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-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl27
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl55
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl76
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl29
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl41
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl627
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl159
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl68
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl150
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl77
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl48
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl45
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl34
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl54
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl49
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl99
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl28
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl51
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl64
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl48
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl107
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl191
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/cofF.glsl90
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl60
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl58
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl60
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl45
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl54
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl45
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl59
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl45
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl79
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl52
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl63
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl185
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl67
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl66
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl2125
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl166
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl22
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl86
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl32
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl30
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl788
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl145
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl145
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl39
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl181
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/normgenF.glsl58
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/normgenV.glsl36
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl98
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl45
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl141
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl67
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl47
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl40
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl33
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl66
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl67
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl50
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl37
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/skyF.glsl66
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/skyV.glsl157
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl336
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl34
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl255
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/srgb.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl54
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/starsF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/starsV.glsl42
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl28
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl37
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl141
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl36
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl54
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl50
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/treeF.glsl49
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl51
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl45
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/treeV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl157
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/waterF.glsl107
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/deferred/waterV.glsl57
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl36
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl28
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/effects/glowF.glsl47
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/effects/glowV.glsl46
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/terrainF.glsl67
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/terrainV.glsl69
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl68
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl103
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/waterF.glsl112
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl70
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/environment/waterV.glsl51
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl48
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/clipF.glsl46
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/clipV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/customalphaF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/customalphaV.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/debugF.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/debugV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl65
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl59
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl41
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/interface/highlightF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl42
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/interface/highlightV.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/occlusionF.glsl35
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/occlusionV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl42
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl54
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl43
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl38
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl42
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/uiF.glsl40
-rwxr-xr-xindra/newview/app_settings/shaders/class1/interface/uiV.glsl42
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl57
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl59
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightF.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl59
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl43
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl63
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl50
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl48
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl58
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl55
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl56
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl57
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl55
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl48
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl50
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl47
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl57
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl54
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl40
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightV.glsl36
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl55
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl59
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl39
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl48
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl34
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl25
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/bumpF.glsl44
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/bumpV.glsl42
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl56
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/emissiveV.glsl56
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl22
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl53
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl67
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl54
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl32
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl57
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl47
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/impostorF.glsl48
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/impostorV.glsl40
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl33
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl34
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl31
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/previewF.glsl41
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/previewV.glsl98
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/shinyF.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl66
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/shinyV.glsl63
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/simpleF.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl59
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl61
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl65
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl77
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/simpleV.glsl51
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl20
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/treeV.glsl60
-rwxr-xr-xindra/newview/app_settings/shaders/class1/transform/binormalV.glsl36
-rwxr-xr-xindra/newview/app_settings/shaders/class1/transform/colorV.glsl36
-rwxr-xr-xindra/newview/app_settings/shaders/class1/transform/normalV.glsl36
-rwxr-xr-xindra/newview/app_settings/shaders/class1/transform/positionV.glsl40
-rwxr-xr-xindra/newview/app_settings/shaders/class1/transform/texcoordV.glsl35
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl27
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl23
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl25
-rwxr-xr-xindra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl33
-rwxr-xr-xindra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl37
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl20
-rwxr-xr-x[-rw-r--r--]indra/newview/app_settings/shaders/class1/windlight/transportF.glsl20
221 files changed, 14378 insertions, 1320 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
index 5de9cb0790..b631ecb7d2 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
@@ -2,8 +2,28 @@
* @file avatarF.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
* $/LicenseInfo$
*/
+
+
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index 7e9818e54a..767fad016c 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -2,10 +2,29 @@
* @file avatarSkinV.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
* $/LicenseInfo$
*/
+
-attribute vec4 weight; //1
+ATTRIBUTE vec4 weight;
uniform vec4 matrixPalette[45];
@@ -21,4 +40,10 @@ mat4 getSkinnedTransform()
ret[3] = vec4(0,0,0,1);
return ret;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = matrixPalette[0];
+ vec4 dummy2 = matrixPalette[44];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 9f06301cc7..19203ab670 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -2,41 +2,68 @@
* @file avatarV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
-
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = projection_matrix * pos;
- gl_FogFragCoord = length(pos.xyz);
-
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0,0,0,0));
- gl_FrontColor = color;
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0,0,0,0));
+ vertex_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
index 0feb88535a..4296e551db 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
@@ -2,8 +2,28 @@
* @file eyeballF.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
* $/LicenseInfo$
*/
+
+
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 30a2f10f62..82db15c3ae 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -2,26 +2,58 @@
* @file eyeballV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
- gl_FrontColor = color;
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
new file mode 100755
index 0000000000..6cd38d8ef5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file objectSkinV.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
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE vec4 weight4;
+
+uniform mat3 matrixPalette[52];
+uniform vec3 translationPalette[52];
+
+mat4 getObjectSkinnedTransform()
+{
+ int i;
+
+ vec4 w = fract(weight4);
+ vec4 index = floor(weight4);
+
+ index = min(index, vec4(51.0));
+ index = max(index, vec4( 0.0));
+
+ float scale = 1.0/(w.x+w.y+w.z+w.w);
+ w *= scale;
+
+ int i1 = int(index.x);
+ int i2 = int(index.y);
+ int i3 = int(index.z);
+ int i4 = int(index.w);
+
+ mat3 mat = matrixPalette[i1]*w.x;
+ mat += matrixPalette[i2]*w.y;
+ mat += matrixPalette[i3]*w.z;
+ mat += matrixPalette[i4]*w.w;
+
+ vec3 trans = translationPalette[i1]*w.x;
+ trans += translationPalette[i2]*w.y;
+ trans += translationPalette[i3]*w.z;
+ trans += translationPalette[i4]*w.w;
+
+ mat4 ret;
+
+ ret[0] = vec4(mat[0], 0);
+ ret[1] = vec4(mat[1], 0);
+ ret[2] = vec4(mat[2], 0);
+ ret[3] = vec4(trans, 1.0);
+
+ return ret;
+
+#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.
+ mat3 dummy1 = matrixPalette[0];
+ vec3 dummy2 = translationPalette[0];
+ mat3 dummy3 = matrixPalette[51];
+ vec3 dummy4 = translationPalette[51];
+#endif
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index bcd710dc57..7a35905280 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -2,12 +2,39 @@
* @file pickAvatarF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2D diffuseMap;
void main()
{
- gl_FragColor = vec4(gl_Color.rgb, texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ frag_color = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a);
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index 299def1927..78b5328c9a 100644..100755
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -2,22 +2,49 @@
* @file pickAvatarV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
mat4 getSkinnedTransform();
void main()
{
vec4 pos;
-
+ vec4 pos_in = vec4(position, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- gl_FrontColor = gl_Color;
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_ProjectionMatrix * pos;
+ vertex_color = diffuse_color;
+ vary_texcoord0 = texcoord0;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 171a0e76f7..2b5f001873 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -2,41 +2,451 @@
* @file alphaF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2D diffuseMap;
-uniform sampler2D noiseMap;
-uniform sampler2DRect depthMap;
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform 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 vec2 screen_res;
+uniform float shadow_bias;
+
+#endif
+
+#ifdef USE_DIFFUSE_TEX
+uniform sampler2D diffuseMap;
+#endif
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
+#ifdef USE_VERTEX_COLOR
+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 vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 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;
+}
+#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)
+{
+ vary_AmblitColor = v;
+}
-vec4 getPosition(vec2 pos_screen)
+void setAdditiveColor(vec3 v)
{
- 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;
+ 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);
+
+ 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;
}
void main()
@@ -44,21 +454,176 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
vec4 pos = vec4(vary_position, 1.0);
- vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
+ 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
+
+#ifdef USE_INDEXED_TEX
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#ifdef FOR_IMPOSTOR
+ 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;
+#else
+ float final_alpha = diff.a;
+#endif
- color.rgb = atmosLighting(color.rgb);
+ // 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;
+#else
+ float final_alpha = diff.a;
+#endif
+
+
+ vec4 gamma_diff = diff;
+ diff.rgb = srgb_to_linear(diff.rgb);
+
+ vec3 norm = vary_norm;
+
+ calcAtmospherics(pos.xyz, 1.0);
+
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
+
+ float da = dot(norm.xyz, sun_dir.xyz);
+
+ 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);
+
+ color.rgb = atmosAmbient(color.rgb);
+ color.a = final_alpha;
+
+ float ambient = abs(da);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+ color.rgb *= ambient;
+ color.rgb += atmosAffectDirectionalLight(final_da);
+ color.rgb *= gamma_diff.rgb;
+
+ //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
+
+ color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
- //gl_FragColor = vec4(1,0,1,1)*shadow;
+ 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);
+
+ 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;
+
+ // straight to display gamma, we're post-deferred
+ //
+ color.rgb = linear_to_srgb(color.rgb);
+
+#ifdef WATER_FOG
+ color = applyWaterFogDeferred(pos.xyz, color);
+#endif
+
+#endif
+
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index fabbce0824..506118d381 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -2,73 +2,138 @@
* @file alphaV.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
* $/LicenseInfo$
*/
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
+#define INDEXED 1
+#define NON_INDEXED 2
+#define NON_INDEXED_NO_COLOR 3
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
+ATTRIBUTE vec3 position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_light;
+#ifdef USE_INDEXED_TEX
+void passTextureIndex();
+#endif
+
+ATTRIBUTE vec3 normal;
+
+#ifdef USE_VERTEX_COLOR
+ATTRIBUTE vec4 diffuse_color;
+#endif
+
+ATTRIBUTE vec2 texcoord0;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+#ifdef IS_AVATAR_SKIN
+mat4 getSkinnedTransform();
+#endif
+#endif
+
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+
+#ifdef USE_VERTEX_COLOR
+VARYING vec4 vertex_color;
+#endif
+
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
void main()
{
- //transform vertex
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 pos;
+ vec3 norm;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ //transform vertex
+#ifdef HAS_SKIN
+ mat4 trans = getObjectSkinnedTransform();
+ trans = modelview_matrix * trans;
- vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias);
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ pos = trans * vec4(position.xyz, 1.0);
- // Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ norm = position.xyz + normal.xyz;
+ norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+
+#ifdef IS_AVATAR_SKIN
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
- vary_light = gl_LightSource[0].position.xyz;
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+#else
+ norm = normalize(normal_matrix * normal);
+ vec4 vert = vec4(position.xyz, 1.0);
+ pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#endif
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+#endif
+
+#ifdef USE_INDEXED_TEX
+ passTextureIndex();
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- gl_FrontColor = col;
+ vary_norm = norm;
+ vary_position = pos.xyz;
- gl_FogFragCoord = pos.z;
+#ifdef USE_VERTEX_COLOR
+ vertex_color = diffuse_color;
+#endif
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+#ifdef HAS_SKIN
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+#else
+
+#ifdef IS_AVATAR_SKIN
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#else
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+#endif
+#endif
+
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
new file mode 100755
index 0000000000..22c9a4d14e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file avatarShadowF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ frag_color = vec4(1,1,1,1);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
new file mode 100755
index 0000000000..3f90600ace
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file attachmentShadowV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 texture_matrix0;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+
+ vec4 p = projection_matrix * vec4(pos, 1.0);
+#if !DEPTH_CLAMP
+ p.z = max(p.z, -p.w+0.01);
+ gl_Position = p;
+#else
+ gl_Position = p;
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 82ce6d7377..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-uniform sampler2D diffuseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-
-void main()
-{
- float shadow = 1.0;
- vec4 pos = vary_position;
- vec3 norm = normalize(vary_normal);
-
- vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
- if (pos.z > -shadow_clip.w)
- {
-
- if (pos.z < -shadow_clip.z)
- {
- vec4 lpos = shadow_matrix[3]*pos;
- shadow = shadow2DProj(shadowMap3, lpos).x;
- }
- else if (pos.z < -shadow_clip.y)
- {
- vec4 lpos = shadow_matrix[2]*pos;
- shadow = shadow2DProj(shadowMap2, lpos).x;
- }
- else if (pos.z < -shadow_clip.x)
- {
- vec4 lpos = shadow_matrix[1]*pos;
- shadow = shadow2DProj(shadowMap1, lpos).x;
- }
- else
- {
- vec4 lpos = shadow_matrix[0]*pos;
- shadow = shadow2DProj(shadowMap0, lpos).x;
- }
- }
-
-
- vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
new file mode 100755
index 0000000000..c8ddefac26
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -0,0 +1,150 @@
+/**
+ * @file avatarAlphaNoColorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+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;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_norm;
+
+
+uniform float near_clip;
+
+uniform vec4 color;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float 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
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = dot(lv,lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist2 = d/la;
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // 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);
+ }
+
+ return da;
+}
+
+void main()
+{
+ vary_texcoord0 = texcoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ mat4 trans = getSkinnedTransform();
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+ vary_norm = norm;
+
+ vec4 frag_pos = projection_matrix * pos;
+ gl_Position = frag_pos;
+
+ vary_position = pos.xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
+
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(vec3(0.));
+
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
+
+ col.rgb = col.rgb * color.rgb;
+
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
deleted file mode 100644
index 21ddc2fad8..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,77 +0,0 @@
-/**
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-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 vec4 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-
-void main()
-{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
- norm = normalize(norm);
-
- gl_Position = gl_ProjectionMatrix * pos;
- vary_position = pos;
- vary_normal = norm;
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
- vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
-
- // Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*gl_Color.rgb;
- vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
-
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
-
- gl_FrontColor = col;
-
- gl_FogFragCoord = pos.z;
-
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
new file mode 100755
index 0000000000..01ffb862f7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file avatarEyesV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
+
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index e376892e0a..662c762bca 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -2,25 +2,58 @@
* @file avatarF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+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;
+}
void main()
{
- vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
- if (diff.a < 0.2)
+ if (diff.a < minimum_alpha)
{
discard;
}
- gl_FragData[0] = vec4(diff.rgb, 0.0);
- gl_FragData[1] = vec4(0,0,0,0);
+ frag_data[0] = vec4(diff.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index d88e3ecfd8..b809b73973 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -2,15 +2,45 @@
* @file avatarShadowF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
uniform sampler2D diffuseMap;
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
void main()
{
- //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
- gl_FragColor = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 2af8c8f5f7..bde1ad4e9f 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -2,36 +2,64 @@
* @file avatarShadowV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 projection_matrix;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
-
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- pos = gl_ProjectionMatrix * pos;
- pos.z = max(pos.z, -pos.w+0.01);
+ pos = projection_matrix * pos;
+#if !DEPTH_CLAMP
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
gl_Position = pos;
-
- gl_FrontColor = gl_Color;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 988226fb7c..1bd8fee7c9 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -2,39 +2,62 @@
* @file avatarV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
mat4 getSkinnedTransform();
-attribute vec4 weight;
+ATTRIBUTE vec4 weight;
-varying vec3 vary_normal;
+VARYING vec3 vary_normal;
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
+ vec4 pos_in = vec4(position.xyz, 1.0);
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
vary_normal = norm;
- gl_Position = gl_ProjectionMatrix * pos;
- //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- gl_FrontColor = gl_Color;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 258a9b7c40..5264d6e1b4 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -2,11 +2,35 @@
* @file blurLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -17,14 +41,14 @@ uniform vec2 delta;
uniform vec3 kern[4];
uniform float kern_scale;
-varying vec2 vary_fragcoord;
+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;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -35,47 +59,84 @@ vec4 getPosition(vec2 pos_screen)
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;
+}
+
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
+ 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 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ 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 <= 0.003)
+
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
+
for (int i = 1; i < 4; i++)
{
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ 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 <= 0.003)
+
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
-
-
col /= defined_weight.xyxx;
+ col.y *= col.y;
- gl_FragColor = col;
+ 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];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index b1b3f55f00..212f7e56ad 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -2,16 +2,38 @@
* @file blurLightF.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
* $/LicenseInfo$
*/
-varying vec2 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 35f334d58e..595c11fae2 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -2,28 +2,61 @@
* @file bumpF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+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;
+}
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
- vec3 norm = texture2D(bumpMap, gl_TexCoord[0].xy).rgb * 2.0 - 1.0;
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
vec3 tnorm = vec3(dot(norm,vary_mat0),
dot(norm,vary_mat1),
dot(norm,vary_mat2));
- gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
new file mode 100755
index 0000000000..10144f3e16
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -0,0 +1,64 @@
+/**
+ * @file bumpV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 tangent;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = cross(n, t) * tangent.w;
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 6c8550cb5b..9f9749394e 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -2,26 +2,56 @@
* @file bumpV.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
* $/LicenseInfo$
*/
-varying vec3 vary_mat0;
-varying vec3 vary_mat1;
-varying vec3 vary_mat2;
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 tangent;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec3 n = normalize(gl_NormalMatrix * gl_Normal);
- vec3 b = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
- vec3 t = cross(b, n);
+ vec3 n = normalize(normal_matrix * normal);
+ vec3 t = normalize(normal_matrix * tangent.xyz);
+ vec3 b = cross(n, t) * tangent.w;
vary_mat0 = vec3(t.x, b.x, n.x);
vary_mat1 = vec3(t.y, b.y, n.y);
vary_mat2 = vec3(t.z, b.z, n.z);
- gl_FrontColor = gl_Color;
+ 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
new file mode 100755
index 0000000000..1d8ca04ccd
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -0,0 +1,107 @@
+/**
+ * @file WLCloudsF.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_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+
+uniform sampler2D cloud_noise_texture;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 gamma;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+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);
+
+ return light;
+}
+
+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);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
new file mode 100755
index 0000000000..17f425475c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -0,0 +1,191 @@
+/**
+ * @file WLCloudsV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+//////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+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 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+uniform float cloud_scale;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = texcoord0;
+
+ // Get relative position
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(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);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density / temp1;
+
+ // Compute sunlight from P & lightnorm (for long rays like sky)
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // Compute haze glow
+ temp2.x = dot(Pn, lightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ // temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001);
+ // 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;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // CLOUDS
+
+ sunlight = sunlight_color;
+ temp2.y = max(0., lightnorm.y * 2.);
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Cloud color out
+ vary_CloudColorSun = (sunlight * temp2.x) * cloud_color;
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+ vary_CloudColorSun *= temp1;
+ vary_CloudColorAmbient *= temp1;
+ vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1);
+
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+
+
+ // Texture coords
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
+
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
+
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
+
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
+
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+
+ // END CLOUDS
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
new file mode 100755
index 0000000000..ccbc3c557c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -0,0 +1,90 @@
+/**
+ * @file cofF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+uniform sampler2D bloomMap;
+
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+uniform float max_cof;
+
+uniform mat4 inv_proj;
+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 calc_cof(float depth)
+{
+ float sc = (depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ float depth = getDepth(tc);
+
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+
+ float sc = calc_cof(depth);
+ sc = min(sc, max_cof);
+ sc = max(sc, -max_cof);
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ frag_color.rgb = diff.rgb + bloom.rgb;
+ frag_color.a = sc/max_cof*0.5+0.5;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
new file mode 100755
index 0000000000..7930b5d18b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -0,0 +1,60 @@
+/**
+ * @file diffuseAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+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;
+}
+
+void main()
+{
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
new file mode 100755
index 0000000000..8525e13333
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file diffuseAlphaMaskIndexedF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec3 vary_normal;
+
+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;
+}
+
+void main()
+{
+ vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
new file mode 100755
index 0000000000..37d70a2412
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -0,0 +1,60 @@
+/**
+ * @file diffuseAlphaMaskNoColorF.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_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform float minimum_alpha;
+
+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;
+}
+
+void main()
+{
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 9bd622a506..6befb1bd8b 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -2,19 +2,52 @@
* @file diffuseF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+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;
+}
void main()
{
- vec3 col = gl_Color.rgb * texture2D(diffuseMap, gl_TexCoord[0].xy).rgb;
- gl_FragData[0] = vec4(col, 0.0);
- gl_FragData[1] = gl_Color.aaaa; // spec
- //gl_FragData[1] = vec4(vec3(gl_Color.a), gl_Color.a+(1.0-gl_Color.a)*gl_Color.a); // spec - from former class3 - maybe better, but not so well tested
+ vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
new file mode 100755
index 0000000000..adc361d7a2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file diffuseIndexedF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+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;
+}
+
+
+void main()
+{
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+
+ vec3 spec;
+ spec.rgb = vec3(vertex_color.a);
+
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vec4(spec, vertex_color.a); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
new file mode 100755
index 0000000000..9461e3e32e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file diffuseNoColorV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
new file mode 100755
index 0000000000..2487110624
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file diffuseSkinnedV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vary_normal = norm.xyz;
+
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index bd58096317..3c026796c8 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -2,18 +2,51 @@
* @file diffuseV.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
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
-
- gl_FrontColor = gl_Color;
+ passTextureIndex();
+ vary_normal = normalize(normal_matrix * normal);
+
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
new file mode 100755
index 0000000000..a425e5062e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -0,0 +1,79 @@
+/**
+ * @file dofCombineF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect lightMap;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform float max_cof;
+uniform float res_scale;
+uniform float dof_width;
+uniform float dof_height;
+
+VARYING vec2 vary_fragcoord;
+
+vec4 dofSample(sampler2DRect tex, vec2 tc)
+{
+ tc.x = min(tc.x, dof_width);
+ tc.y = min(tc.y, dof_height);
+
+ return texture2DRect(tex, tc);
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+
+ vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
+
+ vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
+
+ float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
+
+ if (a > 0.25 && a < 0.75)
+ { //help out the transition a bit
+ float sc = a/res_scale;
+
+ vec4 col;
+ col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
+ col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
+
+ diff = mix(diff, col*0.25, a);
+ }
+
+ frag_color = mix(diff, dof, a);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
new file mode 100755
index 0000000000..ed02c4a481
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -0,0 +1,52 @@
+/**
+ * @file emissiveF.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
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float shadow = 1.0;
+
+ vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
+ color.rgb = pow(color.rgb, vec3(2.2));
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
new file mode 100755
index 0000000000..115b04797f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file emissiveV.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;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+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;
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
+
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = emissive;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index f53e15c6cc..f22b16965c 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -2,61 +2,176 @@
* @file fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#if !HAS_DIFFUSE_LOOKUP
uniform sampler2D diffuseMap;
-uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
+#endif
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
+VARYING vec3 vary_position;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
+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
-uniform mat4 inv_proj;
+}
-vec4 getPosition(vec2 pos_screen)
+vec3 linear_to_srgb(vec3 cl)
{
- 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;
+ 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()
+vec3 fullbrightAtmosTransportDeferred(vec3 light)
+{
+ return light;
+}
+
+vec3 fullbrightScaleSoftClipDeferred(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
+#ifdef HAS_ALPHA_MASK
+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)
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
+ //normalize view vector
+ vec3 view = normalize(pos);
+ float es = -(dot(view, waterPlane.xyz));
+
+ //find intersection point with water plane and eye vector
- vec3 samp_pos = getPosition(frag).xyz;
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
- float shadow = 1.0;
- vec4 pos = vary_position;
+ 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);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy)*gl_Color;
+ 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;
- color.rgb = fullbrightAtmosTransport(color.rgb);
+ return color;
+}
+#endif
+
+void main()
+{
+#if HAS_DIFFUSE_LOOKUP
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+#endif
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+ float final_alpha = color.a * vertex_color.a;
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1);
+#ifdef HAS_ALPHA_MASK
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+#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));
+ color.rgb = fogged.rgb;
+ color.a = fogged.a;
+#else
+ color.a = final_alpha;
+#endif
+
+ frag_color.rgb = color.rgb;
+ frag_color.a = color.a;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
new file mode 100644
index 0000000000..b0db9876d3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -0,0 +1,72 @@
+/**
+ * @file fullbrightShinyF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#ifndef diffuseLookup
+uniform sampler2D diffuseMap;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform samplerCube environmentMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void main()
+{
+#if HAS_DIFFUSE_LOOKUP
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+#endif
+
+
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f));
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = 1.0;
+
+ color.rgb = pow(color.rgb, vec3(1.0/2.2));
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
new file mode 100644
index 0000000000..34bd8d445a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file fullbrightShinyV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+uniform vec4 origin;
+
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index dc8b2c6be4..8e899e3e0f 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -2,9 +2,37 @@
* @file fullbrightV.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;
+void passTextureIndex();
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
void calcAtmospherics(vec3 inPositionEye);
vec3 atmosAmbient(vec3 light);
@@ -12,30 +40,30 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_normal;
-varying vec3 vary_fragcoord;
-uniform float near_clip;
-varying vec4 vary_position;
+#ifdef WATER_FOG
+VARYING vec3 vary_position;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ passTextureIndex();
+
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+#ifdef WATER_FOG
+ vary_position = pos.xyz;
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vary_position = pos;
-
calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
- gl_FogFragCoord = pos.z;
-
- pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
new file mode 100755
index 0000000000..a2b4b3b8c8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -0,0 +1,2125 @@
+/**
+ * @file fxaaF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#define FXAA_PC 1
+//#define FXAA_GLSL_130 1
+#define FXAA_QUALITY__PRESET 12
+
+/*============================================================================
+
+
+ NVIDIA FXAA 3.11 by TIMOTHY LOTTES
+
+
+------------------------------------------------------------------------------
+COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
+------------------------------------------------------------------------------
+TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
+*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
+OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
+CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
+LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
+OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
+THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
+DAMAGES.
+
+------------------------------------------------------------------------------
+ INTEGRATION CHECKLIST
+------------------------------------------------------------------------------
+(1.)
+In the shader source, setup defines for the desired configuration.
+When providing multiple shaders (for different presets),
+simply setup the defines differently in multiple files.
+Example,
+
+ #define FXAA_PC 1
+ #define FXAA_HLSL_5 1
+ #define FXAA_QUALITY__PRESET 12
+
+Or,
+
+ #define FXAA_360 1
+
+Or,
+
+ #define FXAA_PS3 1
+
+Etc.
+
+(2.)
+Then include this file,
+
+ #include "Fxaa3_11.h"
+
+(3.)
+Then call the FXAA pixel shader from within your desired shader.
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+As for FXAA 3.11 all inputs for all shaders are the same
+to enable easy porting between platforms.
+
+ return FxaaPixelShader(...);
+
+(4.)
+Insure pass prior to FXAA outputs RGBL (see next section).
+Or use,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+(5.)
+Setup engine to provide the following constants
+which are used in the FxaaPixelShader() inputs,
+
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+
+Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
+
+(6.)
+Have FXAA vertex shader run as a full screen triangle,
+and output "pos" and "fxaaConsolePosPos"
+such that inputs in the pixel shader provide,
+
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+
+(7.)
+Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
+
+
+------------------------------------------------------------------------------
+ INTEGRATION - RGBL AND COLORSPACE
+------------------------------------------------------------------------------
+FXAA3 requires RGBL as input unless the following is set,
+
+ #define FXAA_GREEN_AS_LUMA 1
+
+In which case the engine uses green in place of luma,
+and requires RGB input is in a non-linear colorspace.
+
+RGB should be LDR (low dynamic range).
+Specifically do FXAA after tonemapping.
+
+RGB data as returned by a texture fetch can be non-linear,
+or linear when FXAA_GREEN_AS_LUMA is not set.
+Note an "sRGB format" texture counts as linear,
+because the result of a texture fetch is linear data.
+Regular "RGBA8" textures in the sRGB colorspace are non-linear.
+
+If FXAA_GREEN_AS_LUMA is not set,
+luma must be stored in the alpha channel prior to running FXAA.
+This luma should be in a perceptual space (could be gamma 2.0).
+Example pass before FXAA where output is gamma 2.0 encoded,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.rgb = sqrt(color.rgb); // gamma 2.0 color output
+ color.a = dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114)); // compute luma
+ return color;
+
+Another example where output is linear encoded,
+say for instance writing to an sRGB formated render target,
+where the render target does the conversion back to sRGB after blending,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ return color;
+
+To use FXAA,
+
+ color.rgb = ToneMap(color.rgb); // linear color output
+ color.a = sqrt(dot(color.rgb, FxaaFloat3(0.299, 0.587, 0.114))); // compute luma
+ return color;
+
+Getting luma correct is required for the algorithm to work correctly.
+
+
+------------------------------------------------------------------------------
+ BEING LINEARLY CORRECT?
+------------------------------------------------------------------------------
+Applying FXAA to a framebuffer with linear RGB color will look worse.
+This is very counter intuitive, but happends to be true in this case.
+The reason is because dithering artifacts will be more visiable
+in a linear colorspace.
+
+
+------------------------------------------------------------------------------
+ COMPLEX INTEGRATION
+------------------------------------------------------------------------------
+Q. What if the engine is blending into RGB before wanting to run FXAA?
+
+A. In the last opaque pass prior to FXAA,
+ have the pass write out luma into alpha.
+ Then blend into RGB only.
+ FXAA should be able to run ok
+ assuming the blending pass did not any add aliasing.
+ This should be the common case for particles and common blending passes.
+
+A. Or use FXAA_GREEN_AS_LUMA.
+
+============================================================================*/
+
+/*============================================================================
+
+ INTEGRATION KNOBS
+
+============================================================================*/
+//
+// FXAA_PS3 and FXAA_360 choose the console algorithm (FXAA3 CONSOLE).
+// FXAA_360_OPT is a prototype for the new optimized 360 version.
+//
+// 1 = Use API.
+// 0 = Don't use API.
+//
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PS3
+ #define FXAA_PS3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360
+ #define FXAA_360 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_360_OPT
+ #define FXAA_360_OPT 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_PC
+ //
+ // FXAA Quality
+ // The high quality PC algorithm.
+ //
+ #define FXAA_PC 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_PC_CONSOLE
+ //
+ // The console algorithm for PC is included
+ // for developers targeting really low spec machines.
+ // Likely better to just run FXAA_PC, and use a really low preset.
+ //
+ #define FXAA_PC_CONSOLE 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_120
+ #define FXAA_GLSL_120 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_130
+ #define FXAA_GLSL_130 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_3
+ #define FXAA_HLSL_3 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_4
+ #define FXAA_HLSL_4 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_HLSL_5
+ #define FXAA_HLSL_5 0
+#endif
+/*==========================================================================*/
+#ifndef FXAA_GREEN_AS_LUMA
+ //
+ // For those using non-linear color,
+ // and either not able to get luma in alpha, or not wanting to,
+ // this enables FXAA to run using green as a proxy for luma.
+ // So with this enabled, no need to pack luma in alpha.
+ //
+ // This will turn off AA on anything which lacks some amount of green.
+ // Pure red and blue or combination of only R and B, will get no AA.
+ //
+ // Might want to lower the settings for both,
+ // fxaaConsoleEdgeThresholdMin
+ // fxaaQualityEdgeThresholdMin
+ // In order to insure AA does not get turned off on colors
+ // which contain a minor amount of green.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_GREEN_AS_LUMA 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_EARLY_EXIT
+ //
+ // Controls algorithm's early exit path.
+ // On PS3 turning this ON adds 2 cycles to the shader.
+ // On 360 turning this OFF adds 10ths of a millisecond to the shader.
+ // Turning this off on console will result in a more blurry image.
+ // So this defaults to on.
+ //
+ // 1 = On.
+ // 0 = Off.
+ //
+ #define FXAA_EARLY_EXIT 1
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_DISCARD
+ //
+ // Only valid for PC OpenGL currently.
+ // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
+ //
+ // 1 = Use discard on pixels which don't need AA.
+ // For APIs which enable concurrent TEX+ROP from same surface.
+ // 0 = Return unchanged color on pixels which don't need AA.
+ //
+ #define FXAA_DISCARD 0
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_FAST_PIXEL_OFFSET
+ //
+ // Used for GLSL 120 only.
+ //
+ // 1 = GL API supports fast pixel offsets
+ // 0 = do not use fast pixel offsets
+ //
+ #ifdef GL_EXT_gpu_shader4
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_FAST_PIXEL_OFFSET 1
+ #endif
+ #ifndef FXAA_FAST_PIXEL_OFFSET
+ #define FXAA_FAST_PIXEL_OFFSET 0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GATHER4_ALPHA
+ //
+ // 1 = API supports gather4 on alpha channel.
+ // 0 = API does not support gather4 on alpha channel.
+ //
+ #if (FXAA_GLSL_130 == 0)
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+ #if (FXAA_HLSL_5 == 1)
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+ #endif
+#endif
+
+/*============================================================================
+ FXAA CONSOLE PS3 - TUNING KNOBS
+============================================================================*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_SHARPNESS
+ //
+ // Consoles the sharpness of edges on PS3 only.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 8.0 is sharper
+ // 4.0 is softer
+ // 2.0 is really soft (good for vector graphics inputs)
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 8.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 4.0
+ #endif
+ #if 0
+ #define FXAA_CONSOLE__PS3_EDGE_SHARPNESS 2.0
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#ifndef FXAA_CONSOLE__PS3_EDGE_THRESHOLD
+ //
+ // Only effects PS3.
+ // Non-PS3 tuning is done with shader input.
+ //
+ // The minimum amount of local contrast required to apply algorithm.
+ // The console setting has a different mapping than the quality setting.
+ //
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ //
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 0.25 and 0.125.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ //
+ // 0.125 leaves less aliasing, but is softer
+ // 0.25 leaves more aliasing, and is sharper
+ //
+ #if 1
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.125
+ #else
+ #define FXAA_CONSOLE__PS3_EDGE_THRESHOLD 0.25
+ #endif
+#endif
+
+/*============================================================================
+ FXAA QUALITY - TUNING KNOBS
+------------------------------------------------------------------------------
+NOTE the other tuning knobs are now in the shader function inputs!
+============================================================================*/
+#ifndef FXAA_QUALITY__PRESET
+ //
+ // Choose the quality preset.
+ // This needs to be compiled into the shader as it effects code.
+ // Best option to include multiple presets is to
+ // in each shader define the preset, then include this file.
+ //
+ // OPTIONS
+ // -----------------------------------------------------------------------
+ // 10 to 15 - default medium dither (10=fastest, 15=highest quality)
+ // 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
+ // 39 - no dither, very expensive
+ //
+ // NOTES
+ // -----------------------------------------------------------------------
+ // 12 = slightly faster then FXAA 3.9 and higher edge quality (default)
+ // 13 = about same speed as FXAA 3.9 and better than 12
+ // 23 = closest to FXAA 3.9 visually and performance wise
+ // _ = the lowest digit is directly related to performance
+ // _ = the highest digit is directly related to style
+ //
+ #define FXAA_QUALITY__PRESET 12
+#endif
+
+
+/*============================================================================
+
+ FXAA QUALITY - PRESETS
+
+============================================================================*/
+
+/*============================================================================
+ FXAA QUALITY - MEDIUM DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 10)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 3.0
+ #define FXAA_QUALITY__P2 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 11)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 3.0
+ #define FXAA_QUALITY__P3 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 12)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 4.0
+ #define FXAA_QUALITY__P4 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 13)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 4.0
+ #define FXAA_QUALITY__P5 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 14)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 4.0
+ #define FXAA_QUALITY__P6 12.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 15)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 12.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - LOW DITHER PRESETS
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 20)
+ #define FXAA_QUALITY__PS 3
+ #define FXAA_QUALITY__P0 1.5
+ #define FXAA_QUALITY__P1 2.0
+ #define FXAA_QUALITY__P2 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 21)
+ #define FXAA_QUALITY__PS 4
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 22)
+ #define FXAA_QUALITY__PS 5
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 23)
+ #define FXAA_QUALITY__PS 6
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 24)
+ #define FXAA_QUALITY__PS 7
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 3.0
+ #define FXAA_QUALITY__P6 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 25)
+ #define FXAA_QUALITY__PS 8
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 4.0
+ #define FXAA_QUALITY__P7 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 26)
+ #define FXAA_QUALITY__PS 9
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 4.0
+ #define FXAA_QUALITY__P8 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 27)
+ #define FXAA_QUALITY__PS 10
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 4.0
+ #define FXAA_QUALITY__P9 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 28)
+ #define FXAA_QUALITY__PS 11
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 4.0
+ #define FXAA_QUALITY__P10 8.0
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_QUALITY__PRESET == 29)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.5
+ #define FXAA_QUALITY__P2 2.0
+ #define FXAA_QUALITY__P3 2.0
+ #define FXAA_QUALITY__P4 2.0
+ #define FXAA_QUALITY__P5 2.0
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+/*============================================================================
+ FXAA QUALITY - EXTREME QUALITY
+============================================================================*/
+#if (FXAA_QUALITY__PRESET == 39)
+ #define FXAA_QUALITY__PS 12
+ #define FXAA_QUALITY__P0 1.0
+ #define FXAA_QUALITY__P1 1.0
+ #define FXAA_QUALITY__P2 1.0
+ #define FXAA_QUALITY__P3 1.0
+ #define FXAA_QUALITY__P4 1.0
+ #define FXAA_QUALITY__P5 1.5
+ #define FXAA_QUALITY__P6 2.0
+ #define FXAA_QUALITY__P7 2.0
+ #define FXAA_QUALITY__P8 2.0
+ #define FXAA_QUALITY__P9 2.0
+ #define FXAA_QUALITY__P10 4.0
+ #define FXAA_QUALITY__P11 8.0
+#endif
+
+
+
+/*============================================================================
+
+ API PORTING
+
+============================================================================*/
+#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
+ #define FxaaBool bool
+ #define FxaaDiscard discard
+ #define FxaaFloat float
+ #define FxaaFloat2 vec2
+ #define FxaaFloat3 vec3
+ #define FxaaFloat4 vec4
+ #define FxaaHalf float
+ #define FxaaHalf2 vec2
+ #define FxaaHalf3 vec3
+ #define FxaaHalf4 vec4
+ #define FxaaInt2 ivec2
+ #define FxaaSat(x) clamp(x, 0.0, 1.0)
+ #define FxaaTex sampler2D
+#else
+ #define FxaaBool bool
+ #define FxaaDiscard clip(-1)
+ #define FxaaFloat float
+ #define FxaaFloat2 float2
+ #define FxaaFloat3 float3
+ #define FxaaFloat4 float4
+ #define FxaaHalf half
+ #define FxaaHalf2 half2
+ #define FxaaHalf3 half3
+ #define FxaaHalf4 half4
+ #define FxaaSat(x) saturate(x)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_120 == 1)
+ // Requires,
+ // #version 120
+ // And at least,
+ // #extension GL_EXT_gpu_shader4 : enable
+ // (or set FXAA_FAST_PIXEL_OFFSET 1 to work like DX9)
+ #define FxaaTexTop(t, p) texture2DLod(t, p, 0.0)
+ #if (FXAA_FAST_PIXEL_OFFSET == 1)
+ #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o)
+ #else
+ #define FxaaTexOff(t, p, o, r) texture2DLod(t, p + (o * r), 0.0)
+ #endif
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_130 == 1)
+ // Requires "#version 130" or better
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+ #if (FXAA_GATHER4_ALPHA == 1)
+ // use #extension GL_ARB_gpu_shader5 : enable
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+ #endif
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
+ #define FxaaInt2 float2
+ #define FxaaTex sampler2D
+ #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
+ #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_4 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+#endif
+/*--------------------------------------------------------------------------*/
+#if (FXAA_HLSL_5 == 1)
+ #define FxaaInt2 int2
+ struct FxaaTex { SamplerState smpl; Texture2D tex; };
+ #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
+ #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
+ #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
+ #define FxaaTexGreen4(t, p) t.tex.GatherGreen(t.smpl, p)
+ #define FxaaTexOffGreen4(t, p, o) t.tex.GatherGreen(t.smpl, p, o)
+#endif
+
+
+/*============================================================================
+ GREEN AS LUMA OPTION SUPPORT FUNCTION
+============================================================================*/
+#if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
+#else
+ FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 QUALITY - PC
+
+============================================================================*/
+#if (FXAA_PC == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ //
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy} = center of pixel
+ FxaaFloat2 pos,
+ //
+ // Used only for FXAA Console, and not used on the 360 version.
+ // Use noperspective interpolation here (turn off perspective interpolation).
+ // {xy__} = upper left of pixel
+ // {__zw} = lower right of pixel
+ FxaaFloat4 fxaaConsolePosPos,
+ //
+ // Input color texture.
+ // {rgb_} = color in linear or perceptual color space
+ // if (FXAA_GREEN_AS_LUMA == 0)
+ // {___a} = luma in perceptual color space (not linear)
+ FxaaTex tex,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 2nd sampler.
+ // This sampler needs to have an exponent bias of -1.
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ //
+ // Only used on the optimized 360 version of FXAA Console.
+ // For everything but 360, just use the same input here as for "tex".
+ // For 360, same texture, just alias with a 3nd sampler.
+ // This sampler needs to have an exponent bias of -2.
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ //
+ // Only used on FXAA Quality.
+ // This must be from a constant/uniform.
+ // {x_} = 1.0/screenWidthInPixels
+ // {_y} = 1.0/screenHeightInPixels
+ FxaaFloat2 fxaaQualityRcpFrame,
+ //
+ // Only used on FXAA Console.
+ // This must be from a constant/uniform.
+ // This effects sub-pixel AA quality and inversely sharpness.
+ // Where N ranges between,
+ // N = 0.50 (default)
+ // N = 0.33 (sharper)
+ // {x___} = -N/screenWidthInPixels
+ // {_y__} = -N/screenHeightInPixels
+ // {__z_} = N/screenWidthInPixels
+ // {___w} = N/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ //
+ // Only used on FXAA Console.
+ // Not used on 360, but used on PS3 and PC.
+ // This must be from a constant/uniform.
+ // {x___} = -2.0/screenWidthInPixels
+ // {_y__} = -2.0/screenHeightInPixels
+ // {__z_} = 2.0/screenWidthInPixels
+ // {___w} = 2.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ //
+ // Only used on FXAA Console.
+ // Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
+ // This must be from a constant/uniform.
+ // {x___} = 8.0/screenWidthInPixels
+ // {_y__} = 8.0/screenHeightInPixels
+ // {__z_} = -4.0/screenWidthInPixels
+ // {___w} = -4.0/screenHeightInPixels
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__SUBPIX define.
+ // It is here now to allow easier tuning.
+ // Choose the amount of sub-pixel aliasing removal.
+ // This can effect sharpness.
+ // 1.00 - upper limit (softer)
+ // 0.75 - default amount of filtering
+ // 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
+ // 0.25 - almost off
+ // 0.00 - completely off
+ FxaaFloat fxaaQualitySubpix,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // The minimum amount of local contrast required to apply algorithm.
+ // 0.333 - too little (faster)
+ // 0.250 - low quality
+ // 0.166 - default
+ // 0.125 - high quality
+ // 0.063 - overkill (slower)
+ FxaaFloat fxaaQualityEdgeThreshold,
+ //
+ // Only used on FXAA Quality.
+ // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // 0.0833 - upper limit (default, the start of visible unfiltered edges)
+ // 0.0625 - high quality (faster)
+ // 0.0312 - visible limit (slower)
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only three safe values here: 2 and 4 and 8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // For all other platforms can be a non-power of two.
+ // 8.0 is sharper (default!!!)
+ // 4.0 is softer
+ // 2.0 is really soft (good only for vector graphics inputs)
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
+ // It is here now to allow easier tuning.
+ // This does not effect PS3, as this needs to be compiled in.
+ // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
+ // Due to the PS3 being ALU bound,
+ // there are only two safe values here: 1/4 and 1/8.
+ // These options use the shaders ability to a free *|/ by 2|4|8.
+ // The console setting has a different mapping than the quality setting.
+ // Other platforms can use other values.
+ // 0.125 leaves less aliasing, but is softer (default!!!)
+ // 0.25 leaves more aliasing, and is sharper
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ //
+ // Only used on FXAA Console.
+ // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
+ // It is here now to allow easier tuning.
+ // Trims the algorithm from processing darks.
+ // The console setting has a different mapping than the quality setting.
+ // This only applies when FXAA_EARLY_EXIT is 1.
+ // This does not apply to PS3,
+ // PS3 was simplified to avoid more shader instructions.
+ // 0.06 - faster but more aliasing in darks
+ // 0.05 - default
+ // 0.04 - slower and less aliasing in darks
+ // Special notes when using FXAA_GREEN_AS_LUMA,
+ // Likely want to set this to zero.
+ // As colors that are mostly not-green
+ // will appear very dark in the green channel!
+ // Tune by looking at mostly non-green content,
+ // then start at zero and increase until aliasing is a problem.
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ //
+ // Extra constants for 360 FXAA Console only.
+ // Use zeros or anything else for other platforms.
+ // These must be in physical constant registers and NOT immedates.
+ // Immedates will result in compiler un-optimizing.
+ // {xyzw} = float4(1.0, -1.0, 0.25, -0.25)
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posM;
+ posM.x = pos.x;
+ posM.y = pos.y;
+ #if (FXAA_GATHER4_ALPHA == 1)
+ #if (FXAA_DISCARD == 0)
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ #endif
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat4 luma4A = FxaaTexAlpha4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffAlpha4(tex, posM, FxaaInt2(-1, -1));
+ #else
+ FxaaFloat4 luma4A = FxaaTexGreen4(tex, posM);
+ FxaaFloat4 luma4B = FxaaTexOffGreen4(tex, posM, FxaaInt2(-1, -1));
+ #endif
+ #if (FXAA_DISCARD == 1)
+ #define lumaM luma4A.w
+ #endif
+ #define lumaE luma4A.z
+ #define lumaS luma4A.x
+ #define lumaSE luma4A.y
+ #define lumaNW luma4B.w
+ #define lumaN luma4B.z
+ #define lumaW luma4B.x
+ #else
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, posM);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ #define lumaM rgbyM.w
+ #else
+ #define lumaM rgbyM.y
+ #endif
+ FxaaFloat lumaS = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 0), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaN = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 0,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 0), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat maxSM = max(lumaS, lumaM);
+ FxaaFloat minSM = min(lumaS, lumaM);
+ FxaaFloat maxESM = max(lumaE, maxSM);
+ FxaaFloat minESM = min(lumaE, minSM);
+ FxaaFloat maxWN = max(lumaN, lumaW);
+ FxaaFloat minWN = min(lumaN, lumaW);
+ FxaaFloat rangeMax = max(maxWN, maxESM);
+ FxaaFloat rangeMin = min(minWN, minESM);
+ FxaaFloat rangeMaxScaled = rangeMax * fxaaQualityEdgeThreshold;
+ FxaaFloat range = rangeMax - rangeMin;
+ FxaaFloat rangeMaxClamped = max(fxaaQualityEdgeThresholdMin, rangeMaxScaled);
+ FxaaBool earlyExit = range < rangeMaxClamped;
+/*--------------------------------------------------------------------------*/
+ if(earlyExit)
+ #if (FXAA_DISCARD == 1)
+ FxaaDiscard;
+ #else
+ return rgbyM;
+ #endif
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GATHER4_ALPHA == 0)
+ FxaaFloat lumaNW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1, 1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2( 1,-1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #else
+ FxaaFloat lumaNE = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(1, -1), fxaaQualityRcpFrame.xy));
+ FxaaFloat lumaSW = FxaaLuma(FxaaTexOff(tex, posM, FxaaInt2(-1, 1), fxaaQualityRcpFrame.xy));
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNS = lumaN + lumaS;
+ FxaaFloat lumaWE = lumaW + lumaE;
+ FxaaFloat subpixRcpRange = 1.0/range;
+ FxaaFloat subpixNSWE = lumaNS + lumaWE;
+ FxaaFloat edgeHorz1 = (-2.0 * lumaM) + lumaNS;
+ FxaaFloat edgeVert1 = (-2.0 * lumaM) + lumaWE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNESE = lumaNE + lumaSE;
+ FxaaFloat lumaNWNE = lumaNW + lumaNE;
+ FxaaFloat edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
+ FxaaFloat edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNWSW = lumaNW + lumaSW;
+ FxaaFloat lumaSWSE = lumaSW + lumaSE;
+ FxaaFloat edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
+ FxaaFloat edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
+ FxaaFloat edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
+ FxaaFloat edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
+ FxaaFloat edgeHorz = abs(edgeHorz3) + edgeHorz4;
+ FxaaFloat edgeVert = abs(edgeVert3) + edgeVert4;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat subpixNWSWNESE = lumaNWSW + lumaNESE;
+ FxaaFloat lengthSign = fxaaQualityRcpFrame.x;
+ FxaaBool horzSpan = edgeHorz >= edgeVert;
+ FxaaFloat subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
+/*--------------------------------------------------------------------------*/
+ if(!horzSpan) lumaN = lumaW;
+ if(!horzSpan) lumaS = lumaE;
+ if(horzSpan) lengthSign = fxaaQualityRcpFrame.y;
+ FxaaFloat subpixB = (subpixA * (1.0/12.0)) - lumaM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat gradientN = lumaN - lumaM;
+ FxaaFloat gradientS = lumaS - lumaM;
+ FxaaFloat lumaNN = lumaN + lumaM;
+ FxaaFloat lumaSS = lumaS + lumaM;
+ FxaaBool pairN = abs(gradientN) >= abs(gradientS);
+ FxaaFloat gradient = max(abs(gradientN), abs(gradientS));
+ if(pairN) lengthSign = -lengthSign;
+ FxaaFloat subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posB;
+ posB.x = posM.x;
+ posB.y = posM.y;
+ FxaaFloat2 offNP;
+ offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
+ offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
+ if(!horzSpan) posB.x += lengthSign * 0.5;
+ if( horzSpan) posB.y += lengthSign * 0.5;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 posN;
+ posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
+ posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat2 posP;
+ posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
+ posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
+ FxaaFloat subpixD = ((-2.0)*subpixC) + 3.0;
+ FxaaFloat lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
+ FxaaFloat subpixE = subpixC * subpixC;
+ FxaaFloat lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
+/*--------------------------------------------------------------------------*/
+ if(!pairN) lumaNN = lumaSS;
+ FxaaFloat gradientScaled = gradient * 1.0/4.0;
+ FxaaFloat lumaMM = lumaM - lumaNN * 0.5;
+ FxaaFloat subpixF = subpixD * subpixE;
+ FxaaBool lumaMLTZero = lumaMM < 0.0;
+/*--------------------------------------------------------------------------*/
+ lumaEndN -= lumaNN * 0.5;
+ lumaEndP -= lumaNN * 0.5;
+ FxaaBool doneN = abs(lumaEndN) >= gradientScaled;
+ FxaaBool doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
+ FxaaBool doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
+/*--------------------------------------------------------------------------*/
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 3)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 4)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 5)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 6)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 7)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 8)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 9)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 10)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 11)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11;
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_QUALITY__PS > 12)
+ if(doneNP) {
+ if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
+ if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
+ if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
+ if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
+ doneN = abs(lumaEndN) >= gradientScaled;
+ doneP = abs(lumaEndP) >= gradientScaled;
+ if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12;
+ if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12;
+ doneNP = (!doneN) || (!doneP);
+ if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12;
+ if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12;
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+ #endif
+/*--------------------------------------------------------------------------*/
+ }
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dstN = posM.x - posN.x;
+ FxaaFloat dstP = posP.x - posM.x;
+ if(!horzSpan) dstN = posM.y - posN.y;
+ if(!horzSpan) dstP = posP.y - posM.y;
+/*--------------------------------------------------------------------------*/
+ FxaaBool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero;
+ FxaaFloat spanLength = (dstP + dstN);
+ FxaaBool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero;
+ FxaaFloat spanLengthRcp = 1.0/spanLength;
+/*--------------------------------------------------------------------------*/
+ FxaaBool directionN = dstN < dstP;
+ FxaaFloat dst = min(dstN, dstP);
+ FxaaBool goodSpan = directionN ? goodSpanN : goodSpanP;
+ FxaaFloat subpixG = subpixF * subpixF;
+ FxaaFloat pixelOffset = (dst * (-spanLengthRcp)) + 0.5;
+ FxaaFloat subpixH = subpixG * fxaaQualitySubpix;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat pixelOffsetGood = goodSpan ? pixelOffset : 0.0;
+ FxaaFloat pixelOffsetSubpix = max(pixelOffsetGood, subpixH);
+ if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign;
+ if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign;
+ #if (FXAA_DISCARD == 1)
+ return FxaaTexTop(tex, posM);
+ #else
+ return FxaaFloat4(FxaaTexTop(tex, posM).xyz, lumaM);
+ #endif
+}
+/*==========================================================================*/
+#endif
+
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - PC VERSION
+
+------------------------------------------------------------------------------
+Instead of using this on PC, I'd suggest just using FXAA Quality with
+ #define FXAA_QUALITY__PRESET 10
+Or
+ #define FXAA_QUALITY__PRESET 20
+Either are higher qualilty and almost as fast as this on modern PC GPUs.
+============================================================================*/
+#if (FXAA_PC_CONSOLE == 1)
+/*--------------------------------------------------------------------------*/
+FxaaFloat4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
+ FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
+ FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
+ FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaFloat lumaM = rgbyM.w;
+ #else
+ FxaaFloat lumaM = rgbyM.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
+ lumaNe += 1.0/384.0;
+ FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
+ FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
+ FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat lumaMinM = min(lumaMin, lumaM);
+ FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
+ FxaaFloat lumaMaxM = max(lumaMax, lumaM);
+ FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
+ FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
+ FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
+ if(lumaMaxSubMinM < lumaMaxScaledClamped) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir;
+ dir.x = dirSwMinusNe + dirSeMinusNw;
+ dir.y = dirSwMinusNe - dirSeMinusNw;
+/*--------------------------------------------------------------------------*/
+ FxaaFloat2 dir1 = normalize(dir.xy);
+ FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
+ FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
+ FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2 * fxaaConsoleRcpFrameOpt2.zw);
+ FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2 * fxaaConsoleRcpFrameOpt2.zw);
+/*--------------------------------------------------------------------------*/
+ FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
+ FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
+/*--------------------------------------------------------------------------*/
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ FxaaBool twoTap = (rgbyB.w < lumaMin) || (rgbyB.w > lumaMax);
+ #else
+ FxaaBool twoTap = (rgbyB.y < lumaMin) || (rgbyB.y > lumaMax);
+ #endif
+ if(twoTap) rgbyB.xyz = rgbyA.xyz * 0.5;
+ return rgbyB; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - 360 PIXEL SHADER
+
+------------------------------------------------------------------------------
+This optimized version thanks to suggestions from Andy Luedke.
+Should be fully tex bound in all cases.
+As of the FXAA 3.11 release, I have still not tested this code,
+however I fixed a bug which was in both FXAA 3.9 and FXAA 3.10.
+And note this is replacing the old unoptimized version.
+If it does not work, please let me know so I can fix it.
+============================================================================*/
+#if (FXAA_360 == 1)
+/*--------------------------------------------------------------------------*/
+[reduceTempRegUsage(4)]
+float4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+ float4 lumaNwNeSwSe;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ asm {
+ tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #else
+ asm {
+ tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
+ tfetch2D lumaNwNeSwSe.___y, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
+ };
+ #endif
+/*--------------------------------------------------------------------------*/
+ lumaNwNeSwSe.y += 1.0/384.0;
+ float2 lumaMinTemp = min(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float2 lumaMaxTemp = max(lumaNwNeSwSe.xy, lumaNwNeSwSe.zw);
+ float lumaMin = min(lumaMinTemp.x, lumaMinTemp.y);
+ float lumaMax = max(lumaMaxTemp.x, lumaMaxTemp.y);
+/*--------------------------------------------------------------------------*/
+ float4 rgbyM = tex2Dlod(tex, float4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ float lumaMinM = min(lumaMin, rgbyM.w);
+ float lumaMaxM = max(lumaMax, rgbyM.w);
+ #else
+ float lumaMinM = min(lumaMin, rgbyM.y);
+ float lumaMaxM = max(lumaMax, rgbyM.y);
+ #endif
+ if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
+/*--------------------------------------------------------------------------*/
+ float2 dir;
+ dir.x = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.yyxx);
+ dir.y = dot(lumaNwNeSwSe, fxaaConsole360ConstDir.xyxy);
+ dir = normalize(dir);
+/*--------------------------------------------------------------------------*/
+ float4 dir1 = dir.xyxy * fxaaConsoleRcpFrameOpt.xyzw;
+/*--------------------------------------------------------------------------*/
+ float4 dir2;
+ float dirAbsMinTimesC = min(abs(dir.x), abs(dir.y)) * fxaaConsoleEdgeSharpness;
+ dir2 = saturate(fxaaConsole360ConstDir.zzww * dir.xyxy / dirAbsMinTimesC + 0.5);
+ dir2 = dir2 * fxaaConsole360RcpFrameOpt2.xyxy + fxaaConsole360RcpFrameOpt2.zwzw;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyN1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.xy, 0.0, 0.0));
+ float4 rgbyP1 = tex2Dlod(fxaaConsole360TexExpBiasNegOne, float4(pos.xy + dir1.zw, 0.0, 0.0));
+ float4 rgbyN2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.xy, 0.0, 0.0));
+ float4 rgbyP2 = tex2Dlod(fxaaConsole360TexExpBiasNegTwo, float4(pos.xy + dir2.zw, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+ float4 rgbyA = rgbyN1 + rgbyP1;
+ float4 rgbyB = rgbyN2 + rgbyP2 * 0.5 + rgbyA;
+/*--------------------------------------------------------------------------*/
+ float4 rgbyR = ((rgbyB.w - lumaMax) > 0.0) ? rgbyA : rgbyB;
+ rgbyR = ((rgbyB.w - lumaMin) > 0.0) ? rgbyR : rgbyA;
+ return rgbyR; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (NO EARLY EXIT)
+
+==============================================================================
+The code below does not exactly match the assembly.
+I have a feeling that 12 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.z(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h0.w(TRUE), v5.xwxx, #0
+ 6: addh h0.z(TRUE), -h2, h0.w
+ 7: texpkb h1.w(TRUE), v5, #0
+ 9: addh h0.x(TRUE), h0.z, -h1.w
+ 10: addh h3.w(TRUE), h0.z, h1
+ 11: texpkb h2.w(TRUE), v5.zwzz, #0
+ 13: addh h0.z(TRUE), h3.w, -h2.w
+ 14: addh h0.x(TRUE), h2.w, h0
+ 15: nrmh h1.xz(TRUE), h0_n
+ 16: minh_m8 h0.x(TRUE), |h1|, |h1.z|
+ 17: maxh h4.w(TRUE), h0, h1
+ 18: divx h2.xy(TRUE), h1_n.xzzw, h0_n
+ 19: movr r1.zw(TRUE), v4.xxxy
+ 20: madr r2.xz(TRUE), -h1, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zzww, r1.zzww
+ 22: minh h5.w(TRUE), h0, h1
+ 23: texpkb h0(TRUE), r2.xzxx, #0
+ 25: madr r0.zw(TRUE), h1.xzxz, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w), r1
+ 27: maxh h4.x(TRUE), h2.z, h2.w
+ 28: texpkb h1(TRUE), r0.zwzz, #0
+ 30: addh_d2 h1(TRUE), h0, h1
+ 31: madr r0.xy(TRUE), -h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 33: texpkb h0(TRUE), r0, #0
+ 35: minh h4.z(TRUE), h2, h2.w
+ 36: fenct TRUE
+ 37: madr r1.xy(TRUE), h2, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 39: texpkb h2(TRUE), r1, #0
+ 41: addh_d2 h0(TRUE), h0, h2
+ 42: maxh h2.w(TRUE), h4, h4.x
+ 43: minh h2.x(TRUE), h5.w, h4.z
+ 44: addh_d2 h0(TRUE), h0, h1
+ 45: slth h2.x(TRUE), h0.w, h2
+ 46: sgth h2.w(TRUE), h0, h2
+ 47: movh h0(TRUE), h0
+ 48: addx.c0 rc(TRUE), h2, h2.w
+ 49: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB1 | add | 2: ADDh h2.z, h0.--w-, const.--x-;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h0.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB1 | add | 6: ADDh h0.z,-h2, h0.--w-;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h1.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 9: ADDh h0.x, h0.z---,-h1.w---;
+ | SCB1 | add | 10: ADDh h3.w, h0.---z, h1;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h2.w---, h0;
+ | SCB1 | add | 13: ADDh h0.z, h3.--w-,-h2.--w-;
+ | | |
+ 5 | SCT1 | mov | 15: NRMh h1.xz, h0;
+ | SRB | nrm | 15: NRMh h1.xz, h0;
+ | SCB0 | min | 16: MINh*8 h0.x, |h1|, |h1.z---|;
+ | SCB1 | max | 17: MAXh h4.w, h0, h1;
+ | | |
+ 6 | SCT0 | div | 18: DIVx h2.xy, h1.xz--, h0;
+ | SCT1 | mov | 19: MOVr r1.zw, g[TEX0].--xy;
+ | SCB0 | mad | 20: MADr r2.xz,-h1, const.z-w-, r1.z-w-;
+ | SCB1 | min | 22: MINh h5.w, h0, h1;
+ | | |
+ 7 | SCT0/1 | mov | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | TEX | txl | 23: TXLr h0, r2.xzxx, const.xxxx, TEX0;
+ | SCB0 | max | 27: MAXh h4.x, h2.z---, h2.w---;
+ | SCB1 | mad | 25: MADr r0.zw, h1.--xz, const, r1;
+ | | |
+ 8 | SCT0/1 | mov | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | TEX | txl | 28: TXLr h1, r0.zwzz, const.xxxx, TEX0;
+ | SCB0/1 | add | 30: ADDh/2 h1, h0, h1;
+ | | |
+ 9 | SCT0 | mad | 31: MADr r0.xy,-h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 33: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB1 | min | 35: MINh h4.z, h2, h2.--w-;
+ | | |
+ 10 | SCT0 | mad | 37: MADr r1.xy, h2, const.xy--, r1.zw--;
+ | SCT1 | mov | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | TEX | txl | 39: TXLr h2, r1, const.zzzz, TEX0;
+ | SCB0/1 | add | 41: ADDh/2 h0, h0, h2;
+ | | |
+ 11 | SCT0 | min | 43: MINh h2.x, h5.w---, h4.z---;
+ | SCT1 | max | 42: MAXh h2.w, h4, h4.---x;
+ | SCB0/1 | add | 44: ADDh/2 h0, h0, h1;
+ | | |
+ 12 | SCT0 | set | 45: SLTh h2.x, h0.w---, h2;
+ | SCT1 | set | 46: SGTh h2.w, h0, h2;
+ | SCB0/1 | mul | 47: MOVh h0, h0;
+ | | |
+ 13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
+ | SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 0% 0% 50%
+ 6: 100% 0% 75%
+ 7: 0% 100% 75%
+ 8: 0% 100% 100%
+ 9: 0% 100% 25%
+ 10: 0% 100% 100%
+ 11: 50% 0% 100%
+ 12: 50% 0% 100%
+ 13: 25% 0% 100%
+
+MEAN: 17% 61% 67%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 0% 100%
+ 2: 0% 0% 100% 0% 100%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 0% 0% 0% 100% 100%
+ 6: 100% 100% 0% 100% 100%
+ 7: 0% 0% 100% 100% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 0% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 100% 100% 0% 100% 100%
+ 12: 100% 100% 0% 100% 100%
+ 13: 100% 0% 0% 100% 100%
+
+MEAN: 30% 23% 61% 76% 100%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 13 cycles, 3 r regs, 923,076,923 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 0)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O3
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 dir;
+ half4 lumaNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ lumaNe.w += half(1.0/512.0);
+ dir.x = -lumaNe.w;
+ dir.z = -lumaNe.w;
+ #else
+ lumaNe.y += half(1.0/512.0);
+ dir.x = -lumaNe.y;
+ dir.z = -lumaNe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSw.w;
+ dir.z += lumaSw.w;
+ #else
+ dir.x += lumaSw.y;
+ dir.z += lumaSw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x -= lumaNw.w;
+ dir.z += lumaNw.w;
+ #else
+ dir.x -= lumaNw.y;
+ dir.z += lumaNw.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x += lumaSe.w;
+ dir.z -= lumaSe.w;
+ #else
+ dir.x += lumaSe.y;
+ dir.z -= lumaSe.y;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir.xyz).xz;
+ half dirAbsMinTimesC = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimesC, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (7)
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+/*--------------------------------------------------------------------------*/
+// (8)
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (11)
+ // compilier moves these scalar ops up to other cycles
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMin = min(min(lumaNw.w, lumaSw.w), min(lumaNe.w, lumaSe.w));
+ half lumaMax = max(max(lumaNw.w, lumaSw.w), max(lumaNe.w, lumaSe.w));
+ #else
+ half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
+ half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
+ #endif
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (12)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (13)
+ if(twoTapLt || twoTapGt) rgby2 = rgby1;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+
+
+/*============================================================================
+
+ FXAA3 CONSOLE - OPTIMIZED PS3 PIXEL SHADER (WITH EARLY EXIT)
+
+==============================================================================
+The code mostly matches the assembly.
+I have a feeling that 14 cycles is possible, but was not able to get there.
+Might have to increase register count to get full performance.
+Note this shader does not use perspective interpolation.
+
+Use the following cgc options,
+
+ --fenable-bx2 --fastmath --fastprecision --nofloatbindings
+
+Use of FXAA_GREEN_AS_LUMA currently adds a cycle (16 clks).
+Will look at fixing this for FXAA 3.12.
+------------------------------------------------------------------------------
+ NVSHADERPERF OUTPUT
+------------------------------------------------------------------------------
+For reference and to aid in debug, output of NVShaderPerf should match this,
+
+Shader to schedule:
+ 0: texpkb h0.w(TRUE), v5.zyxx, #0
+ 2: addh h2.y(TRUE), h0.w, constant(0.001953, 0.000000, 0.000000, 0.000000).x
+ 4: texpkb h1.w(TRUE), v5.xwxx, #0
+ 6: addh h0.x(TRUE), h1.w, -h2.y
+ 7: texpkb h2.w(TRUE), v5.zwzz, #0
+ 9: minh h4.w(TRUE), h2.y, h2
+ 10: maxh h5.x(TRUE), h2.y, h2.w
+ 11: texpkb h0.w(TRUE), v5, #0
+ 13: addh h3.w(TRUE), -h0, h0.x
+ 14: addh h0.x(TRUE), h0.w, h0
+ 15: addh h0.z(TRUE), -h2.w, h0.x
+ 16: addh h0.x(TRUE), h2.w, h3.w
+ 17: minh h5.y(TRUE), h0.w, h1.w
+ 18: nrmh h2.xz(TRUE), h0_n
+ 19: minh_m8 h2.w(TRUE), |h2.x|, |h2.z|
+ 20: divx h4.xy(TRUE), h2_n.xzzw, h2_n.w
+ 21: movr r1.zw(TRUE), v4.xxxy
+ 22: maxh h2.w(TRUE), h0, h1
+ 23: fenct TRUE
+ 24: madr r0.xy(TRUE), -h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 26: texpkb h0(TRUE), r0, #0
+ 28: maxh h5.x(TRUE), h2.w, h5
+ 29: minh h5.w(TRUE), h5.y, h4
+ 30: madr r1.xy(TRUE), h2.xzzw, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).zwzz, r1.zwzz
+ 32: texpkb h2(TRUE), r1, #0
+ 34: addh_d2 h2(TRUE), h0, h2
+ 35: texpkb h1(TRUE), v4, #0
+ 37: maxh h5.y(TRUE), h5.x, h1.w
+ 38: minh h4.w(TRUE), h1, h5
+ 39: madr r0.xy(TRUE), -h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 41: texpkb h0(TRUE), r0, #0
+ 43: addh_m8 h5.z(TRUE), h5.y, -h4.w
+ 44: madr r2.xy(TRUE), h4, constant(cConst5.x, cConst5.y, cConst5.z, cConst5.w).xyxx, r1.zwzz
+ 46: texpkb h3(TRUE), r2, #0
+ 48: addh_d2 h0(TRUE), h0, h3
+ 49: addh_d2 h3(TRUE), h0, h2
+ 50: movh h0(TRUE), h3
+ 51: slth h3.x(TRUE), h3.w, h5.w
+ 52: sgth h3.w(TRUE), h3, h5.x
+ 53: addx.c0 rc(TRUE), h3.x, h3
+ 54: slth.c0 rc(TRUE), h5.z, h5
+ 55: movh h0(c0.NE.w), h2
+ 56: movh h0(c0.NE.x), h1
+
+IPU0 ------ Simplified schedule: --------
+Pass | Unit | uOp | PC: Op
+-----+--------+------+-------------------------
+ 1 | SCT0/1 | mov | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | TEX | txl | 0: TXLr h0.w, g[TEX1].zyxx, const.xxxx, TEX0;
+ | SCB0 | add | 2: ADDh h2.y, h0.-w--, const.-x--;
+ | | |
+ 2 | SCT0/1 | mov | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | TEX | txl | 4: TXLr h1.w, g[TEX1].xwxx, const.xxxx, TEX0;
+ | SCB0 | add | 6: ADDh h0.x, h1.w---,-h2.y---;
+ | | |
+ 3 | SCT0/1 | mov | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | TEX | txl | 7: TXLr h2.w, g[TEX1].zwzz, const.xxxx, TEX0;
+ | SCB0 | max | 10: MAXh h5.x, h2.y---, h2.w---;
+ | SCB1 | min | 9: MINh h4.w, h2.---y, h2;
+ | | |
+ 4 | SCT0/1 | mov | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | TEX | txl | 11: TXLr h0.w, g[TEX1], const.xxxx, TEX0;
+ | SCB0 | add | 14: ADDh h0.x, h0.w---, h0;
+ | SCB1 | add | 13: ADDh h3.w,-h0, h0.---x;
+ | | |
+ 5 | SCT0 | mad | 16: ADDh h0.x, h2.w---, h3.w---;
+ | SCT1 | mad | 15: ADDh h0.z,-h2.--w-, h0.--x-;
+ | SCB0 | min | 17: MINh h5.y, h0.-w--, h1.-w--;
+ | | |
+ 6 | SCT1 | mov | 18: NRMh h2.xz, h0;
+ | SRB | nrm | 18: NRMh h2.xz, h0;
+ | SCB1 | min | 19: MINh*8 h2.w, |h2.---x|, |h2.---z|;
+ | | |
+ 7 | SCT0 | div | 20: DIVx h4.xy, h2.xz--, h2.ww--;
+ | SCT1 | mov | 21: MOVr r1.zw, g[TEX0].--xy;
+ | SCB1 | max | 22: MAXh h2.w, h0, h1;
+ | | |
+ 8 | SCT0 | mad | 24: MADr r0.xy,-h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | TEX | txl | 26: TXLr h0, r0, const.xxxx, TEX0;
+ | SCB0 | max | 28: MAXh h5.x, h2.w---, h5;
+ | SCB1 | min | 29: MINh h5.w, h5.---y, h4;
+ | | |
+ 9 | SCT0 | mad | 30: MADr r1.xy, h2.xz--, const.zw--, r1.zw--;
+ | SCT1 | mov | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | TEX | txl | 32: TXLr h2, r1, const.xxxx, TEX0;
+ | SCB0/1 | add | 34: ADDh/2 h2, h0, h2;
+ | | |
+ 10 | SCT0/1 | mov | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | TEX | txl | 35: TXLr h1, g[TEX0], const.xxxx, TEX0;
+ | SCB0 | max | 37: MAXh h5.y, h5.-x--, h1.-w--;
+ | SCB1 | min | 38: MINh h4.w, h1, h5;
+ | | |
+ 11 | SCT0 | mad | 39: MADr r0.xy,-h4, const.xy--, r1.zw--;
+ | SCT1 | mov | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | TEX | txl | 41: TXLr h0, r0, const.zzzz, TEX0;
+ | SCB0 | mad | 44: MADr r2.xy, h4, const.xy--, r1.zw--;
+ | SCB1 | add | 43: ADDh*8 h5.z, h5.--y-,-h4.--w-;
+ | | |
+ 12 | SCT0/1 | mov | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | TEX | txl | 46: TXLr h3, r2, const.xxxx, TEX0;
+ | SCB0/1 | add | 48: ADDh/2 h0, h0, h3;
+ | | |
+ 13 | SCT0/1 | mad | 49: ADDh/2 h3, h0, h2;
+ | SCB0/1 | mul | 50: MOVh h0, h3;
+ | | |
+ 14 | SCT0 | set | 51: SLTh h3.x, h3.w---, h5.w---;
+ | SCT1 | set | 52: SGTh h3.w, h3, h5.---x;
+ | SCB0 | set | 54: SLThc0 rc, h5.z---, h5;
+ | SCB1 | add | 53: ADDxc0_s rc, h3.---x, h3;
+ | | |
+ 15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
+ | SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
+
+Pass SCT TEX SCB
+ 1: 0% 100% 25%
+ 2: 0% 100% 25%
+ 3: 0% 100% 50%
+ 4: 0% 100% 50%
+ 5: 50% 0% 25%
+ 6: 0% 0% 25%
+ 7: 100% 0% 25%
+ 8: 0% 100% 50%
+ 9: 0% 100% 100%
+ 10: 0% 100% 50%
+ 11: 0% 100% 75%
+ 12: 0% 100% 100%
+ 13: 100% 0% 100%
+ 14: 50% 0% 50%
+ 15: 100% 0% 100%
+
+MEAN: 26% 60% 56%
+
+Pass SCT0 SCT1 TEX SCB0 SCB1
+ 1: 0% 0% 100% 100% 0%
+ 2: 0% 0% 100% 100% 0%
+ 3: 0% 0% 100% 100% 100%
+ 4: 0% 0% 100% 100% 100%
+ 5: 100% 100% 0% 100% 0%
+ 6: 0% 0% 0% 0% 100%
+ 7: 100% 100% 0% 0% 100%
+ 8: 0% 0% 100% 100% 100%
+ 9: 0% 0% 100% 100% 100%
+ 10: 0% 0% 100% 100% 100%
+ 11: 0% 0% 100% 100% 100%
+ 12: 0% 0% 100% 100% 100%
+ 13: 100% 100% 0% 100% 100%
+ 14: 100% 100% 0% 100% 100%
+ 15: 100% 100% 0% 100% 100%
+
+MEAN: 33% 33% 60% 86% 80%
+Fragment Performance Setup: Driver RSX Compiler, GPU RSX, Flags 0x5
+Results 15 cycles, 3 r regs, 800,000,000 pixels/s
+============================================================================*/
+#if (FXAA_PS3 == 1) && (FXAA_EARLY_EXIT == 1)
+/*--------------------------------------------------------------------------*/
+#pragma regcount 7
+#pragma disablepc all
+#pragma option O2
+#pragma option OutColorPrec=fp16
+#pragma texformat default RGBA8
+/*==========================================================================*/
+half4 FxaaPixelShader(
+ // See FXAA Quality FxaaPixelShader() source for docs on Inputs!
+ FxaaFloat2 pos,
+ FxaaFloat4 fxaaConsolePosPos,
+ FxaaTex tex,
+ FxaaTex fxaaConsole360TexExpBiasNegOne,
+ FxaaTex fxaaConsole360TexExpBiasNegTwo,
+ FxaaFloat2 fxaaQualityRcpFrame,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt,
+ FxaaFloat4 fxaaConsoleRcpFrameOpt2,
+ FxaaFloat4 fxaaConsole360RcpFrameOpt2,
+ FxaaFloat fxaaQualitySubpix,
+ FxaaFloat fxaaQualityEdgeThreshold,
+ FxaaFloat fxaaQualityEdgeThresholdMin,
+ FxaaFloat fxaaConsoleEdgeSharpness,
+ FxaaFloat fxaaConsoleEdgeThreshold,
+ FxaaFloat fxaaConsoleEdgeThresholdMin,
+ FxaaFloat4 fxaaConsole360ConstDir
+) {
+/*--------------------------------------------------------------------------*/
+// (1)
+ half4 rgbyNe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaNe = rgbyNe.w + half(1.0/512.0);
+ #else
+ half lumaNe = rgbyNe.y + half(1.0/512.0);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (2)
+ half4 lumaSw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaSwNegNe = lumaSw.w - lumaNe;
+ #else
+ half lumaSwNegNe = lumaSw.y - lumaNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (3)
+ half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNwSw = max(lumaNw.w, lumaSw.w);
+ half lumaMinNwSw = min(lumaNw.w, lumaSw.w);
+ #else
+ half lumaMaxNwSw = max(lumaNw.y, lumaSw.y);
+ half lumaMinNwSw = min(lumaNw.y, lumaSw.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (4)
+ half4 lumaSe = h4tex2Dlod(tex, half4(fxaaConsolePosPos.zw, 0, 0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half dirZ = lumaNw.w + lumaSwNegNe;
+ half dirX = -lumaNw.w + lumaSwNegNe;
+ #else
+ half dirZ = lumaNw.y + lumaSwNegNe;
+ half dirX = -lumaNw.y + lumaSwNegNe;
+ #endif
+/*--------------------------------------------------------------------------*/
+// (5)
+ half3 dir;
+ dir.y = 0.0;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ dir.x = lumaSe.w + dirX;
+ dir.z = -lumaSe.w + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.w);
+ #else
+ dir.x = lumaSe.y + dirX;
+ dir.z = -lumaSe.y + dirZ;
+ half lumaMinNeSe = min(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (6)
+ half4 dir1_pos;
+ dir1_pos.xy = normalize(dir).xz;
+ half dirAbsMinTimes8 = min(abs(dir1_pos.x), abs(dir1_pos.y)) * half(FXAA_CONSOLE__PS3_EDGE_SHARPNESS);
+/*--------------------------------------------------------------------------*/
+// (7)
+ half4 dir2_pos;
+ dir2_pos.xy = clamp(dir1_pos.xy / dirAbsMinTimes8, half(-2.0), half(2.0));
+ dir1_pos.zw = pos.xy;
+ dir2_pos.zw = pos.xy;
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxNeSe = max(lumaNe, lumaSe.w);
+ #else
+ half lumaMaxNeSe = max(lumaNe, lumaSe.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (8)
+ half4 temp1N;
+ temp1N.xy = dir1_pos.zw - dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ temp1N = h4tex2Dlod(tex, half4(temp1N.xy, 0.0, 0.0));
+ half lumaMax = max(lumaMaxNwSw, lumaMaxNeSe);
+ half lumaMin = min(lumaMinNwSw, lumaMinNeSe);
+/*--------------------------------------------------------------------------*/
+// (9)
+ half4 rgby1;
+ rgby1.xy = dir1_pos.zw + dir1_pos.xy * fxaaConsoleRcpFrameOpt.zw;
+ rgby1 = h4tex2Dlod(tex, half4(rgby1.xy, 0.0, 0.0));
+ rgby1 = (temp1N + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (10)
+ half4 rgbyM = h4tex2Dlod(tex, half4(pos.xy, 0.0, 0.0));
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ half lumaMaxM = max(lumaMax, rgbyM.w);
+ half lumaMinM = min(lumaMin, rgbyM.w);
+ #else
+ half lumaMaxM = max(lumaMax, rgbyM.y);
+ half lumaMinM = min(lumaMin, rgbyM.y);
+ #endif
+/*--------------------------------------------------------------------------*/
+// (11)
+ half4 temp2N;
+ temp2N.xy = dir2_pos.zw - dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ temp2N = h4tex2Dlod(tex, half4(temp2N.xy, 0.0, 0.0));
+ half4 rgby2;
+ rgby2.xy = dir2_pos.zw + dir2_pos.xy * fxaaConsoleRcpFrameOpt2.zw;
+ half lumaRangeM = (lumaMaxM - lumaMinM) / FXAA_CONSOLE__PS3_EDGE_THRESHOLD;
+/*--------------------------------------------------------------------------*/
+// (12)
+ rgby2 = h4tex2Dlod(tex, half4(rgby2.xy, 0.0, 0.0));
+ rgby2 = (temp2N + rgby2) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (13)
+ rgby2 = (rgby2 + rgby1) * 0.5;
+/*--------------------------------------------------------------------------*/
+// (14)
+ #if (FXAA_GREEN_AS_LUMA == 0)
+ bool twoTapLt = rgby2.w < lumaMin;
+ bool twoTapGt = rgby2.w > lumaMax;
+ #else
+ bool twoTapLt = rgby2.y < lumaMin;
+ bool twoTapGt = rgby2.y > lumaMax;
+ #endif
+ bool earlyExit = lumaRangeM < lumaMax;
+ bool twoTap = twoTapLt || twoTapGt;
+/*--------------------------------------------------------------------------*/
+// (15)
+ if(twoTap) rgby2 = rgby1;
+ if(earlyExit) rgby2 = rgbyM;
+/*--------------------------------------------------------------------------*/
+ return rgby2; }
+/*==========================================================================*/
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform vec2 rcp_screen_res;
+uniform vec4 rcp_frame_opt;
+uniform vec4 rcp_frame_opt2;
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+void main()
+{
+ vec4 diff = FxaaPixelShader(vary_tc, //pos
+ vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
+ diffuseMap, //tex
+ diffuseMap,
+ diffuseMap,
+ rcp_screen_res, //fxaaQualityRcpFrame
+ vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt
+ rcp_frame_opt, //fxaaConsoleRcpFrameOpt2
+ rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2
+ 0.75, //fxaaQualitySubpix
+ 0.07, //fxaaQualityEdgeThreshold
+ 0.03, //fxaaQualityEdgeThresholdMin
+ 8.0, //fxaaConsoleEdgeSharpness
+ 0.125, //fxaaConsoleEdgeThreshold
+ 0.05, //fxaaConsoleEdgeThresholdMin
+ vec4(0,0,0,0)); //fxaaConsole360ConstDir
+
+
+
+ //diff = texture2D(diffuseMap, vary_tc);
+
+ frag_color = diff;
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
deleted file mode 100644
index e64e29a0d2..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ /dev/null
@@ -1,166 +0,0 @@
-/**
- * @file giF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D noiseMap;
-
-uniform sampler2D diffuseGIMap;
-uniform sampler2D normalGIMap;
-uniform sampler2D depthGIMap;
-
-uniform sampler2D lightFunc;
-
-// Inputs
-varying vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
-uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
-uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
-uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
-uniform float gi_radius;
-uniform float gi_intensity;
-uniform int gi_samples;
-uniform vec2 gi_kern[25];
-uniform vec2 gi_scale;
-uniform vec3 gi_quad;
-uniform vec3 gi_spec;
-uniform float gi_direction_weight;
-uniform float gi_light_offset;
-
-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 getGIPosition(vec2 gi_tc)
-{
- float depth = texture2D(depthGIMap, gi_tc).a;
- vec2 sc = gi_tc*2.0;
- sc -= vec2(1.0, 1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = gi_inv_proj*ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 giAmbient(vec3 pos, vec3 norm)
-{
- vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
- gi_c.xyz /= gi_c.w;
-
- vec4 gi_pos = gi_mat*vec4(pos,1.0);
- vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
- gi_norm = normalize(gi_norm);
-
- vec2 tcx = gi_norm.xy;
- vec2 tcy = gi_norm.yx;
-
- vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
-
- vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w);
-
- //vec3 eye_dir = vec3(0,0,-1);
- //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
- //eye_dir = normalize(eye_dir);
-
- //float round_x = gi_scale.x;
- //float round_y = gi_scale.y;
-
- vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
- debug.xz = vec2(0.0,0.0);
- //debug = fract(debug);
-
- float round_x = 1.0/64.0;
- float round_y = 1.0/64.0;
-
- //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
- //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
-
- float fda = 0.0;
- vec3 fdiff = vec3(0,0,0);
-
- vec3 rcol = vec3(0,0,0);
-
- float fsa = 0.0;
-
- for (int i = -1; i < 2; i+=2 )
- {
- for (int j = -1; j < 2; j+=2)
- {
- vec2 tc = vec2(i, j)*0.75;
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
- //tc += gi_norm.xy*nz.z;
- tc += nz.xy*2.0;
- tc /= gi_samples;
- tc += gi_c.xy;
-
- vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
- vec3 lpos = getGIPosition(tc.xy).xyz;
-
- vec3 at = lpos-gi_pos.xyz;
- float dist = dot(at,at);
- float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
-
- if (da > 0.0)
- {
- //add angular attenuation
- vec3 ldir = at;
- float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
-
- float ld = -dot(ldir, lnorm);
-
- if (ang_atten > 0.0 && ld < 0.0)
- {
- vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
- da = da*ang_atten;
- fda += da;
- fdiff += diff*da;
- }
- }
- }
- }
-
- fdiff /= max(gi_spec.y*fda, gi_quad.z);
- fdiff = clamp(fdiff, vec3(0), vec3(1));
-
- vec3 ret = fda*fdiff;
- //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;
-
- //fda *= nz.z;
-
- //rcol.rgb *= gi_intensity;
- //return rcol.rgb+vary_AmblitColor.rgb*0.25;
- //return vec4(debug, 0.0);
- //return vec4(fda*fdiff, 0.0);
- return clamp(ret,vec3(0.0), vec3(1.0));
- //return debug.xyz;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- gl_FragData[0].xyz = giAmbient(pos, norm);
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
deleted file mode 100644
index 543527612e..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-/**
- * @file giV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-varying vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- gl_FrontColor = gl_Color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 7f365fedc8..f8fdde43f9 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -1,18 +1,94 @@
/**
* @file impostorF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * 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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform float minimum_alpha;
+
+
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
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, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
- gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
- gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ 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/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 4fc27d4412..42266e9378 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -2,14 +2,38 @@
* @file impostorV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index acb3014d18..dcf474824d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -2,14 +2,38 @@
* @file luminanceF.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 diffuseMap;
-varying vec2 vary_fragcoord;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec2 vary_fragcoord;
void main()
{
- gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy);
+ frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 6368def830..f2dc60aa5d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -2,19 +2,44 @@
* @file giV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-varying vec2 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec4 vertex_color;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
new file mode 100644
index 0000000000..07d28ed4cd
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -0,0 +1,788 @@
+/**
+ * @file materialF.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
+ * $/LicenseInfo$
+ */
+
+#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;
+
+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
+
+}
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#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
+
+uniform samplerCube environmentMap;
+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;
+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 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)
+{
+ 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);
+
+ 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
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if HAS_NORMAL_MAP
+uniform sampler2D bumpMap;
+#endif
+
+#if HAS_SPECULAR_MAP
+uniform sampler2D specularMap;
+
+VARYING vec2 vary_texcoord2;
+#endif
+
+uniform float env_intensity;
+uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+uniform float minimum_alpha;
+#endif
+
+#if HAS_NORMAL_MAP
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec2 vary_texcoord1;
+#else
+VARYING vec3 vary_normal;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec2 encode_normal(vec3 n)
+{
+ 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;
+}
+
+void main()
+{
+ 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;
+ }
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vec3 gamma_diff = diffcol.rgb;
+ diffcol.rgb = srgb_to_linear(diffcol.rgb);
+#endif
+
+#if HAS_SPECULAR_MAP
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
+#else
+ vec4 spec = vec4(specular_color.rgb, 1.0);
+#endif
+
+#if HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+
+ norm.xyz = norm.xyz * 2 - 1;
+
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
+#else
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
+#endif
+
+ norm.xyz = tnorm;
+ norm.xyz = normalize(norm.xyz);
+
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
+
+ vec4 final_color = diffcol;
+
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ final_color.a = emissive_brightness;
+#else
+ final_color.a = max(final_color.a, emissive_brightness);
+#endif
+
+ vec4 final_specular = spec;
+#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;
+#else
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ final_specular.a = specular_color.a;
+#endif
+
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ //forward rendering, output just lit 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
+
+ spec = final_specular;
+ vec4 diffuse = final_color;
+ float envIntensity = final_normal.z;
+
+ vec3 col = vec3(0.0f,0.0f,0.0f);
+
+ float bloom = 0.0;
+ calcAtmospherics(pos.xyz, 1.0);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ float da =dot(norm.xyz, sun_dir.xyz);
+
+ 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);
+
+ col.rgb = atmosAmbient(col);
+
+ float ambient = min(abs(da), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
+
+ col.rgb *= ambient;
+
+ col.rgb = col.rgb + atmosAffectDirectionalLight(final_da);
+
+ col.rgb *= gamma_diff.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;
+
+ 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);
+
+ 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);
+
+ 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(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
+ col = atmosLighting(col);
+ col = scaleSoftClip(col);
+
+ //convert to linear space before adding local lights
+ col = srgb_to_linear(col);
+
+ 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);
+
+ 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;
+
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a,glare)*vertex_color.a;
+
+ //convert to gamma space for display on screen
+ col.rgb = linear_to_srgb(col.rgb);
+
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
+ col.rgb = temp.rgb;
+ al = temp.a;
+#endif
+
+ 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.
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
new file mode 100644
index 0000000000..393d1e69da
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -0,0 +1,145 @@
+/**
+ * @file bumpV.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
+ * $/LicenseInfo$
+ */
+
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
+#if HAS_SKIN
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+uniform mat4 modelview_projection_matrix;
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
+#if !HAS_SKIN
+uniform mat4 modelview_matrix;
+#endif
+
+VARYING vec3 vary_position;
+
+#endif
+
+uniform mat4 texture_matrix0;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+
+#if HAS_NORMAL_MAP
+ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+
+VARYING vec2 vary_texcoord1;
+#else
+VARYING vec3 vary_normal;
+#endif
+
+#if HAS_SPECULAR_MAP
+ATTRIBUTE vec2 texcoord2;
+VARYING vec2 vary_texcoord2;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+#if HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vary_position = pos;
+#endif
+
+ gl_Position = projection_matrix*vec4(pos,1.0);
+
+#else
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+#if HAS_NORMAL_MAP
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+#endif
+
+#if HAS_SPECULAR_MAP
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+#endif
+
+#if HAS_SKIN
+ vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+#if HAS_NORMAL_MAP
+ vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
+ vec3 b = cross(n, t)*tangent.w;
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
+#else //HAS_NORMAL_MAP
+vary_normal = n;
+#endif //HAS_NORMAL_MAP
+#else //HAS_SKIN
+ vec3 n = normalize(normal_matrix * normal);
+#if HAS_NORMAL_MAP
+ vec3 t = normalize(normal_matrix * tangent.xyz);
+ vec3 b = cross(n,t)*tangent.w;
+ //vec3 t = cross(b,n) * binormal.w;
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
+#else //HAS_NORMAL_MAP
+ vary_normal = n;
+#endif //HAS_NORMAL_MAP
+#endif //HAS_SKIN
+
+ vertex_color = diffuse_color;
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+#if !HAS_SKIN
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+#endif
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 6fca08ae6a..1a464fec5d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -2,11 +2,35 @@
* @file multiPointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -21,19 +45,36 @@ uniform float sun_wash;
uniform int light_count;
-uniform vec4 light[16];
-uniform vec4 light_col[16];
+uniform vec4 light[LIGHT_COUNT];
+uniform vec4 light_col[LIGHT_COUNT];
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
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).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -54,66 +95,78 @@ void main()
}
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
-
- for (int i = 0; i < light_count; ++i)
+
+ // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+ for (int i = 0; i < LIGHT_COUNT; ++i)
{
vec3 lv = light[i].xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= light[i].w;
- if (dist2 > 1.0)
+ float dist = length(lv);
+ dist /= light[i].w;
+ if (dist <= 1.0)
{
- continue;
- }
-
float da = dot(norm, lv);
- if (da < 0.0)
+ if (da > 0.0)
{
- continue;
- }
-
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
-
- float lit = da * dist_atten;
-
- vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float fa = light_col[i].a+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
- float sa = dot(normalize(lv+npos),norm);
+ dist_atten *= noise;
+
+ float lit = da * dist_atten;
+
+ vec3 col = light_col[i].rgb*lit*diff;
+
+ //vec3 col = vec3(dist2, light_col[i].a, lit);
- if (sa > 0.0)
+ if (spec.a > 0.0)
{
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*light_col[i].rgb*spec.rgb;
+ lit = min(da*6.0, 1.0) * dist_atten;
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*light_col[i].rgb*spec.rgb;
+ //col += spec.rgb;
+ }
}
+
+ out_col += col;
}
-
- out_col += col;
}
-
- if (dot(out_col, out_col) <= 0.0)
- {
- discard;
}
- gl_FragColor.rgb = out_col;
- gl_FragColor.a = 0.0;
- //gl_FragColor = vec4(0.1, 0.025, 0.025/4.0, 0.0);
+ frag_color.rgb = out_col;
+ frag_color.a = 0.0;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = light[0];
+ vec4 dummy2 = light_col[0];
+ vec4 dummy3 = light[LIGHT_COUNT-1];
+ vec4 dummy4 = light_col[LIGHT_COUNT-1];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
new file mode 100755
index 0000000000..eefefa640d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file multiPointLightV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 vary_fragcoord;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_fragcoord = pos;
+
+ gl_Position = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index a9f03f7615..c08e9d361a 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -2,14 +2,37 @@
* @file multiSpotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-#version 120
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
//class 1 -- no shadows
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -17,8 +40,8 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
@@ -34,27 +57,87 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
-varying vec4 vary_fragcoord;
+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
+
+}
+
+
vec4 texture2DLodSpecular(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);
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
- float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+ float det = min(lod/(proj_lod*0.5), 1.0);
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
return ret;
}
@@ -62,6 +145,7 @@ 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));
@@ -79,6 +163,7 @@ 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);
@@ -92,7 +177,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -111,15 +196,18 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 > 1.0)
+ vec3 lv = center.xyz-pos.xyz;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
{
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ float envIntensity = norm.z;
+
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -132,8 +220,11 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
- float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
if (dist_atten <= 0.0)
{
discard;
@@ -146,7 +237,8 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
+ vec3 dlit = vec3(0, 0, 0);
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
@@ -164,14 +256,13 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ dlit = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
- col = lcol*lit*diff_tex;
+ col = dlit*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
}
-
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
@@ -180,14 +271,39 @@ void main()
amb_da *= dist_atten * noise;
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex*amb_plcol.rgb*amb_plcol.a;
}
vec4 spec = texture2DRect(specularRect, frag.xy);
+
if (spec.a > 0.0)
{
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+
+ vec3 npos = -normalize(pos);
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += dlit*scol*spec.rgb;
+ //col += spec.rgb;
+ }
+ }
+
+ if (envIntensity > 0.0)
+ {
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
@@ -199,27 +315,22 @@ void main()
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
-
+
if (stc.z > 0.0)
{
- stc.xy /= stc.w;
-
- float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
-
- stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+ stc /= stc.w;
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
}
}
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
new file mode 100755
index 0000000000..62cfa5c316
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file normgenF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D alphaMap;
+
+VARYING vec2 vary_texcoord0;
+
+uniform float stepX;
+uniform float stepY;
+uniform float norm_scale;
+
+void main()
+{
+ float alpha = texture2D(alphaMap, vary_texcoord0).a;
+
+ vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255);
+ vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255);
+ vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255);
+ vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255);
+
+ vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
+
+ norm = normalize(norm);
+ norm *= 0.5;
+ norm += 0.5;
+
+ frag_color = vec4(norm, alpha);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
new file mode 100755
index 0000000000..9bceae05b7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file normgenV.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
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);
+ vary_texcoord0 = texcoord0;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 43da16436b..106d48bd71 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -2,11 +2,35 @@
* @file pointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -18,17 +42,38 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-varying vec4 vary_light;
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
-varying vec4 vary_fragcoord;
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).a;
+ 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);
@@ -47,16 +92,16 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 > 1.0)
+ 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 = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = decode_normal(norm.xy); // unpack norm
float da = dot(norm, lv);
if (da < 0.0)
{
@@ -70,21 +115,34 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = gl_Color.a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = da * dist_atten * noise;
+ 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;
- col = gl_Color.rgb*lit*col;
+ float lit = da * dist_atten * noise;
+
+ col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
- float sa = dot(normalize(lv-normalize(pos)),norm);
- if (sa > 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)
{
- sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*gl_Color.rgb*spec.rgb;
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += lit*scol*color.rgb*spec.rgb;
}
}
@@ -93,6 +151,6 @@ void main()
discard;
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ 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 e056c3e896..a5625fbc16 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -2,27 +2,44 @@
* @file pointLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-varying vec4 vary_light;
-varying vec4 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
-uniform vec2 screen_res;
-uniform float near_clip;
+ATTRIBUTE vec3 position;
+
+uniform vec3 center;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec3 p = position*size+center;
+ vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
vary_fragcoord = pos;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 650e1a91a8..bf362e21a4 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -2,56 +2,127 @@
* @file postDeferredF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#extension GL_ARB_texture_rectangle : enable
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
-
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform vec3 gi_quad;
+uniform sampler2DRect diffuseRect;
+uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
+uniform float max_cof;
+uniform float res_scale;
-void main()
+VARYING vec2 vary_fragcoord;
+
+void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec2 tc = vary_fragcoord.xy;
- vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
- float luminance = lum.r;
- luminance = luminance*lum_quad.y+lum_quad.z;
+ vec4 s = texture2DRect(diffuseRect, tc);
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ float sc = abs(s.a*2.0-1.0)*max_cof;
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
-
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
-
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
+ {
+ float wg = 0.25;
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
- sun_col *= 1.0/min(luminance, 1.0);
- gi_col *= 1.0/luminance;
+ w += wg;
+ }
+}
+
+void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
+{
+ vec4 s = texture2DRect(diffuseRect, tc);
+
+ float wg = 0.25;
+
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
- vec3 col = sun_col.rgb+gi_col+local_col;
-
- gl_FragColor.rgb = col.rgb;
- col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
+ w += wg;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
- gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- //gl_FragColor.rgb = vec3(lum_lod);
+ {
+ float w = 1.0;
+
+ float sc = (diff.a*2.0-1.0)*max_cof;
+
+ float PI = 3.14159265358979323846264;
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ if (sc > 0.5)
+ {
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
+ }
+ else if (sc < -0.5)
+ {
+ sc = abs(sc);
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
+ }
+
+ diff /= w;
+ }
+
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
new file mode 100644
index 0000000000..4e2f98aa29
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file postDeferredGammaCorrect.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+
+uniform vec2 screen_res;
+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
+
+}
+
+
+void main()
+{
+ 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/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
new file mode 100755
index 0000000000..eb5beeef39
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -0,0 +1,47 @@
+/**
+ * @file postDeferredNoDoFF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2D bloomMap;
+
+uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+
+void main()
+{
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ frag_color = diff + bloom;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
new file mode 100755
index 0000000000..bd0cb50464
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file postDeferredV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+
+uniform vec2 screen_res;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 0ec81dcb02..8edf5b2723 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -2,16 +2,43 @@
* @file postDeferredV.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
* $/LicenseInfo$
*/
-varying vec2 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec2 vary_tc;
+
+uniform vec2 tc_scale;
+
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_tc = (pos.xy*0.5+0.5)*tc_scale;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index e8e58f50e1..018ced4cad 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -2,9 +2,33 @@
* @file postgiF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+ #ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect giLightMap;
@@ -18,7 +42,7 @@ uniform int kern_length;
uniform float kern_scale;
uniform vec3 blur_quad;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -74,7 +98,11 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
- gl_FragData[0].xyz = col;
-
- //gl_FragColor = ccol;
+ frag_color.rgb = col;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec2 dummy1 = kern[0];
+ vec2 dummy2 = kern[31];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
deleted file mode 100644
index e5f6217644..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-/**
- * @file postgiV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
new file mode 100755
index 0000000000..91a96977f0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -0,0 +1,66 @@
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if !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;
+
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
+
+ if (alpha < 0.88) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ {
+ discard;
+ }
+ }
+
+ frag_color = vec4(1,1,1,1);
+
+#if !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
new file mode 100755
index 0000000000..11411a605c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.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 !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 !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/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
new file mode 100755
index 0000000000..ef153dfc5b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file shadowCubeV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+uniform vec3 box_center;
+uniform vec3 box_size;
+
+void main()
+{
+ //transform vertex
+ vec3 p = position*box_size+box_center;
+ vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
+
+#if !DEPTH_CLAMP
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 378a3295ec..3d1b182875 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -1,17 +1,44 @@
/**
* @file shadowF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * 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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform sampler2D diffuseMap;
-
-varying vec4 post_pos;
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
void main()
{
- gl_FragColor = vec4(1,1,1,texture2D(diffuseMap, gl_TexCoord[0].xy).a * gl_Color.a);
+ frag_color = vec4(1,1,1,1);
+#if !DEPTH_CLAMP
gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 666f909f01..cc77a4cea0 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -1,21 +1,46 @@
/**
* @file shadowV.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * 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
* $/LicenseInfo$
*/
-varying vec4 post_pos;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
void main()
{
//transform vertex
- vec4 pos = gl_ModelViewProjectionMatrix*gl_Vertex;
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+#if !DEPTH_CLAMP
post_pos = pos;
-
+
gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor = gl_Color;
+#else
+ gl_Position = pos;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
new file mode 100755
index 0000000000..22f4729e2e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -0,0 +1,66 @@
+/**
+ * @file WLSkyF.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_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+/////////////////////////////////////////////////////////////////////////
+// The fragment shader for the sky
+/////////////////////////////////////////////////////////////////////////
+
+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;
+}
+
+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.
+
+ 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
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
new file mode 100755
index 0000000000..7c02d31d43
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -0,0 +1,157 @@
+/**
+ * @file WLSkyV.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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+// SKY ////////////////////////////////////////////////////////////////////////
+// The vertex shader for creating the atmospheric sky
+///////////////////////////////////////////////////////////////////////////////
+
+// Output parameters
+VARYING vec4 vary_HazeColor;
+
+// Inputs
+uniform vec3 camPosLocal;
+
+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 max_y;
+
+uniform vec4 glow;
+
+uniform vec4 cloud_color;
+
+void main()
+{
+
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ // Get relative position
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
+
+ // Set altitude
+ if (P.y > 0.)
+ {
+ P *= (max_y / P.y);
+ }
+ else
+ {
+ P *= (-32000. / P.y);
+ }
+
+ // Can normalize then
+ vec3 Pn = normalize(P);
+ float Plen = length(P);
+
+ // Initialize temp variables
+ vec4 temp1 = vec4(0.);
+ vec4 temp2 = vec4(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);
+
+ // Calculate relative weights
+ temp1 = blue_density + haze_density;
+ blue_weight = blue_density / temp1;
+ haze_weight = haze_density / temp1;
+
+ // Compute sunlight from P & lightnorm (for long rays like sky)
+ temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
+ temp2.y = 1. / temp2.y;
+ sunlight *= exp( - light_atten * temp2.y);
+
+ // Distance
+ temp2.z = Plen * density_multiplier;
+
+ // Transparency (-> temp1)
+ // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
+ // compiler gets confused.
+ temp1 = exp(-temp1 * temp2.z);
+
+
+ // Compute haze glow
+ temp2.x = dot(Pn, lightnorm.xyz);
+ temp2.x = 1. - temp2.x;
+ // temp2.x is 0 at the sun and increases away from sun
+ temp2.x = max(temp2.x, .001);
+ // 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;
+
+
+ // Haze color above cloud
+ vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
+ );
+
+
+ // Increase ambient when there are more clouds
+ vec4 tmpAmbient = ambient;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
+
+ // Haze color below cloud
+ vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
+ );
+
+ // Final atmosphere additive
+ vary_HazeColor *= (1. - temp1);
+
+ // Attenuate cloud color by atmosphere
+ temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
+
+ // At horizon, blend high altitude sky color towards the darker color below the clouds
+ vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1));
+
+ // won't compile on mac without this being set
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 5fbeceba81..760d52a9ce 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -2,10 +2,35 @@
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -13,7 +38,6 @@ uniform sampler2DRect positionMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -30,21 +54,20 @@ uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
-uniform vec4 haze_horizon;
-uniform vec4 haze_density;
-uniform vec4 cloud_shadow;
-uniform vec4 density_multiplier;
-uniform vec4 distance_multiplier;
-uniform vec4 max_y;
+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 vec3 env_mat[3];
-//uniform mat4 shadow_matrix[3];
-//uniform vec4 shadow_clip;
+uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -56,6 +79,54 @@ 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);
+#endif
+
+}
+
+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;
+#else
+ return mix(high_range, low_range, lt);
+#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;
@@ -95,7 +166,6 @@ vec3 getAtmosAttenuation()
return vary_AtmosAttenuation;
}
-
void setPositionEye(vec3 v)
{
vary_PositionEye = v;
@@ -121,15 +191,58 @@ 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);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -144,13 +257,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x);
+ 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.r);
+ temp1 = blue_density + vec4(haze_density);
blue_weight = blue_density / temp1;
- haze_weight = vec4(haze_density.r) / 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);
@@ -158,12 +271,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
sunlight *= exp( - light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier.x;
+ temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati
+ // 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.x);
+ temp1 = exp(-temp1 * temp2.z * distance_multiplier);
//final atmosphere attenuation factor
setAtmosAttenuation(temp1.rgb);
@@ -184,7 +297,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
temp2.x += .25;
//increase ambient when there are more clouds
- vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5;
+ 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
@@ -198,8 +311,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
//haze color
setAdditiveColor(
- vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient)
- + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x
+ 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
@@ -220,6 +333,15 @@ vec3 atmosTransport(vec3 light) {
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();
@@ -254,90 +376,100 @@ vec3 scaleSoftClip(vec3 light)
return light;
}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+ //soft clip effect:
+ return light;
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).a;
+ float depth = texture2DRect(depthMap, tc.xy).r;
vec3 pos = getPosition_d(tc, depth).xyz;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
-
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
-
+ 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);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ 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;
+ col *= diffuse.rgb;
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
-
- /*
- // screen-space cheap fakey reflection map
- //
- vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
- depth -= 0.5; // unbias depth
- // first figure out where we'll make our 2D guess from
- vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
- // Offset the guess source a little according to a trivial
- // checkerboard dither function and spec.a.
- // This is meant to be similar to sampling a blurred version
- // of the diffuse map. LOD would be better in that regard.
- // The goal of the blur is to soften reflections in surfaces
- // with low shinyness, and also to disguise our lameness.
- float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);
- ref2d += vec2(checkoffset, checkoffset);
- ref2d += tc.xy; // use as offset from destination
- // Get attributes from the 2D guess point.
- // We average two samples of diffuse (not of anything else) per
- // pixel to try to reduce aliasing some more.
- vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb +
- texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);
- float refdepth = texture2DRect(depthMap, ref2d).a;
- vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- vec3 refn = texture2DRect(normalMap, ref2d).rgb;
- refn = normalize(vec3((refn.xy-0.5)*2.0,refn.z)); // unpack norm
- // figure out how appropriate our guess actually was
- float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
- // darken reflections from points which face away from the reflected ray - our guess was a back-face
- //refapprop *= step(dot(refnorm, refn), 0.0);
- refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
- // get appropriate light strength for guess-point.
- // reflect light direction to increase the illusion that
- // these are reflections.
- vec3 reflight = reflect(lightnorm.xyz, norm.xyz);
- float reflit = max(dot(refn, reflight.xyz), 0.0);
- // apply sun color to guess-point, dampen according to inappropriateness of guess
- float refmod = min(refapprop, reflit);
- vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;
- vec3 ssshiny = (refprod * spec.a);
- ssshiny *= 0.3; // dampen it even more
- */
- vec3 ssshiny = vec3(0,0,0);
-
- // add the two types of shiny together
- col += (ssshiny + dumbshiny) * spec.rgb;
- }
-
- col = atmosLighting(col);
- col = scaleSoftClip(col);
+
+ 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;
+ }
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+
+ 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;
+ }
+
+ 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 9d187b46e2..b59fcbe017 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -2,23 +2,39 @@
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
-
- vary_light = gl_MultiTexCoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 29fac46bfe..f50635a139 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -2,12 +2,37 @@
* @file spotLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-#version 120
-
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+//class 1 -- no shadows
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -15,8 +40,8 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
+uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
uniform float proj_near; //near clip for projection
@@ -25,6 +50,7 @@ uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
uniform float proj_lod; //(number of mips in proj map)
uniform float proj_range; //range between near clip and far clip plane of projection
+uniform float proj_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
@@ -32,16 +58,131 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-varying vec4 vary_light;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+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
+
+}
+
+vec4 correctWithGamma(vec4 col)
+{
+ return vec4(srgb_to_linear(col.rgb), col.a);
+}
+
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ d *= min(1, d * (proj_lod - lod));
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret = correctWithGamma(ret);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -60,16 +201,18 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 > 1.0)
+ vec3 lv = trans_center.xyz-pos.xyz;
+ float dist = length(lv);
+ dist /= size;
+ if (dist > 1.0)
{
discard;
}
+
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ float envIntensity = norm.z;
+ norm = decode_normal(norm.xy);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -82,8 +225,15 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
lv = proj_origin-pos.xyz;
lv = normalize(lv);
@@ -93,47 +243,75 @@ void main()
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+
+
+
float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ vec3 dlit = vec3(0, 0, 0);
+
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
proj_tc.y < 1.0 &&
proj_tc.x > 0.0 &&
proj_tc.y > 0.0)
{
+ float amb_da = proj_ambiance;
float lit = 0.0;
+
if (da > 0.0)
{
+ lit = da * dist_atten * noise;
+
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
- vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
-
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
-
- lit = da * dist_atten * noise;
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+ dlit = color.rgb * plcol.rgb * plcol.a;
- col = lcol*lit*diff_tex;
+ col = dlit*lit*diff_tex;
+ //amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
-
- float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
- vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
- float amb_da = proj_ambiance;
-
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
+
amb_da *= dist_atten * noise;
-
+
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
+
if (spec.a > 0.0)
{
+ dlit *= min(da*6.0, 1.0) * dist_atten;
+ vec3 npos = -normalize(pos);
+
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ col += dlit*scol*spec.rgb;
+ //col += spec.rgb;
+ }
+ }
+
+
+ if (envIntensity > 0.0)
+ {
vec3 ref = reflect(normalize(pos), norm);
//project from point pos in direction ref to plane proj_p, proj_n
@@ -144,24 +322,23 @@ void main()
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
- vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
- stc.xy /= stc.z+proj_near;
-
+ stc /= stc.w;
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb;
+ col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity;
}
}
}
}
- gl_FragColor.rgb = col;
- gl_FragColor.a = 0.0;
+ frag_color.rgb = col;
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
new file mode 100644
index 0000000000..587f3d5a94
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file srgb.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
+ * $/LicenseInfo$
+ */
+
+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));
+ 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);
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl
new file mode 100644
index 0000000000..6cc1e6e798
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file srgb.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
+ * $/LicenseInfo$
+ */
+
+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 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;
+}
+
+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));
+
+ 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;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
new file mode 100755
index 0000000000..821058804c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file starsF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+
+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);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
new file mode 100755
index 0000000000..8bc5b06379
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file starsV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index d4d686bbb7..5ca817aff6 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -2,14 +2,38 @@
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
//class 1, no shadow, no SSAO, should never be called
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
void main()
{
- gl_FragColor = vec4(0,0,0,0);
+ frag_color = vec4(0,0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
new file mode 100755
index 0000000000..47e9d15fbc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file sunLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index cdbed4b791..c0a5865bef 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -1,41 +1,74 @@
/**
* @file sunLightSSAOF.glsl
- *
- * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
- * $License$
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
*/
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
//class 1 -- no shadow, SSAO only
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
uniform float ssao_radius;
uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-uniform float shadow_bias;
-uniform float shadow_offset;
+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).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -51,57 +84,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- 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 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;
+ 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 angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ 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;
+ // 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);
+ 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)
+ // 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)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ 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);
- }
+ // '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);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}
@@ -115,10 +140,10 @@ void main()
vec4 pos = getPosition(pos_screen);
vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = decode_normal(norm.xy);
- gl_FragColor[0] = 1.0;
- gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- gl_FragColor[2] = 1.0;
- gl_FragColor[3] = 1.0;
+ frag_color[0] = 1.0;
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[2] = 1.0;
+ frag_color[3] = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 9d092d9cea..473d6df8fa 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -2,24 +2,40 @@
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_fragcoord;
uniform vec2 screen_res;
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 9ba508a30c..52a429465f 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -2,8 +2,32 @@
* @file terrainF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
uniform sampler2D detail_0;
uniform sampler2D detail_1;
@@ -11,25 +35,33 @@ uniform sampler2D detail_2;
uniform sampler2D detail_3;
uniform sampler2D alpha_ramp;
-varying vec3 vary_normal;
+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;
+}
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
+ 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, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
+ 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 );
- gl_FragData[0] = vec4(outColor.rgb, 0.0);
- gl_FragData[1] = vec4(outColor.rgb*0.2, 0.2);
+ frag_data[0] = vec4(outColor.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ 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 789e53b789..5effee4e4e 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -2,10 +2,44 @@
* @file terrainV.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
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec3 vary_normal;
+
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+uniform vec4 object_plane_s;
+uniform vec4 object_plane_t;
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
{
@@ -24,16 +58,16 @@ 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);
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
// Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vec4 t = gl_MultiTexCoord1;
+ vec4 t = vec4(texcoord1,0,1);
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
+ 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 1c1725a95c..808750496f 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -2,18 +2,57 @@
* @file treeF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
uniform sampler2D diffuseMap;
-varying vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec3 vary_normal;
+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;
+}
void main()
{
- vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
- gl_FragData[1] = vec4(0,0,0,0);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
vec3 nvn = normalize(vary_normal);
- gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0);
+ frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
new file mode 100755
index 0000000000..d4d2f5f571
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file treeShadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = vec4(1,1,1,1);
+
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
new file mode 100755
index 0000000000..e472a75304
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file treeShadowV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 post_pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 45832e350f..3b6571a24a 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -2,18 +2,46 @@
* @file treeV.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
* $/LicenseInfo$
*/
-varying vec3 vary_normal;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform mat3 normal_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec3 vary_normal;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_normal = normalize(gl_NormalMatrix * gl_Normal);
+ vary_normal = normalize(normal_matrix * normal);
- gl_FrontColor = gl_Color;
+ vertex_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
new file mode 100644
index 0000000000..78f841c733
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -0,0 +1,157 @@
+/**
+ * @file underWaterF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bumpMap;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
+uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+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;
+}
+
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
+{
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //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(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ distort = distort+wavef.xy*refScale;
+
+ vec4 fb = texture2D(screenTex, distort);
+
+ frag_data[0] = vec4(linear_to_srgb(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 ea531de24a..1c3ad49a21 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -2,11 +2,35 @@
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
@@ -38,10 +62,53 @@ uniform vec2 screen_res;
uniform mat4 norm_mat; //region space to screen space
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-varying vec4 vary_position;
+VARYING vec4 refCoord;
+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)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
void main()
{
@@ -91,7 +158,7 @@ void main()
refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
- //wavef.z *= max(-viewVec.z, 0.1);
+ wavef.z *= max(-viewVec.z, 0.1);
wavef = normalize(wavef);
float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
@@ -101,13 +168,14 @@ void main()
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);
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
//harden specular
- //spec = pow(spec, 128.0);
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
@@ -118,24 +186,17 @@ void main()
// 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);
- float shadow = 1.0;
vec4 pos = vary_position;
- //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
- vec4 spos = pos;
-
- //spec *= shadow;
- //color.rgb += spec * specular;
+ color.rgb += spec * specular;
- //color.rgb = atmosTransport(color.rgb);
- //color.rgb = scaleSoftClip(color.rgb);
- //color.a = spec * sunAngle2;
+ color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = spec * sunAngle2;
- //wavef.z *= 0.1f;
- //wavef = normalize(wavef);
- vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
- gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse
- gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace
+ 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
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index e002d75ebe..9734acf005 100644..100755
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -2,9 +2,33 @@
* @file waterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+
void calcAtmospherics(vec3 inPositionEye);
uniform vec2 d1;
@@ -13,11 +37,11 @@ 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;
-varying vec4 vary_position;
+VARYING vec4 vary_position;
float wave(vec2 v, float t, float f, vec2 d, float s)
{
@@ -27,43 +51,42 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
//get view vector
vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ 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 = position;
+ oPosition = vec4(position, 1.0);
oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d);
- vary_position = gl_ModelViewMatrix * oPosition;
+ vary_position = modelview_matrix * oPosition;
oPosition = modelViewProj * oPosition;
refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
//get wave position parameter (create sweeping horizontal waves)
- vec3 v = position.xyz;
+ 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.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
-
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
+ 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) + d1 * time * 0.055;
//get two normal map (detail map) texture coordinates
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 2d40a19fa6..0f5eb288fd 100644..100755
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -2,11 +2,35 @@
* @file glowExtractF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
uniform sampler2DRect diffuseMap;
uniform float minLuminance;
uniform float maxExtractAlpha;
@@ -14,15 +38,17 @@ uniform vec3 lumWeights;
uniform vec3 warmthWeights;
uniform float warmthAmount;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- vec4 col = texture2DRect(diffuseMap, gl_TexCoord[0].xy);
-
+ vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
- gl_FragColor.rgb = col.rgb;
- gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+ frag_color.rgb = col.rgb;
+ frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index fe45898ed2..1396dc6973 100644..100755
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -2,13 +2,37 @@
* @file glowExtractV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;
+ vary_texcoord0.xy = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 5b4e8b3ecc..c1f6af9f57 100644..100755
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -2,12 +2,41 @@
* @file glowF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
uniform sampler2D diffuseMap;
uniform float glowStrength;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
@@ -18,14 +47,14 @@ void main()
kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
- col += kern[0] * texture2D(diffuseMap, gl_TexCoord[0].xy);
- col += kern[1] * texture2D(diffuseMap, gl_TexCoord[1].xy);
- col += kern[2] * texture2D(diffuseMap, gl_TexCoord[2].xy);
- col += kern[3] * texture2D(diffuseMap, gl_TexCoord[3].xy);
- col += kern[4] * texture2D(diffuseMap, gl_TexCoord[0].zw);
- col += kern[5] * texture2D(diffuseMap, gl_TexCoord[1].zw);
- col += kern[6] * texture2D(diffuseMap, gl_TexCoord[2].zw);
- col += kern[7] * texture2D(diffuseMap, gl_TexCoord[3].zw);
+ col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);
+ col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy);
+ col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);
+ col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);
+ col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);
+ col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);
+ col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);
+ col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);
- gl_FragColor = vec4(col.rgb * glowStrength, col.a);
+ frag_color = vec4(col.rgb * glowStrength, col.a);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 97696e4719..cdb2281578 100644..100755
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -2,21 +2,49 @@
* @file glowV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
uniform vec2 glowDelta;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+VARYING vec4 vary_texcoord2;
+VARYING vec4 vary_texcoord3;
+
void main()
{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = modelview_projection_matrix * vec4(position, 1.0);
- gl_TexCoord[0].xy = gl_MultiTexCoord0.xy + glowDelta*(-3.5);
- gl_TexCoord[1].xy = gl_MultiTexCoord0.xy + glowDelta*(-2.5);
- gl_TexCoord[2].xy = gl_MultiTexCoord0.xy + glowDelta*(-1.5);
- gl_TexCoord[3].xy = gl_MultiTexCoord0.xy + glowDelta*(-0.5);
- gl_TexCoord[0].zw = gl_MultiTexCoord0.xy + glowDelta*(0.5);
- gl_TexCoord[1].zw = gl_MultiTexCoord0.xy + glowDelta*(1.5);
- gl_TexCoord[2].zw = gl_MultiTexCoord0.xy + glowDelta*(2.5);
- gl_TexCoord[3].zw = gl_MultiTexCoord0.xy + glowDelta*(3.5);
+ vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);
+ vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5);
+ vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5);
+ vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5);
+ vary_texcoord0.zw = texcoord0 + glowDelta*(0.5);
+ vary_texcoord1.zw = texcoord0 + glowDelta*(1.5);
+ vary_texcoord2.zw = texcoord0 + glowDelta*(2.5);
+ vary_texcoord3.zw = texcoord0 + glowDelta*(3.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 3a852239fb..668a710c04 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -1,21 +1,66 @@
-/**
+/**
* @file terrainF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-void main()
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+vec3 atmosLighting(vec3 light);
+
+vec3 scaleSoftClip(vec3 color);
+
+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,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ 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);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ 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 );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 0d781fd849..d09c5f9247 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -1,10 +1,47 @@
-/**
+/**
* @file terrainV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+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 vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
+
+void calcAtmospherics(vec3 inPositionEye);
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
@@ -24,17 +61,27 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec4 pos = modelview_matrix * vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ /// Potentially better without it for water.
+ pos /= pos.w;
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), gl_Color);
+ vertex_color = color;
+
+ // Transform and pass tex coords
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
- gl_FrontColor = color;
+ vec4 t = vec4(texcoord1,0,1);
- 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.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/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 99c340d91a..a956562396 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -1,23 +1,67 @@
-/**
+/**
* @file terrainWaterF.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
* $/LicenseInfo$
*/
-// this class1 shader is just a copy of terrainF
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform sampler2D detail0;
-uniform sampler2D detail1;
-uniform sampler2D alphaRamp;
+VARYING vec4 vertex_color;
+VARYING vec4 vary_texcoord0;
+VARYING vec4 vary_texcoord1;
-void main()
+uniform sampler2D detail_0;
+uniform sampler2D detail_1;
+uniform sampler2D detail_2;
+uniform sampler2D detail_3;
+uniform sampler2D alpha_ramp;
+
+vec3 atmosLighting(vec3 light);
+
+vec4 applyWaterFog(vec4 color);
+
+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,
- a);
+ /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
+
+ /// TODO Confirm tex coords and bind them appropriately in vert shader.
+ 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);
- gl_FragColor.rgb = color;
- gl_FragColor.a = texture2D(alphaRamp, gl_TexCoord[3].xy).a;
+ 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 );
+
+ /// Add WL Components
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+
+ outColor = applyWaterFog(outColor);
+ frag_color = outColor;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 66458ec66d..0d8dab0a41 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -2,37 +2,105 @@
* @file underWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
-void main()
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
{
- vec4 color;
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
- //get bigwave normal
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef+dcol)*0.5;
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //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(1.0, 0.0, 1.0, 1.0);
+ return color * D + kc * L;
+ //depth /= 10.0;
+ //return vec4(depth,depth,depth,0.0);
+}
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
//figure out distortion vector (ripply)
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
@@ -40,6 +108,5 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- gl_FragColor.rgb = mix(waterFogColor.rgb, fb.rgb, waterFogColor.a * 0.001 + 0.999);
- gl_FragColor.a = fb.a;
+ frag_color = applyWaterFog(fb,view.xyz);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 5f1fbee1df..79bffab745 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -2,21 +2,42 @@
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
-vec3 applyWaterFog(vec4 inColor);
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
uniform sampler2D screenTex;
uniform sampler2D refTex;
uniform float sunAngle;
uniform float sunAngle2;
-uniform float scaledAngle;
uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
@@ -27,69 +48,94 @@ uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
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()
{
- vec3 viewVec = view.xyz;
vec4 color;
- float dist = length(viewVec.xy);
+ float dist = length(view.xy);
//normalize view vector
- viewVec = normalize(viewVec);
+ vec3 viewVec = normalize(view.xyz);
//get wave normals
- vec3 wavef = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0;
-
- //get detail normals
- vec3 dcol = texture2D(bumpMap, littleWave.xy).rgb*0.75;
- dcol += texture2D(bumpMap, littleWave.zw).rgb*1.25;
-
- //interpolate between big waves and little waves (big waves in deep water)
- wavef = (wavef + dcol) * 0.5;
-
- //crunch normal to range [-1,1]
- wavef -= vec3(1,1,1);
- wavef = normalize(wavef);
-
+ 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
- float df = dot(viewVec,wavef) * fresnelScale + fresnelOffset;
+ 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 refdistort = wavef.xy*dot(normScale, vec3(0.333));
- vec2 refvec = distort+refdistort/dist;
- vec4 refcol = texture2D(refTex, refvec);
+ 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, lightExp);
+ spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dist*df, 1.0);
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
- color.rgb = mix(mix(fogCol.rgb, fb.rgb, fogCol.a), refcol.rgb, df);
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb += spec * specular;
- //color.rgb = applyWaterFog(color);//atmosTransport(color.rgb);
+ color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;
- gl_FragColor = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index e5eb25f3fa..4bdfce9260 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -2,19 +2,73 @@
* @file waterFogF.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 vec4 lightnorm;
+uniform vec4 waterPlane;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+
+vec3 getPositionEye();
vec4 applyWaterFog(vec4 color)
{
- // GL_EXP2 Fog
- //float fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);
- // GL_EXP Fog
- // float fog = exp(-gl_Fog.density * gl_FogFragCoord);
- // GL_LINEAR Fog
- float fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
- fog = clamp(fog, 0.0, 1.0);
- color.rgb = mix(gl_Fog.color.rgb, color.rgb, fog);
+ //normalize view vector
+ vec3 view = normalize(getPositionEye());
+ 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(getPositionEye() - 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;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 608a7a5807..352cea7aaa 100644..100755
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -2,9 +2,33 @@
* @file waterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+
void calcAtmospherics(vec3 inPositionEye);
uniform vec2 d1;
@@ -13,9 +37,9 @@ 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)
{
@@ -25,39 +49,40 @@ float wave(vec2 v, float t, float f, vec2 d, float s)
void main()
{
//transform vertex
- vec4 position = gl_Vertex;
- mat4 modelViewProj = gl_ModelViewProjectionMatrix;
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
vec4 oPosition;
//get view vector
vec3 oEyeVec;
- oEyeVec.xyz = position.xyz-eyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
float d = length(oEyeVec.xy);
float ld = min(d, 2560.0);
- position.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ 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 = position;
+ oPosition = vec4(position, 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 = 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.
- position.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- position.w = 1.0;
- position = position*gl_ModelViewMatrix;
+ 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
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
new file mode 100755
index 0000000000..f520f301d9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file alphamaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform float minimum_alpha;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
+void main()
+{
+ vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = col;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
new file mode 100755
index 0000000000..3580d1f27b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file alphamaskV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl
new file mode 100644
index 0000000000..1936e0dcaa
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file benchmarkF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec2 tc0;
+
+void main()
+{
+ frag_color = texture2D(diffuseMap, tc0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl
new file mode 100644
index 0000000000..7beb20ede4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file benchmarkV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 tc0;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+
+ tc0 = (position.xy*0.5+0.5);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
new file mode 100755
index 0000000000..ac2bc8703b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec4 color;
+uniform vec4 clip_plane;
+
+VARYING vec3 vary_position;
+
+
+void main()
+{
+ if (dot(vary_position,clip_plane.xyz)+clip_plane.w < 0.0)
+ {
+ discard;
+ }
+
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
new file mode 100755
index 0000000000..e376b25a71
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec3 vary_position;
+
+void main()
+{
+ vary_position = (modelview_matrix*vec4(position.xyz,1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
new file mode 100755
index 0000000000..a96d04cc39
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file customalphaF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+uniform float custom_alpha;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+ color.a *= custom_alpha;
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
new file mode 100755
index 0000000000..890474d6d8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file customalphaV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
new file mode 100755
index 0000000000..67c6baddbb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec4 color;
+
+void main()
+{
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
new file mode 100755
index 0000000000..f4d704577a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
new file mode 100644
index 0000000000..f8efd7cb4a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
@@ -0,0 +1,65 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D depthMap;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ vec4 depth1 =
+ vec4(texture2D(depthMap, tc0).r,
+ texture2D(depthMap, tc1).r,
+ texture2D(depthMap, tc2).r,
+ texture2D(depthMap, tc3).r);
+
+ vec4 depth2 =
+ vec4(texture2D(depthMap, tc4).r,
+ texture2D(depthMap, tc5).r,
+ texture2D(depthMap, tc6).r,
+ texture2D(depthMap, tc7).r);
+
+ depth1 = min(depth1, depth2);
+ float depth = min(depth1.x, depth1.y);
+ depth = min(depth, depth1.z);
+ depth = min(depth, depth1.w);
+ depth = min(depth, texture2D(depthMap, tc8).r);
+
+ gl_FragDepth = depth;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
new file mode 100644
index 0000000000..942c5888e7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect depthMap;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ vec4 depth1 =
+ vec4(texture2DRect(depthMap, tc0).r,
+ texture2DRect(depthMap, tc1).r,
+ texture2DRect(depthMap, tc2).r,
+ texture2DRect(depthMap, tc3).r);
+
+ vec4 depth2 =
+ vec4(texture2DRect(depthMap, tc4).r,
+ texture2DRect(depthMap, tc5).r,
+ texture2DRect(depthMap, tc6).r,
+ texture2DRect(depthMap, tc7).r);
+
+ depth1 = min(depth1, depth2);
+ float depth = min(depth1.x, depth1.y);
+ depth = min(depth, depth1.z);
+ depth = min(depth, depth1.w);
+ depth = min(depth, texture2DRect(depthMap, tc8).r);
+
+ gl_FragDepth = depth;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
new file mode 100644
index 0000000000..71d80911d6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+uniform vec2 delta;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+
+ vec2 tc = (position.xy*0.5+0.5)*screen_res;
+ tc0 = tc+vec2(-delta.x,-delta.y);
+ tc1 = tc+vec2(0,-delta.y);
+ tc2 = tc+vec2(delta.x,-delta.y);
+ tc3 = tc+vec2(-delta.x,0);
+ tc4 = tc+vec2(0,0);
+ tc5 = tc+vec2(delta.x,0);
+ tc6 = tc+vec2(-delta.x,delta.y);
+ tc7 = tc+vec2(0,delta.y);
+ tc8 = tc+vec2(delta.x,delta.y);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
new file mode 100755
index 0000000000..ed803de277
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file glowcombineF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2D glowMap;
+uniform sampler2DRect screenMap;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ frag_color = texture2D(glowMap, vary_texcoord0.xy) +
+ texture2DRect(screenMap, vary_texcoord1.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
new file mode 100755
index 0000000000..59520bb99f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file glowcombineFXAAF.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
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+
+uniform vec2 screen_res;
+VARYING vec2 vary_tc;
+
+void main()
+{
+ vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
+
+ frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
new file mode 100755
index 0000000000..058f3b1b82
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file glowcombineFXAAV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec2 vary_tc;
+
+void main()
+{
+ vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_tc = pos.xy*0.5+0.5;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
new file mode 100755
index 0000000000..f7970b7f78
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file glowcombineV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 5ac9e96601..6cc9bbbea2 100644..100755
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -2,12 +2,39 @@
* @file highlightF.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
* $/LicenseInfo$
*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+uniform vec4 color;
uniform sampler2D diffuseMap;
+VARYING vec2 vary_texcoord0;
+
void main()
{
- gl_FragColor = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy);
+ frag_color = color*texture2D(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl
new file mode 100644
index 0000000000..947c2b0065
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file highlightV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
new file mode 100644
index 0000000000..c5d102b739
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file highlightV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index c5f69c4ad4..9bf7b60eb7 100644..100755
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -2,24 +2,39 @@
* @file highlightV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- pos = normalize(pos);
- float d = dot(pos, normalize(gl_NormalMatrix * gl_Normal));
- d *= d;
- d = 1.0 - d;
- d *= d;
-
- d = min(d, gl_Color.a*2.0);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_FrontColor.rgb = gl_Color.rgb;
- gl_FrontColor.a = max(d, gl_Color.a);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
new file mode 100755
index 0000000000..5c479d27a9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file occlusionCubeV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec3 box_center;
+uniform vec3 box_size;
+
+void main()
+{
+ vec3 p = position*box_size+box_center;
+ gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
new file mode 100755
index 0000000000..db130e456c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file occlusionF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+void main()
+{
+ frag_color = vec4(1,1,1,1);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
new file mode 100755
index 0000000000..c26fa08ddc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file uiV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl
new file mode 100644
index 0000000000..f1400c9b44
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl
@@ -0,0 +1,49 @@
+/**
+ * @file onetexturefilterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D tex0;
+uniform float tolerance;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ frag_color = texture2D(tex0, vary_texcoord0.xy);
+
+ if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance)
+ {
+ discard;
+ }
+ else
+ {
+ frag_color[3] = 0.95f;
+ }
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl
new file mode 100644
index 0000000000..a33ef7e92c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file onetexturefilterV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
new file mode 100755
index 0000000000..415181126b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file onetexturenocolorF.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 tex0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ frag_color = texture2D(tex0, vary_texcoord0.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
new file mode 100755
index 0000000000..6b9986c8d7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file onetexturenocolorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = texcoord0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl
new file mode 100755
index 0000000000..7379360e17
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file pathfindingF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+
+void main()
+{
+ frag_color = vertex_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl
new file mode 100755
index 0000000000..19fa607307
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file pathfindingV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+
+uniform float tint;
+uniform float alpha_scale;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vertex_color = vec4(diffuse_color.rgb * tint, diffuse_color.a*alpha_scale);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
new file mode 100755
index 0000000000..91f252cf1e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file pathfindingV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 vertex_color;
+
+uniform float tint;
+uniform float ambiance;
+uniform float alpha_scale;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec3 l1 = vec3(-0.75, 1, 1.0)*0.5;
+ vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25;
+ vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5;
+
+ float lit = max(dot(normal, l1), 0.0);
+ lit += max(dot(normal, l2), 0.0);
+ lit += max(dot(normal, l3), 0.0);
+
+ lit = clamp(lit, ambiance, 1.0);
+
+ vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
new file mode 100755
index 0000000000..da02534dbb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -0,0 +1,43 @@
+/**
+ * @file twotextureaddF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D tex0;
+
+uniform vec4 color;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ float alpha = texture2D(tex0, vary_texcoord0.xy).a * color.a;
+
+ frag_color = vec4(color.rgb, alpha);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
new file mode 100755
index 0000000000..f33115d78d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file solidcolorV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
new file mode 100755
index 0000000000..772bb374e8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file splattexturerectF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect screenMap;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
new file mode 100755
index 0000000000..641d670c26
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file splattexturerectV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vertex_color = diffuse_color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
new file mode 100755
index 0000000000..95679e93e7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file twotextureaddF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
new file mode 100755
index 0000000000..3c2f297f7f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file twotextureaddV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl
new file mode 100644
index 0000000000..6eeb2596b2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file twotexturecompareF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D tex0;
+uniform sampler2D tex1;
+uniform sampler2D dither_tex;
+uniform float dither_scale;
+uniform float dither_scale_s;
+uniform float dither_scale_t;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ frag_color = abs(texture2D(tex0, vary_texcoord0.xy) - texture2D(tex1, vary_texcoord0.xy));
+
+ vec2 dither_coord;
+ dither_coord[0] = vary_texcoord0[0] * dither_scale_s;
+ dither_coord[1] = vary_texcoord0[1] * dither_scale_t;
+ vec4 dither_vec = texture(dither_tex, dither_coord.xy);
+
+ for(int i = 0; i < 3; i++)
+ {
+ if(frag_color[i] < dither_vec[i] * dither_scale)
+ {
+ frag_color[i] = 0.f;
+ }
+ }
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl
new file mode 100644
index 0000000000..67c6674f0c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file twotexturecompareV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
new file mode 100755
index 0000000000..299bfb72aa
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file uiF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
+void main()
+{
+ frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
new file mode 100755
index 0000000000..220dafef25
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file uiV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
new file mode 100755
index 0000000000..cad5b9ff04
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file lightAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void default_lighting()
+{
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ color *= vertex_color;
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
new file mode 100755
index 0000000000..b9ddbc8e1c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file lightAlphaMaskNonIndexedF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void default_lighting()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb *= vertex_color.rgb;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index ad128dae8d..d6ebfcb825 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -2,14 +2,47 @@
* @file lightF.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 diffuseMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
void default_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
new file mode 100755
index 0000000000..5740987ab1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file lightFullbrightAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+uniform float texture_gamma;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void fullbright_lighting()
+{
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb *= vertex_color.rgb;
+
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index 1742b9fc1c..c8771a3f1e 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -2,14 +2,53 @@
* @file lightFullbrightF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform float texture_gamma;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
void fullbright_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
+
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
new file mode 100755
index 0000000000..f72f20b03d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file lightFullbrightNonIndexedAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+uniform float texture_gamma;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void fullbright_lighting()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb *= vertex_color.rgb;
+
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.rgb = pow(color.rgb, vec3(1.0/texture_gamma));
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
new file mode 100755
index 0000000000..2738ff8947
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file lightFullbrightF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+uniform sampler2D diffuseMap;
+
+void fullbright_lighting()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index 68b6603b4a..c8282e9a51 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -2,14 +2,56 @@
* @file lightFullbrightShinyF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void fullbright_shiny_lighting()
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = 1.0;
+
+ frag_color = color;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
new file mode 100755
index 0000000000..e7dbd4bbd2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file lightFullbrightShinyF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void fullbright_shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.a = 1.0;
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
new file mode 100755
index 0000000000..5886fc65be
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -0,0 +1,55 @@
+/**
+ * @file lightFullbrightShinyWaterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform samplerCube environmentMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
+{
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = 1.0;
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
new file mode 100755
index 0000000000..cddc7d8df8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
@@ -0,0 +1,56 @@
+/**
+ * @file lightFullbrightShinyWaterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = 1.0;
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
new file mode 100755
index 0000000000..6dd3bb937f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file lightFullbrightWaterAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+/* vec4 diffuseLookup(vec2 texcoord); */
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void fullbright_lighting_water()
+{
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 693ed289f2..d3dacf9bc4 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -2,14 +2,47 @@
* @file lightFullbrightWaterF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-uniform sampler2D diffuseMap;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+/* vec4 diffuseLookup(vec2 texcoord); */
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
void fullbright_lighting_water()
{
- gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
new file mode 100755
index 0000000000..63f92a8844
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
@@ -0,0 +1,55 @@
+/**
+ * @file lightFullbrightWaterNonIndexedAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void fullbright_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
new file mode 100755
index 0000000000..0e68091e7c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file lightFullbrightWaterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
index b888e70325..85cddc647d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -2,8 +2,28 @@
* @file lightFuncSpecularV.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
* $/LicenseInfo$
*/
+
+
float calcDirectionalLight(vec3 n, vec3 l)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 4b6d95e177..a9288b3df6 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -2,8 +2,28 @@
* @file lightFuncV.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
* $/LicenseInfo$
*/
+
+
float calcDirectionalLight(vec3 n, vec3 l)
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
new file mode 100755
index 0000000000..0aca768021
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file lightF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+
+void default_lighting()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index b127b1f8ea..9208c148ef 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -2,16 +2,55 @@
* @file lightShinyF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting()
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = 1.0;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
new file mode 100755
index 0000000000..92628faa68
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file lightShinyF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform samplerCube environmentMap;
+uniform sampler2D diffuseMap;
+
+vec3 scaleSoftClip(vec3 light);
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+ color.a = 1.0;
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index 05ad3256af..61841674e2 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -2,16 +2,52 @@
* @file lightShinyWaterF.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
* $/LicenseInfo$
*/
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
-uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
-void shiny_lighting_water()
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = 1.0;
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
new file mode 100755
index 0000000000..0b6e835fd0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file lightShinyWaterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+ color.rgb *= vertex_color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a);
+
+ color.rgb = atmosLighting(color.rgb);
+ color.a = 1.0;
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index b1a7cb46ff..24bf9b3cee 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -1,26 +1,36 @@
/**
- * @file lightV.glsl
+ * @file lightSpecularV.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
* $/LicenseInfo$
*/
+
-float calcDirectionalLight(vec3 n, vec3 l);
-// Same as non-specular lighting in lightV.glsl
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- specularColor.rgb = vec3(0.0, 0.0, 0.0);
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
+// All lights, no specular highlights
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+{
+ return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index f6afa6a3ae..8045809b82 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -2,23 +2,35 @@
* @file lightV.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
* $/LicenseInfo$
*/
+
-float calcDirectionalLight(vec3 n, vec3 l);
+
+// All lights, no specular highlights
+
+vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col;
- col.a = color.a;
-
- col.rgb = gl_LightModel.ambient.rgb + baseLight.rgb;
-
- col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ return sumLights(pos, norm, color, baseLight);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
new file mode 100755
index 0000000000..3426fea52f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -0,0 +1,55 @@
+/**
+ * @file lightWaterAlphaMaskF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void default_lighting_water()
+{
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = atmosLighting(color.rgb);
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
new file mode 100755
index 0000000000..d9faa9b314
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file lightWaterAlphaMaskNonIndexedF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color = applyWaterFog(color);
+
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index e5e6ddc2d8..00609e93cd 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -2,14 +2,45 @@
* @file lightWaterF.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 diffuseMap;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-void default_lighting_water()
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
{
- vec4 color = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragColor = color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ frag_color = applyWaterFog(color);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
new file mode 100755
index 0000000000..13ecb7a636
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file lightWaterF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform sampler2D diffuseMap;
+
+vec3 atmosLighting(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void default_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ frag_color = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index a0649aea88..7059ff31ae 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -2,29 +2,51 @@
* @file sumLightsSpecularV.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
* $/LicenseInfo$
*/
+
+
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
- vec4 col;
- col.a = color.a;
-
-
+ vec4 col = vec4(0,0,0, color.a);
+
vec3 view = normalize(pos);
/// collect all the specular values from each calcXXXLightSpecular() function
vec4 specularSum = vec4(0.0);
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index c7d40d853f..41288c21c1 100644..100755
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -2,8 +2,29 @@
* @file sumLightsV.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
* $/LicenseInfo$
*/
+
+uniform vec4 light_position[8];
+uniform vec3 light_diffuse[8];
float calcDirectionalLight(vec3 n, vec3 l);
@@ -16,10 +37,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
vec4 col;
col.a = color.a;
- col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
new file mode 100755
index 0000000000..d55f0db530
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file bumpF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ float tex0 = texture2D(texture0, vary_texcoord0.xy).a;
+ float tex1 = texture2D(texture1, vary_texcoord1.xy).a;
+
+ frag_color = vec4(tex0+(1.0-tex1)-0.5);
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
new file mode 100755
index 0000000000..a7738087dc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file bumpV.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_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec2 texcoord1;
+
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
new file mode 100755
index 0000000000..9064904191
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl
@@ -0,0 +1,56 @@
+/**
+ * @file emissiveSkinnedV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ vertex_color = emissive;
+
+ calcAtmospherics(pos.xyz);
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
new file mode 100755
index 0000000000..e984deb0c8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl
@@ -0,0 +1,56 @@
+/**
+ * @file emissiveV.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;
+void passTextureIndex();
+ATTRIBUTE vec4 emissive;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+
+
+
+
+void main()
+{
+ //transform vertex
+ passTextureIndex();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = emissive;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
index 9da4c2c92b..a54c0caf81 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
@@ -2,8 +2,28 @@
* @file fullbrightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
+ * 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
+ * $/LicenseInfo$F
*/
+
+
void fullbright_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
new file mode 100755
index 0000000000..5d6f14230c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl
@@ -0,0 +1,53 @@
+/**
+ * @file fullbrightNoColorV.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;
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = vec4(1,1,1,1);
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
index 1c8a9a1a30..b312665032 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
@@ -2,8 +2,28 @@
* @file fullbrightShinyF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
+
+
void fullbright_shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
new file mode 100755
index 0000000000..79b552ee1a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file shinySimpleSkinnedV.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 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 032def63b3..34bd8d445a 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -2,28 +2,66 @@
* @file fullbrightShinyV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
+
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
vec3 ref = reflect(pos.xyz, -norm);
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
new file mode 100755
index 0000000000..e1f3919907
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file fullbrightShinyWaterF.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
+ * $/LicenseInfo$
+ */
+
+
+
+void fullbright_shiny_lighting_water();
+
+void main()
+{
+ fullbright_shiny_lighting_water();
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
new file mode 100755
index 0000000000..eff75435a9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file fullbrightSkinnedV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void main()
+{
+ //transform vertex
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = diffuse_color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 914e417ca0..fc20d3270e 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -2,22 +2,57 @@
* @file fullbrightV.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;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
-
calcAtmospherics(pos.xyz);
- gl_FrontColor = gl_Color;
+ vertex_color = diffuse_color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
index df76e9e1eb..5d0ea0a8dd 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
@@ -2,8 +2,28 @@
* @file fullbrightWaterF.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
* $/LicenseInfo$
*/
+
+
void fullbright_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
new file mode 100755
index 0000000000..add437d144
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file impostorF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
new file mode 100755
index 0000000000..e90dbb115a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file impostorV.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;
+
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
new file mode 100755
index 0000000000..254c1d4fc2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file fullbrightF.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
+ * $/LicenseInfo$
+ */
+
+
+
+
+void main()
+{
+ fullbright_lighting();
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
new file mode 100755
index 0000000000..ca29bf3143
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -0,0 +1,34 @@
+/**
+ * @file indexedTextureV.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
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE int texture_index;
+
+VARYING_FLAT int vary_texture_index;
+
+void passTextureIndex()
+{
+ vary_texture_index = texture_index;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
new file mode 100755
index 0000000000..80ea286ac0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file nonindexedTextureV.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
+ * $/LicenseInfo$
+ */
+
+void passTextureIndex()
+{
+
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl
new file mode 100755
index 0000000000..284da3d0ac
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl
@@ -0,0 +1,41 @@
+/**
+ * @file previewF.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
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
new file mode 100755
index 0000000000..7f3f84398b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -0,0 +1,98 @@
+/**
+ * @file previewV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+uniform vec4 color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+//===================================================================================================
+//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around
+//drivers that are picky about functions being declared but not defined even if they aren't called
+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 is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float da = clamp(1.0/(la * d), 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
+}
+//====================================================================================================
+
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ vec4 col = vec4(0,0,0,1);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+
+ vertex_color = col*color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
index 6bcd44506d..f8f88e2577 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
@@ -2,8 +2,28 @@
* @file shinyF.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
* $/LicenseInfo$
*/
+
+
void shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
new file mode 100755
index 0000000000..591d6fc5c9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -0,0 +1,66 @@
+/**
+ * @file shinySimpleSkinnedV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 074892c98e..fdb3453cc5 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -1,10 +1,46 @@
-/**
+/**
* @file shinyV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 texture_matrix1;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+
void calcAtmospherics(vec3 inPositionEye);
uniform vec4 origin;
@@ -12,19 +48,18 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex;
-
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vec3 norm = normalize(normal_matrix * normal);
+ vec3 ref = reflect(pos.xyz, -norm);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz;
calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
-
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0]*vec4(ref,1.0);
-
- gl_FogFragCoord = pos.z;
-}
+ vertex_color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
index 54b30573e7..1e72e23eef 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
@@ -2,8 +2,28 @@
* @file shinyWaterF.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
* $/LicenseInfo$
*/
+
+
void shiny_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
index 61c2ce4272..29a2ce617b 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
@@ -2,9 +2,27 @@
* @file simpleF.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
* $/LicenseInfo$
*/
-
+
void default_lighting();
void main()
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
new file mode 100755
index 0000000000..0be52a52af
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file simpleNoColorV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 color;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = col;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
new file mode 100755
index 0000000000..cb80697d15
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file simpleNonIndexedV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
new file mode 100755
index 0000000000..1c6e53b187
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -0,0 +1,65 @@
+/**
+ * @file simpleSkinnedV.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 projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+
+ vec4 norm = vec4(position.xyz, 1.0);
+ norm.xyz += normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color, vec4(0.));
+ vertex_color = color;
+
+ gl_Position = projection_matrix*vec4(pos, 1.0);
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
new file mode 100755
index 0000000000..d4dee78793
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl
@@ -0,0 +1,77 @@
+/**
+ * @file simpleV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+uniform vec4 color;
+uniform vec4 object_plane_t;
+uniform vec4 object_plane_s;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+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;
+}
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, color, vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index ced1a4be01..37a20383e2 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -2,26 +2,63 @@
* @file simpleV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
void main()
{
//transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
- vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- gl_FrontColor = color;
+ vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vertex_color = color;
- gl_FogFragCoord = pos.z;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
index 5e44212aed..2e87ac5bbc 100644..100755
--- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
@@ -2,8 +2,28 @@
* @file simpleWaterF.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
* $/LicenseInfo$
*/
+
+
void default_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
new file mode 100755
index 0000000000..fa01a27ec0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl
@@ -0,0 +1,60 @@
+/**
+ * @file treeV.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 mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+ATTRIBUTE vec3 normal;
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+
+void main()
+{
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+
+ gl_Position = modelview_projection_matrix*vert;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+
+ vec4 pos = (modelview_matrix * vert);
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.));
+ vertex_color = color;
+
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl
new file mode 100755
index 0000000000..449d8d8b4e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file binormalV.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 mat3 normal_matrix;
+
+ATTRIBUTE vec4 tangent;
+
+VARYING vec4 tangent_out;
+
+void main()
+{
+ tangent_out = vec4(normal_matrix * tangent.xyz), tangent.w);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/colorV.glsl b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl
new file mode 100755
index 0000000000..59c4a7d895
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file colorV.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 int color_in;
+
+ATTRIBUTE vec3 position;
+
+VARYING int color_out;
+
+void main()
+{
+ color_out = color_in;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/normalV.glsl b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl
new file mode 100755
index 0000000000..a213aa0ae8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file normalV.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 mat3 normal_matrix;
+
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 normal_out;
+
+void main()
+{
+ normal_out = vec4(normalize(normal_matrix * normal), 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl
new file mode 100755
index 0000000000..01eed18de4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file positionV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_matrix;
+
+uniform int texture_index_in;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec3 position_out;
+VARYING int texture_index_out;
+
+void main()
+{
+ texture_index_out = texture_index_in;
+ position_out = (modelview_matrix*vec4(position, 1.0)).xyz;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl
new file mode 100755
index 0000000000..0e074f3cec
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file texcoordV.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
+ * $/LicenseInfo$
+ */
+
+
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 texcoord_out;
+
+void main()
+{
+ texcoord_out = texcoord0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 7a05b8c8c6..aacc503e13 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -2,8 +2,28 @@
* @file atmosphericsF.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
* $/LicenseInfo$
*/
+
+
vec3 atmosLighting(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 874f2b4843..6ff860362c 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -2,22 +2,43 @@
* @file atmosphericsHelpersV.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
* $/LicenseInfo$
*/
+
+uniform vec4 sunlight_color_copy;
+uniform vec4 light_ambient;
vec3 atmosAmbient(vec3 light)
{
- return gl_LightModel.ambient.rgb + light;
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return gl_LightSource[0].diffuse.rgb * lightIntensity;
+ return sunlight_color_copy.rgb * lightIntensity;
}
vec3 atmosGetDiffuseSunlightColor()
{
- return gl_LightSource[0].diffuse.rgb;
+ return sunlight_color_copy.rgb;
}
vec3 scaleDownLight(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 7ead9ddf26..76d7d5059d 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -2,8 +2,28 @@
* @file atmosphericsV.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
* $/LicenseInfo$
*/
+
+
void setPositionEye(vec3 v);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index f6032f8d41..8bdae328bd 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -2,12 +2,29 @@
* @file atmosphericVarsF.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
* $/LicenseInfo$
*/
-
-varying vec3 vary_PositionEye;
+
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index a696ddf607..8ec9ae617c 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -2,18 +2,35 @@
* @file atmosphericVarsV.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
* $/LicenseInfo$
*/
-
-varying vec3 vary_PositionEye;
+
vec3 getPositionEye()
{
- return vary_PositionEye;
+ return vec3(0,0,0);
}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
new file mode 100755
index 0000000000..636d4af006
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file atmosphericVarsWaterF.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
+ * $/LicenseInfo$
+ */
+
+
+VARYING vec3 vary_PositionEye;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
new file mode 100755
index 0000000000..8afcc20f6d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file atmosphericVarsWaterV.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
+ * $/LicenseInfo$
+ */
+
+
+VARYING vec3 vary_PositionEye;
+
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index 4a1899798a..62f4e51449 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -2,8 +2,28 @@
* @file gammaF.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 vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
index b78b90545e..7c95ecdb14 100644..100755
--- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
@@ -2,8 +2,28 @@
* @file transportF.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
* $/LicenseInfo$
*/
+
+
vec3 atmosTransport(vec3 light)
{