -		#endif - -		col = srgb_to_linear(col); - -		//col = vec3(1,0,1); -		//col.g = envIntensity; -	} +    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 = dot(normalize(norm.xyz), light_dir.xyz); +          da = clamp(da, 0.0, 1.0); + +    float light_gamma = 1.0/1.3; +	      da = pow(da, light_gamma); + +    vec4 diffuse = texture2DRect(diffuseRect, tc); + +    vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); +    vec3 col; +    float bloom = 0.0; +    { +        vec3 sunlit; +        vec3 amblit; +        vec3 additive; +        vec3 atten; + +#if defined(VERT_ATMOSPHERICS) +        sunlit   = getSunlitColor(); +        amblit   = getAmblitColor(); +        additive = getAdditiveColor(); +        atten    = getAtmosAttenuation(); +#else +        calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); +#endif -	frag_color.rgb = col.rgb; -	frag_color.a = bloom; +        float ambient = min(abs(da), 1.0); +        ambient *= 0.5; +        ambient *= ambient; +        ambient = 1.0 - ambient; + +        vec3 sun_contrib = da * sunlit; + +        col.rgb = amblit; +        col.rgb *= ambient; +        col.rgb += sun_contrib; +        col.rgb *= diffuse.rgb; + +        vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + +        if (spec.a > 0.0) // specular reflection +        { +            // the old infinite-sky shiny reflection +            float sa = dot(refnormpersp, sun_dir.xyz); +            vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r); +             +            // add the two types of shiny together +            vec3 spec_contrib = dumbshiny * spec.rgb; +            bloom = dot(spec_contrib, spec_contrib) / 6; +            col += spec_contrib; +        } +         +        col = mix(col.rgb, diffuse.rgb, diffuse.a); + +        if (envIntensity > 0.0) +        { //add environmentmap +            vec3 env_vec = env_mat * refnormpersp; +            vec3 refcol = textureCube(environmentMap, env_vec).rgb; +            col = mix(col.rgb, refcol, envIntensity);  +        } +                 +        if (norm.w < 0.5) +        { +            col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a); +            col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); +        } + +        #ifdef WATER_FOG +            vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); +            col = fogged.rgb; +            bloom = fogged.a; +        #endif +    } + +    frag_color.rgb = col.rgb; +    frag_color.a = bloom;  } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index b59fcbe017..e992776cb4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -1,5 +1,5 @@  /**  - * @file softenLightF.glsl + * @file softenLightV.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index f1aec315cc..d09bc25334 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -70,69 +70,11 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} - -vec4 correctWithGamma(vec4 col) -{ -	return vec4(srgb_to_linear(col.rgb), col.a); -} +vec3 getNorm(vec2 pos_screen);  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -152,7 +94,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -170,7 +111,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = tc-vec2(0.5); @@ -181,19 +121,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  	return ret;  } - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec4 getPosition(vec2 pos_screen);  void main()   { @@ -214,7 +142,7 @@ void main()  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;  	float envIntensity = norm.z; -	norm = decode_normal(norm.xy); +	norm = getNorm(frag.xy);  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 821058804c..8a98d6a489 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -31,14 +33,35 @@ out vec4 frag_data[3];  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos;  uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; +uniform float custom_alpha; +uniform float time; + +float twinkle(){ +    float d = fract(screenpos.x + screenpos.y); +    return abs(d); +}  void main()   { -	vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); -	 -	frag_data[0] = col; -	frag_data[1] = vec4(0,0,0,0); -	frag_data[2] = vec4(0,0,1,0);	 +    vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 col = mix(col_b, col_a, blend_factor); +    col.rgb *= vertex_color.rgb; +  +    float factor = smoothstep(0.0f, 0.9f, custom_alpha); + +    col.a = (col.a * factor) * 32.0f; +    col.a *= twinkle(); + +    frag_data[0] = col; +    frag_data[1] = vec4(0.0f); +    frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + +    gl_FragDepth = 0.9998;  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 8bc5b06379..bb2a2ee72b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -25,6 +25,7 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; +uniform float time;  ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color; @@ -32,11 +33,20 @@ ATTRIBUTE vec2 texcoord0;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; +VARYING vec2 screenpos;  void main()  {  	//transform vertex -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);  +    vec4 pos = modelview_projection_matrix * vec4(position, 1.0); + +// bias z to fix SL-9806 and get stars to depth test against clouds +    pos.z += 0.001f; + +	gl_Position = pos; + +    float t = mod(time, 1.25f); +    screenpos = position.xy * vec2(t, t);  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl new file mode 100644 index 0000000000..1fb337498c --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -0,0 +1,64 @@ +/**  + * @file sunDiscF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ +  +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +uniform sampler2D diffuseMap; +uniform sampler2D altDiffuseMap; +uniform float blend_factor; // interp factor between sunDisc A/B +VARYING vec2 vary_texcoord0; +VARYING float sun_fade; + +void main()  +{ +    vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 c     = mix(sunDiscA, sunDiscB, blend_factor); +    c.rgb = clamp(c.rgb, vec3(0), vec3(1)); +    c.rgb = pow(c.rgb, vec3(0.7f)); +    c.rgb = fullbrightAtmosTransport(c.rgb); +    c.rgb = fullbrightScaleSoftClip(c.rgb); + +    // SL-9806 stars poke through +    //c.a *= sun_fade; + +    frag_data[0] = c; +    frag_data[1] = vec4(0.0f); +    frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + +    gl_FragDepth = 0.9997f; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl new file mode 100644 index 0000000000..0d117c6bc7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -0,0 +1,52 @@ +/**  + * @file sunDiscV.glsl + * +  * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 vary_texcoord0; +VARYING float sun_fade; + +void calcAtmospherics(vec3 eye_pos); + +void main() +{ +    //transform vertex +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0); +    vec4 pos  = modelview_projection_matrix*vert; + +    sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + +    gl_Position = pos; +     +    calcAtmospherics(pos.xyz); + +    vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 930255729b..15f141cbe5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,103 +35,16 @@ out vec4 frag_color;  //class 1 -- no shadow, SSAO only -uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform sampler2D noiseMap; -  // Inputs -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; -  VARYING vec2 vary_fragcoord; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} - -vec3 decode_normal (vec2 enc) -{ -    vec2 fenc = enc*4-2; -    float f = dot(fenc,fenc); -    float g = sqrt(1-f/4); -    vec3 n; -    n.xy = fenc*g; -    n.z = 1-f/2; -    return n; -} - -vec4 getPosition(vec2 pos_screen) -{ -	float depth = texture2DRect(depthMap, pos_screen.xy).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} +vec3 getNorm(vec2 pos_screen); +vec4 getPosition(vec2 pos_screen);  //calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ -	float ret = 1.0; -	 -	vec2 kern[8]; -	// exponentially (^2) distant occlusion samples spread around origin -	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -	vec2 pos_screen = vary_fragcoord.xy; -	vec3 pos_world = pos.xyz; -	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -		 -	float angle_hidden = 0.0; -	int points = 0; -		 -	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -		 -	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) -	for (int i = 0; i < 8; i++) -	{ -		vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); -		vec3 samppos_world = getPosition(samppos_screen).xyz;  -			 -		vec3 diff = pos_world - samppos_world; -		float dist2 = dot(diff, diff); -			 -		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -		// --> solid angle shrinking by the square of distance -		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -		//(k should vary inversely with # of samples, but this is taken care of later) -			 -		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -			 -		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -		points = points + int(diff.z > -1.0); -	} -		 -	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -		 -	ret = (1.0 - (float(points != 0) * angle_hidden)); -	 -	return min(ret, 1.0); -} +float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);  void main()   { @@ -139,13 +52,11 @@ void main()  	//try doing an unproject here -	vec4 pos = getPosition(pos_screen); -	 -	vec3 norm = texture2DRect(normalMap, pos_screen).xyz; -	norm = decode_normal(norm.xy); -		 +	vec4 pos  = getPosition(pos_screen); +	vec3 norm = getNorm(pos_screen); +  	frag_color[0] = 1.0; -	frag_color[1] = calcAmbientOcclusion(pos, norm); +	frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);  	frag_color[2] = 1.0;   	frag_color[3] = 1.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 52a429465f..d7b2a9cc8e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -35,33 +37,38 @@ 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; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n); + +#ifdef WATER_FOG +vec4 applyWaterFogView(vec3 pos, vec4 c); +#endif  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); +    /// 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); + +    float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; +    float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; +    float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; +    vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); +     +#ifdef WATER_FOG +    outColor = applyWaterFogView(pos.xyz, outColor); +#endif -	float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; -	float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; -	float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; -	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); -	 -	frag_data[0] = vec4(outColor.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[0] = vec4(outColor.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);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index 5effee4e4e..04fdc18b78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -33,8 +33,8 @@ ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0;  ATTRIBUTE vec2 texcoord1; +VARYING vec3 pos;  VARYING vec3 vary_normal; -  VARYING vec4 vary_texcoord0;  VARYING vec4 vary_texcoord1; @@ -43,31 +43,35 @@ uniform vec4 object_plane_t;  vec4 texgen_object(vec4  vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)  { -	vec4 tcoord; -	 -	tcoord.x = dot(vpos, tp0); -	tcoord.y = dot(vpos, tp1); -	tcoord.z = tc.z; -	tcoord.w = tc.w; -	 -	tcoord = mat * tcoord;  -	 -	return tcoord;  +    vec4 tcoord; +     +    tcoord.x = dot(vpos, tp0); +    tcoord.y = dot(vpos, tp1); +    tcoord.z = tc.z; +    tcoord.w = tc.w; +     +    tcoord = mat * tcoord;  +     +    return tcoord;   }  void main()  { -	//transform vertex -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -			 -	vary_normal = normalize(normal_matrix * normal); -	 -	// Transform and pass tex coords - 	vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; -	 -	vec4 t = vec4(texcoord1,0,1); -	 -	vary_texcoord0.zw = t.xy; -	vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); -	vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); +    //transform vertex +    vec4 pre_pos = vec4(position.xyz, 1.0); +    vec4 t_pos = modelview_projection_matrix * pre_pos; + +    gl_Position = t_pos; +    pos = t_pos.xyz; + +    vary_normal = normalize(normal_matrix * normal); +     +    // Transform and pass tex coords +    vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; +     +    vec4 t = vec4(texcoord1,0,1); +     +    vary_texcoord0.zw = t.xy; +    vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); +    vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 808750496f..89e354558a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -37,11 +39,7 @@ VARYING vec2 vary_texcoord0;  uniform float minimum_alpha; -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index d4d2f5f571..e34d75ba1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 78f841c733..e95a688e1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -23,6 +23,8 @@   * $/LicenseInfo$   */ +/*[EXTRA_CODE_HERE]*/ +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3];  #else @@ -56,48 +58,7 @@ VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} - -vec2 encode_normal(vec3 n) -{ -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; -} +vec2 encode_normal(vec3 n);  vec4 applyWaterFog(vec4 color, vec3 viewVec)  { @@ -151,7 +112,7 @@ void main()  	vec4 fb = texture2D(screenTex, distort); -	frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse +	frag_data[0] = vec4(fb.rgb, 1.0); // diffuse  	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec  	frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 37dcd3ad34..be5e3538a7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -1,5 +1,5 @@  /**  - * @file waterF.glsl + * @file class1/deferred/waterF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -37,17 +37,10 @@ vec3 scaleSoftClip(vec3 inColor);  vec3 atmosTransport(vec3 inColor);  uniform sampler2D bumpMap;    +uniform sampler2D bumpMap2; +uniform float blend_factor;  uniform sampler2D screenTex;  uniform sampler2D refTex; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -  uniform float sunAngle;  uniform float sunAngle2;  uniform vec3 lightDir; @@ -62,6 +55,7 @@ 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; @@ -69,136 +63,111 @@ VARYING vec4 littleWave;  VARYING vec4 view;  VARYING vec4 vary_position; -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lte.r ? low_range.r : high_range.r; -	result.g = lte.g ? low_range.g : high_range.g; -	result.b = lte.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lte); -#endif - -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; -	bvec3 lt = lessThan(cl,vec3(0.0031308)); - -#ifdef OLD_SELECT -	vec3 result; -	result.r = lt.r ? low_range.r : high_range.r; -	result.g = lt.g ? low_range.g : high_range.g; -	result.b = lt.b ? low_range.b : high_range.b; -    return result; -#else -	return mix(high_range, low_range, lt); -#endif - -} +vec2 encode_normal(vec3 n); +vec3 scaleSoftClipFrag(vec3 l); -vec2 encode_normal(vec3 n) +vec3 BlendNormal(vec3 bump1, vec3 bump2)  { -	float f = sqrt(8 * n.z + 8); -	return n.xy / f + 0.5; +    vec3 n = mix(bump1, bump2, blend_factor); +    return n;  }  void main()   { -	vec4 color; -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -	vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; -	//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 * 0.99999); -	 -	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] = vec4(color.rgb, color); // diffuse -	frag_data[1] = vec4(0);		// speccolor, spec -	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 +    vec4 color; +    float dist = length(view.xy); +     +    //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 * 0.33/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 * 0.99999); +     +    vec4 pos = vary_position; +     +    color.rgb += spec * specular; +     +    color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClipFrag(color.rgb); + +    vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + +    frag_data[0] = vec4(color.rgb, 1); // diffuse +    frag_data[1] = vec4(0);     // speccolor, spec +    frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 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 index 9734acf005..8863869e44 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -31,8 +31,8 @@ ATTRIBUTE vec3 position;  void calcAtmospherics(vec3 inPositionEye); -uniform vec2 d1; -uniform vec2 d2; +uniform vec2 waveDir1; +uniform vec2 waveDir2;  uniform float time;  uniform vec3 eyeVec;  uniform float waterHeight; @@ -88,10 +88,10 @@ void main()  	calcAtmospherics(pos.xyz);  	//pass wave parameters to pixel shader -	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055; +	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + waveDir1 * time * 0.055;  	//get two normal map (detail map) texture coordinates -	littleWave.xy = (v.xy) * vec2(0.45, 0.9)   + d2 * time * 0.13; -	littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; +	littleWave.xy = (v.xy) * vec2(0.45, 0.9)   + waveDir2 * time * 0.13; +	littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;  	view.w = bigWave.y;  	refCoord.w = bigWave.x;  | 
