diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
7 files changed, 94 insertions, 45 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index c61d5a2a08..f0837dd4ca 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -23,19 +23,26 @@ * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + void main() { - float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; - vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, - texture2D(detail0, gl_TexCoord[0].xy).rgb, + float a = texture2D(alphaRamp, vary_texcoord1.xy).a; + vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, + texture2D(detail0, vary_texcoord0.xy).rgb, a); gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; + gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl index 917891c063..d4a62db684 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl @@ -22,8 +22,31 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; +uniform mat4 texture_matrix2; +uniform mat4 texture_matrix3; +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +uniform vec4 object_plane_t; +uniform vec4 object_plane_s; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec3 normal; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; +ATTRIBUTE vec2 texcoord3; + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -44,17 +67,17 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = gl_ModelViewMatrix * gl_Vertex; - vec3 norm = normalize(gl_NormalMatrix * gl_Normal); + vec4 pos = modelview_matrix * vec4(position, 1.0); + vec3 norm = normalize(normal_matrix * normal); - vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color); + vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), diffuse_color); - gl_FrontColor = color; + vertex_color = color; - gl_TexCoord[0] = texgen_object(gl_Vertex,gl_MultiTexCoord0,gl_TextureMatrix[0],gl_ObjectPlaneS[0],gl_ObjectPlaneT[0]); - gl_TexCoord[1] = gl_TextureMatrix[1]*gl_MultiTexCoord1; - gl_TexCoord[2] = texgen_object(gl_Vertex,gl_MultiTexCoord2,gl_TextureMatrix[2],gl_ObjectPlaneS[2],gl_ObjectPlaneT[2]); - gl_TexCoord[3] = gl_TextureMatrix[3]*gl_MultiTexCoord3; + vary_texcoord0 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord0,0,1),texture_matrix0,object_plane_s,object_plane_t).xy; + vary_texcoord1 = (texture_matrix1*vec4(texcoord1,0,1)).xy; + vary_texcoord2 = texgen_object(vec4(position.xyz, 1.0),vec4(texcoord2,0,1),texture_matrix2,object_plane_s,object_plane_t).xy; + vary_texcoord3 = (texture_matrix3*vec4(texcoord3,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 711b42b95e..b84f29423f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -22,8 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif // this class1 shader is just a copy of terrainF @@ -31,13 +33,18 @@ uniform sampler2D detail0; uniform sampler2D detail1; uniform sampler2D alphaRamp; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + void main() { - float a = texture2D(alphaRamp, gl_TexCoord[1].xy).a; - vec3 color = mix(texture2D(detail1, gl_TexCoord[2].xy).rgb, - texture2D(detail0, gl_TexCoord[0].xy).rgb, + float a = texture2D(alphaRamp, vary_texcoord1.xy).a; + vec3 color = mix(texture2D(detail1, vary_texcoord2.xy).rgb, + texture2D(detail0, vary_texcoord0.xy).rgb, a); gl_FragColor.rgb = color; - gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a; + gl_FragColor.a = texture2D(alphaRamp, vary_texcoord3.xy).a; } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 72e8e739b3..2e138d35bf 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif uniform sampler2D diffuseMap; uniform sampler2D bumpMap; @@ -33,9 +35,9 @@ uniform float refScale; uniform vec4 waterFogColor; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; void main() { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 4d555b566a..1512074dda 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -23,7 +23,9 @@ * $/LicenseInfo$ */ - +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 gl_FragColor; +#endif vec3 scaleSoftClip(vec3 inColor); vec3 atmosTransport(vec3 inColor); @@ -50,9 +52,9 @@ uniform float blurMultiplier; uniform vec4 fogCol; //bigWave is (refCoord.w, view.w); -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; void main() { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index d44690d1fb..57b3a6d001 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -24,17 +24,21 @@ */ +VARYING float fog_depth; + +uniform vec4 waterFogColor; +uniform float waterFogEnd; vec4 applyWaterFog(vec4 color) { // GL_EXP2 Fog - //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord); + //float fog = exp(-gl_Fog.density * gl_Fog.density * fog_depth * fog_depth); // GL_EXP Fog - // float fog = exp(-gl_Fog.density * gl_FogFragCoord); + // float fog = exp(-gl_Fog.density * fog_depth); // GL_LINEAR Fog - float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale; + float fog = (waterFogEnd - fog_depth) * gl_Fog.scale; fog = clamp(fog, 0.0, 1.0); - color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog); + color.rgb = mix(waterFogColor.rgb, color.rgb, fog); return color; } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index 610c06fbbc..f66ba1d2d9 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -22,8 +22,11 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +uniform mat4 modelview_matrix; +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -33,9 +36,9 @@ uniform float time; uniform vec3 eyeVec; uniform float waterHeight; -varying vec4 refCoord; -varying vec4 littleWave; -varying vec4 view; +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; float wave(vec2 v, float t, float f, vec2 d, float s) { @@ -45,8 +48,7 @@ float wave(vec2 v, float t, float f, vec2 d, float s) void main() { //transform vertex - vec4 position = gl_Vertex; - mat4 modelViewProj = gl_ModelViewProjectionMatrix; + mat4 modelViewProj = modelview_projection_matrix; vec4 oPosition; @@ -57,27 +59,29 @@ void main() float d = length(oEyeVec.xy); float ld = min(d, 2560.0); - position.xy = eyeVec.xy + oEyeVec.xy/d*ld; + vec3 lpos = position; + lpos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; - oPosition = position; + oPosition = vec4(lpos, 1.0); oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); //get wave position parameter (create sweeping horizontal waves) - vec3 v = position.xyz; + vec3 v = lpos; v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; //push position for further horizon effect. - position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - position.w = 1.0; - position = position*gl_ModelViewMatrix; + vec4 pos; + pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); + pos.w = 1.0; + pos = modelview_matrix*pos; - calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz); + calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader |