diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
16 files changed, 76 insertions, 47 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 00717cd6a9..e8cbf318a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -83,11 +83,11 @@ uniform float shadow_offset;  vec3 calcDirectionalLight(vec3 n, vec3 l)  { -	float a = pow(max(dot(n,l),0.0), 0.7); +        float a = pow(max(dot(n,l),0.0), 0.7);  	return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -114,7 +114,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main()  @@ -125,7 +125,7 @@ void main()  	vec4 pos = vec4(vary_position, 1.0);  #if INDEX_MODE == INDEXED -	vec4 diff = diffuseLookup(vary_texcoord0.xy); +	vec4 diff= diffuseLookup(vary_texcoord0.xy);  #else  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif @@ -136,15 +136,14 @@ void main()  	float vertex_color_alpha = vertex_color.a;  #endif -	vec3 normal = vary_norm; -	normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; +	vec3 normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1;  	normal = vec3(dot(normal.xyz, vary_rotation[0]),  				dot(normal.xyz, vary_rotation[1]),  				dot(normal.xyz, vary_rotation[2])); -	 +  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l); -	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; +	dlight = dlight * vary_directional.rgb * vary_pointlight_col;  	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);  	vec4 color = diff * col; @@ -152,12 +151,11 @@ void main()  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	vec3 light_col = vec3(0,0,0); +	col = vec4(0,0,0,0); + +   #define LIGHT_LOOP(i) \ +	col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -#ifdef MAC_GEFORCE_HACK -  #define LIGHT_LOOP(i) \ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -		  	LIGHT_LOOP(1)  	LIGHT_LOOP(2)  	LIGHT_LOOP(3) @@ -165,14 +163,8 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif -	color.rgb += diff.rgb * vary_pointlight_col * light_col; +	color.rgb += diff.rgb * vary_pointlight_col * col.rgb;  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index e872dadcc1..cccc7275ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -56,13 +56,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  vec4 getPosition(vec2 pos_screen) @@ -126,7 +126,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK +    #define LIGHT_LOOP(i) \  	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -137,12 +137,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index 81961d7746..3f90600ace 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -39,7 +39,12 @@ void main()  	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/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 3686f2f647..b809b73973 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -31,12 +31,16 @@ out vec4 frag_color;  uniform sampler2D diffuseMap; +#if !DEPTH_CLAMP  VARYING vec4 post_pos; +#endif  void main()   {  	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 23feb09d72..bde1ad4e9f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -31,7 +31,9 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; +#if !DEPTH_CLAMP  VARYING vec4 post_pos; +#endif  void main()  { @@ -51,9 +53,13 @@ void main()  	norm = normalize(norm);  	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; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 40b980bf51..a2c3ec3355 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -46,7 +46,7 @@ void main()  	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 +	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);  	frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 76d29b1df7..3c026796c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -47,6 +47,6 @@ void main()  	passTextureIndex();  	vary_normal = normalize(normal_matrix * normal); - +	  	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 5329ae9dd7..3bd433c283 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -127,9 +127,9 @@ void main()  			dist_atten *= noise; -			float lit = da * dist_atten; +			float lit = pow(da, 0.7) * dist_atten; -			lit = pow(lit,0.7); +			  			vec3 col = light_col[i].rgb*lit*diff; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 9746218ea6..959a85330e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -201,9 +201,7 @@ void main()  			vec3 lcol = color.rgb * plcol.rgb * plcol.a; -			lit = da * dist_atten * noise; - -			lit = pow(lit, 0.7); +			lit = pow(da, 0.7) * dist_atten * noise;  			col = lcol*lit*diff_tex;  			amb_da += (da*0.5)*proj_ambiance; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 27863b0095..6976fc7bd9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -111,10 +111,8 @@ void main()  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;  	float fa = falloff+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 lit = pow(da, 0.7) * dist_atten * noise; -	lit = pow(lit, 0.7); -  	col = color.rgb*lit*col;  	vec4 spec = texture2DRect(specularRect, frag.xy); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index bced4a5577..91a96977f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -31,8 +31,12 @@ out vec4 frag_color;  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; @@ -56,5 +60,7 @@ void main()  	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 index c1f2d90712..11411a605c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -31,8 +31,12 @@ 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; @@ -45,10 +49,16 @@ void main()  	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(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 6195e2f1ec..ef153dfc5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -27,7 +27,9 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP  VARYING vec4 post_pos; +#endif  uniform vec3 box_center;  uniform vec3 box_size; @@ -37,8 +39,12 @@ 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 7e55fdc12a..3d1b182875 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -29,11 +29,16 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +#if !DEPTH_CLAMP  VARYING vec4 post_pos; +#endif  void main()   {  	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 8b46e81f90..cc77a4cea0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -27,14 +27,20 @@ uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; +#if !DEPTH_CLAMP  VARYING vec4 post_pos; +#endif  void main()  {  	//transform 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); +#else +	gl_Position = pos; +#endif  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index d7f0ab6d8e..918cdce040 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -204,9 +204,7 @@ void main()  			vec3 lcol = color.rgb * plcol.rgb * plcol.a; -			lit = da * dist_atten * noise; -			 -			lit = pow(lit, 0.7); +			lit = pow(da, 0.7) * dist_atten * noise;  			col = lcol*lit*diff_tex;  			amb_da += (da*0.5)*proj_ambiance; | 
