diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
5 files changed, 100 insertions, 100 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl index 6cd2445522..ca3e4f6718 100644 --- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl @@ -4,21 +4,21 @@ * $LicenseInfo:firstyear=2018&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2018, 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 * $/LicenseInfo$ */ @@ -28,7 +28,7 @@ // Also see: A_bit_more_deferred_-_CryEngine3.ppt vec2 encode_normal(vec3 n) { - float f = sqrt(8 * n.z + 8); - return n.xy / f + 0.5; + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; } diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index e3fd10447e..7e1d906878 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file srgbF.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 * $/LicenseInfo$ */ @@ -27,37 +27,37 @@ 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)); + 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; + 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); + 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)); + 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; + 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); + return mix(high_range, low_range, lt); #endif } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 075397d96c..9f94bf57fc 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -1,24 +1,24 @@ -/** +/** * @file waterF.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index f796bb5f3f..20b61e9302 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -4,25 +4,25 @@ * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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 vec4 waterPlane; @@ -44,30 +44,30 @@ vec4 getWaterFogViewNoClip(vec3 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); return vec4(srgb_to_linear(kc.rgb*L), D); @@ -86,7 +86,7 @@ vec4 getWaterFogView(vec3 pos) vec4 applyWaterFogView(vec3 pos, vec4 color) { vec4 fogged = getWaterFogView(pos); - + color.rgb = color.rgb * fogged.a + fogged.rgb; return color; @@ -120,7 +120,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color) if (eye_above_water) { if (!obj_above_water) - { + { color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; } else diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 5a3845b1a3..33f35aff2d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class1\environment\waterV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -48,62 +48,62 @@ out vec3 vary_tangent; out vec3 vary_normal; out vec2 vary_fragcoord; -float wave(vec2 v, float t, float f, vec2 d, float s) +float wave(vec2 v, float t, float f, vec2 d, float s) { return (dot(d, v)*f + t*s)*f; } void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + mat4 modelViewProj = modelview_projection_matrix; + vary_position = (modelview_matrix * pos).xyz; vary_light_dir = normal_matrix * lightDir; vary_normal = normal_matrix * vec3(0, 0, 1); vary_tangent = normal_matrix * vec3(1, 0, 0); - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); -// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon - - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - calcAtmospherics(pos.xyz); - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; + vec4 oPosition; + + //get view vector + vec3 oEyeVec; + oEyeVec.xyz = pos.xyz-eyeVec; + + float d = length(oEyeVec.xy); + float ld = min(d, 2560.0); + + pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; + view.xyz = oEyeVec; + + d = clamp(ld/1536.0-0.5, 0.0, 1.0); + d *= d; + + oPosition = vec4(position, 1.0); +// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon + + oPosition = modelViewProj * oPosition; + + refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); + + //get wave position parameter (create sweeping horizontal waves) + vec3 v = pos.xyz; + v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; + + //push position for further horizon effect. + pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); + pos.w = 1.0; + pos = modelview_matrix*pos; + + calcAtmospherics(pos.xyz); + + //pass wave parameters to pixel shader + vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; + //get two normal map (detail map) texture coordinates + littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; + littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; + view.w = bigWave.y; + refCoord.w = bigWave.x; + + gl_Position = oPosition; } |