diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
10 files changed, 44 insertions, 1487 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl deleted file mode 100644 index c858eb7a3a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl +++ /dev/null @@ -1,131 +0,0 @@ -/**  - * @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 -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2DRect lightMap; - -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform vec3 kern[4]; -uniform float kern_scale; - -varying vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 texture2DMS3(sampler2DMS tex, ivec2 tc) -{ -	vec3 ret = vec3(0,0,0); -	for (int i = 0; i < samples; i++) -	{ -		ret += texelFetch(tex, tc, i).rgb; -	} - -	return ret/samples; -} - -float texture2DMS1(sampler2DMS tex, ivec2 tc) -{ -	float ret = 0; -	for (int i = 0; i < samples; i++) -	{ -		ret += texelFetch(tex, tc, i).r; -	} - -	return ret/samples; -} - -vec4 getPosition(ivec2 pos_screen) -{ -	float depth = texture2DMS1(depthMap, pos_screen.xy); -	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; -} - -void main()  -{ -    vec2 tc = vary_fragcoord.xy; -	ivec2 itc = ivec2(tc); - -	vec3 norm = texture2DMS3(normalMap, itc).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -	vec3 pos = getPosition(itc).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 -	tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); - -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = tc + kern[i].z*dlt; -		vec3 samppos = getPosition(ivec2(samptc)).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} -	for (int i = 1; i < 4; i++) -	{ -		vec2 samptc = vec2(tc - kern[i].z*dlt); -		vec3 samppos = getPosition(ivec2(samptc)).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= pointplanedist_tolerance_pow2) -		{ -			col += texture2DRect(lightMap, samptc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} - -	col /= defined_weight.xyxx; -	col.y *= col.y; - -	gl_FragColor = col; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl deleted file mode 100644 index 863bac19cf..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightMSF.glsl +++ /dev/null @@ -1,155 +0,0 @@ -/**  - * @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 -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -uniform int light_count; - -#define MAX_LIGHT_COUNT		16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform float far_z; - -uniform mat4 inv_proj; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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; -} - -void main()  -{ -	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; -	ivec2 itc = ivec2(frag); - -	int wght = 0; -	vec3 fcol = vec3(0,0,0); - -	for (int s = 0; s < samples; ++s) -	{ -		vec3 pos = getPosition(itc, s).xyz; -		if (pos.z >= far_z) -		{ -			vec3 norm = texelFetch(normalMap, itc, s).xyz; -			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -			norm = normalize(norm); -			vec4 spec = texelFetch(specularRect, itc, s); -			vec3 diff = texelFetch(diffuseRect, itc, s).rgb; -			float noise = texture2D(noiseMap, frag.xy/128.0).b; -			vec3 out_col = vec3(0,0,0); -			vec3 npos = normalize(-pos); - -			// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop -			for (int i = 0; i < MAX_LIGHT_COUNT; ++i) -			{ -				bool light_contrib = (i < light_count); -		 -				vec3 lv = light[i].xyz-pos; -				float dist2 = dot(lv,lv); -				dist2 /= light[i].w; -				if (dist2 > 1.0) -				{ -					light_contrib = false; -				} -		 -				float da = dot(norm, lv); -				if (da < 0.0) -				{ -					light_contrib = false; -				} -		 -				if (light_contrib) -				{ -					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); -				 -						float sa = dot(normalize(lv+npos),norm); -				 -						if (sa > 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; -						} -					} -			 -					out_col += col; -				} -			} -	 -			fcol += out_col; -			++wght; -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples; -	gl_FragColor.a = 0.0; - -	 -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl deleted file mode 100644 index 10285817c2..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightMSF.glsl +++ /dev/null @@ -1,250 +0,0 @@ -/**  - * @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 - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; -uniform float shadow_fade; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); -	 -	return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	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); -	 -	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(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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; -} - -void main()  -{ -	int wght = 0; - -	vec3 fcol = vec3(0,0,0); - -	vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res; -	 -	ivec2 itc = ivec2(frag.xy); - -	for (int i = 0; i < samples; ++i) -	{ -		vec3 pos = getPosition(itc, i).xyz; -		vec3 lv = vary_light.xyz-pos.xyz; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; -	 -			norm = normalize(norm); -			float l_dist = -dot(lv, proj_n); -	 -			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); -			if (proj_tc.z >= 0.0) -			{ -				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); -				if (dist_atten > 0.0) -				{ -					lv = proj_origin-pos.xyz; -					lv = normalize(lv); -					float da = dot(norm, lv); -		 -					vec3 col = vec3(0,0,0); -		 -					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; -		 -					float noise = texture2D(noiseMap, frag.xy/128.0).b; -					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 lit = 0.0; -						float amb_da = proj_ambiance; -		 -						if (da > 0.0) -						{ -							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); -							float lod = diff * proj_lod; -			 -							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -		 -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; -			 -							lit = da * dist_atten * noise; -			 -							col = lcol*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); -							 -						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; -					} -	 -	 -					vec4 spec = texelFetch(specularRect, itc, i); -					if (spec.a > 0.0) -					{ -						vec3 ref = reflect(normalize(pos), norm); -		 -						//project from point pos in direction ref to plane proj_p, proj_n -						vec3 pdelta = proj_p-pos; -						float ds = dot(ref, proj_n); -		 -						if (ds < 0.0) -						{ -							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); -								 -								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; -								} -							} -						} -					} -	 -					fcol += col; -					++wght; -				} -			} -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl deleted file mode 100644 index cdce58c84e..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/**  - * @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 -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS depthMap; -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -varying vec4 vary_light; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform vec4 viewport; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = (vec2(pos_screen.xy)-viewport.xy)*2.0; -	sc /= viewport.zw; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -void main()  -{ -	vec4 frag = vary_fragcoord; -	frag.xyz /= frag.w; -	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res; -	 -	ivec2 itc = ivec2(frag.xy); - -	int wght = 0; -	vec3 fcol = vec3(0,0,0); - -	for (int s = 0; s < samples; ++s) -	{ -		vec3 pos = getPosition(itc, s).xyz; -		vec3 lv = vary_light.xyz-pos; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, s).xyz; -			norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -			float da = dot(norm, lv); -			if (da >= 0.0) -			{ -				norm = normalize(norm); -				lv = normalize(lv); -				da = dot(norm, lv); -	 -				float noise = texture2D(noiseMap, frag.xy/128.0).b; -	 -				vec3 col = texelFetch(diffuseRect, itc, s).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; -	 -				col = gl_Color.rgb*lit*col; - -				vec4 spec = texelFetch(specularRect, itc, s); -				if (spec.a > 0.0) -				{ -					float sa = dot(normalize(lv-normalize(pos)),norm); -					if (sa > 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; -					} -				} - -				fcol += col; -				++wght; -			} -		} -	} -	 -	if (wght <= 0) -	{ -		discard; -	} -		 -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl index 41849858e7..b519dbc4b0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFNoFXAAF.glsl @@ -1,5 +1,5 @@  /**  - * @file postDeferredF.glsl + * @file postDeferredNoDoFF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * Second Life Viewer Source Code @@ -23,33 +23,19 @@   * $/LicenseInfo$   */ - -  #extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable -uniform sampler2DMS diffuseRect; +uniform sampler2DRect diffuseRect;  uniform sampler2D bloomMap;  uniform vec2 screen_res;  varying vec2 vary_fragcoord; -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		 ret += texelFetch(tex,tc,i); -	} - -	return ret/samples; -} -  void main()   { -	vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); - +	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	  	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);  	gl_FragColor = diff + bloom;  } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl index 792102a64d..861bb9f735 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoFXAAF.glsl @@ -22,16 +22,13 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -  #extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable -uniform sampler2DMS diffuseRect; -uniform sampler2DMS edgeMap; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; +uniform sampler2DRect diffuseRect; +uniform sampler2DRect edgeMap; +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap;  uniform sampler2D bloomMap;  uniform float depth_cutoff; @@ -46,20 +43,9 @@ uniform vec2 screen_res;  varying vec2 vary_fragcoord; -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); -	for (int i = 0; i < samples; ++i) -	{ -		ret += texelFetch(tex, tc, i); -	} - -	return ret/samples; -} - -float getDepth(ivec2 pos_screen) +float getDepth(vec2 pos_screen)  { -	float z = texture2DMS(depthMap, pos_screen.xy).r; +	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; @@ -81,7 +67,24 @@ float calc_cof(float depth)  	return sc;  } -void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) +void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc) +{ +	float d = getDepth(tc); +	 +	float sc = calc_cof(d); +	 +	float wg = 0.25; +		 +	vec4 s = texture2DRect(diffuseRect, tc); +	// de-weight dull areas to make highlights 'pop' +	wg += s.r+s.g+s.b; +	 +	diff += wg*s; +	 +	w += wg; +} + +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)  {  	float d = getDepth(tc); @@ -92,7 +95,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, iv  	{  		float wg = 0.25; -		vec4 s = texture2DMS(diffuseRect, tc); +		vec4 s = texture2DRect(diffuseRect, tc);  		// de-weight dull areas to make highlights 'pop'  		wg += s.r+s.g+s.b; @@ -105,14 +108,14 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, iv  void main()   { -	ivec2 itc = ivec2(vary_fragcoord.xy); - -	vec3 norm = texture2DMS(normalMap, itc).xyz; +	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -	float depth = getDepth(itc); +	vec2 tc = vary_fragcoord.xy; -	vec4 diff = texture2DMS(diffuseRect, itc); +	float depth = getDepth(tc); +	 +	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);  	{   		float w = 1.0; @@ -124,22 +127,21 @@ void main()  		float PI = 3.14159265358979323846264; -		int isc = int(sc); -		  		// sample quite uniformly spaced points within a circle, for a circular 'bokeh'		  		//if (depth < focal_distance)  		{ -			for (int x = -isc; x <= isc; x+=2) +			while (sc > 0.5)  			{ -				for (int y = -isc; y <= isc; y+=2) +				int its = int(max(1.0,(sc*3.7))); +				for (int i=0; i<its; ++i)  				{ -					ivec2 cur_samp = ivec2(x,y); -					float cur_sc = length(vec2(cur_samp)); -					if (cur_sc < sc) -					{ -						dofSample(diff, w, cur_sc, depth, itc+cur_samp); -					} +					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, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));  				} +				sc -= 1.0;  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl deleted file mode 100644 index f118b0da2a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl +++ /dev/null @@ -1,342 +0,0 @@ -/**  - * @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_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS normalMap; -uniform sampler2DMS depthMap; -uniform sampler2D	  noiseMap; -uniform samplerCube environmentMap; -uniform sampler2D	  lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// 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 vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; -uniform vec4 glow; -uniform float scene_light_strength; -uniform vec3 env_mat[3]; -//uniform mat4 shadow_matrix[3]; -//uniform vec4 shadow_clip; -uniform mat3 ssao_effect_mat; - -varying vec4 vary_light; -varying vec2 vary_fragcoord; - -vec3 vary_PositionEye; - -vec3 vary_SunlitColor; -vec3 vary_AmblitColor; -vec3 vary_AdditiveColor; -vec3 vary_AtmosAttenuation; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -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; -} - -vec3 getPositionEye() -{ -	return vary_PositionEye; -} -vec3 getSunlitColor() -{ -	return vary_SunlitColor; -} -vec3 getAmblitColor() -{ -	return vary_AmblitColor; -} -vec3 getAdditiveColor() -{ -	return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ -	return vary_AtmosAttenuation; -} - - -void setPositionEye(vec3 v) -{ -	vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ -	vary_SunlitColor = v; -} - -void setAmblitColor(vec3 v) -{ -	vary_AmblitColor = v; -} - -void setAdditiveColor(vec3 v) -{ -	vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ -	vary_AtmosAttenuation = v; -} - -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); -	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 * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); -		//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); -	blue_weight = blue_density / temp1; -	haze_weight = vec4(haze_density.r) / 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.x; - -	// Transparency (-> temp1) -	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati -	// compiler gets confused. -	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); - -	//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.x * 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.x) + tmpAmbient) -	  + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * 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 / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ -	return (light * scene_light_strength); -} - -vec3 atmosAmbient(vec3 light) -{ -	return getAmblitColor() + light / 2.0; -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ -	return getSunlitColor() * lightIntensity; -} - -vec3 scaleSoftClip(vec3 light) -{ -	//soft clip effect: -	light = 1. - clamp(light, vec3(0.), vec3(1.)); -	light = 1. - pow(light, gamma.xxx); - -	return light; -} - -vec4 texture2DMS(sampler2DMS tex, ivec2 tc) -{ -	vec4 ret = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		 ret += texelFetch(tex,tc,i); -	} - -	return ret/samples; -} - -void main()  -{ -	vec2 tc = vary_fragcoord.xy; -	ivec2 itc = ivec2(tc); - -	vec4 fcol = vec4(0,0,0,0); - -	for (int i = 0; i < samples; ++i) -	{ -		float depth = texelFetch(depthMap, itc, i).r; -		vec3 pos = getPosition_d(tc, depth).xyz; -		vec3 norm = texelFetch(normalMap, itc, i).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 diffuse = texelFetch(diffuseRect, itc, i); -		vec3 col; -		float bloom = 0.0; - -		if (diffuse.a < 0.9) -		{ -			vec4 spec = texelFetch(specularRect, itc, i); -	 -			calcAtmospherics(pos.xyz, 1.0); -	 -			col = atmosAmbient(vec3(0)); -			col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); -	 -			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*texture2D(lightFunc, vec2(sa, spec.a)).a; - -				// add the two types of shiny together -				vec3 spec_contrib = dumbshiny * spec.rgb; -				bloom = dot(spec_contrib, spec_contrib); -				col += spec_contrib; -			} - -			col = atmosLighting(col); -			col = scaleSoftClip(col); -			col = mix(col, diffuse.rgb, diffuse.a); -		} -		else -		{ -			col = diffuse.rgb; -		} - -		fcol += vec4(col, bloom); -	} -				 -	gl_FragColor = fcol/samples; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl deleted file mode 100644 index 0c0171881f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightMSF.glsl +++ /dev/null @@ -1,252 +0,0 @@ -/**  - * @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 - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_texture_multisample : enable - -uniform sampler2DMS diffuseRect; -uniform sampler2DMS specularRect; -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2D projectionMap; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -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; - -varying vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	vec2 dist = tc-vec2(0.5); -	 -	float det = max(1.0-lod/(proj_lod*0.5), 0.0); -	 -	float d = dot(dist,dist); -		 -	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); -	 -	return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ -	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 -	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); -	 -	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(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = vec2(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; -} - -void main()  -{ -	vec4 frag = vary_fragcoord; -	frag.xyz /= frag.w; -	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res; -	ivec2 itc = ivec2(frag.xy); - -	vec3 fcol = vec3(0,0,0); -	int wght = 0; -	 -	for (int i = 0; i < samples; ++i) -	{ -		vec3 pos = getPosition(itc, i).xyz; -		vec3 lv = vary_light.xyz-pos.xyz; -		float dist2 = dot(lv,lv); -		dist2 /= vary_light.w; -		if (dist2 <= 1.0) -		{ -			vec3 norm = texelFetch(normalMap, itc, i).xyz*2.0-1.0; -	 -			norm = normalize(norm); -			float l_dist = -dot(lv, proj_n); -	 -			vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); -			if (proj_tc.z >= 0.0) -			{ -				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); -				if (dist_atten > 0.0) -				{ -					lv = proj_origin-pos.xyz; -					lv = normalize(lv); -					float da = dot(norm, lv); -		 -					vec3 col = vec3(0,0,0); -		 -					vec3 diff_tex = texelFetch(diffuseRect, itc, i).rgb; -		 -					float noise = texture2D(noiseMap, frag.xy/128.0).b; -					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 lit = 0.0; -						float amb_da = proj_ambiance; -		 -						if (da > 0.0) -						{ -							float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); -							float lod = diff * proj_lod; -			 -							vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -		 -							vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; -			 -							lit = da * dist_atten * noise; -			 -							col = lcol*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); -							 -						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; -					} -	 -	 -					vec4 spec = texelFetch(specularRect, itc, i); -					if (spec.a > 0.0) -					{ -						vec3 ref = reflect(normalize(pos), norm); -		 -						//project from point pos in direction ref to plane proj_p, proj_n -						vec3 pdelta = proj_p-pos; -						float ds = dot(ref, proj_n); -		 -						if (ds < 0.0) -						{ -							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); -								 -								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; -								} -							} -						} -					} -	 -					fcol += col; -					++wght; -				} -			} -		} -	} - -	if (wght <= 0) -	{ -		discard; -	} - -	gl_FragColor.rgb = fcol/samples;	 -	gl_FragColor.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl deleted file mode 100644 index 78ea15e87a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl +++ /dev/null @@ -1,35 +0,0 @@ -/**  - * @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 - -void main()  -{ -	gl_FragColor = vec4(0,0,0,0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl deleted file mode 100644 index abb64334ed..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl +++ /dev/null @@ -1,140 +0,0 @@ -/**  - * @file sunLightSSAOF.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_texture_multisample : enable - -//class 1 -- no shadow, SSAO only - -uniform sampler2DMS depthMap; -uniform sampler2DMS normalMap; -uniform sampler2D noiseMap; - - -// 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; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(ivec2 pos_screen, int sample) -{ -	float depth = texelFetch(depthMap, pos_screen, sample).r; -	vec2 sc = pos_screen.xy*2.0; -	sc /= screen_res; -	sc -= vec2(1.0,1.0); -	vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); -	vec4 pos = inv_proj * ndc; -	pos /= pos.w; -	pos.w = 1.0; -	return pos; -} - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, int sample) -{ -	float ret = 1.0; -	 -	vec2 kern[8]; -	// exponentially (^2) distant occlusion samples spread around origin -	kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; -	kern[1] = vec2(1.0, 0.0) * 0.250*0.250; -	kern[2] = vec2(0.0, 1.0) * 0.375*0.375; -	kern[3] = vec2(0.0, -1.0) * 0.500*0.500; -	kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; -	kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; -	kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; -	kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - -	vec2 pos_screen = vary_fragcoord.xy; -	vec3 pos_world = pos.xyz; -	vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; -		 -	float angle_hidden = 0.0; -	int points = 0; -		 -	float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); -		 -	// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?) -	for (int i = 0; i < 8; i++) -	{ -		ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); -		vec3 samppos_world = getPosition(samppos_screen, sample).xyz;  -			 -		vec3 diff = pos_world - samppos_world; -		float dist2 = dot(diff, diff); -			 -		// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area -		// --> solid angle shrinking by the square of distance -		//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 -		//(k should vary inversely with # of samples, but this is taken care of later) -			 -		angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); -			 -		// 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"  -		points = points + int(diff.z > -1.0); -	} -		 -	angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); -		 -	ret = (1.0 - (float(points != 0) * angle_hidden)); -	 -	return min(ret, 1.0); -} - -void main()  -{ -	vec2 pos_screen = vary_fragcoord.xy; -	ivec2 itc = ivec2(pos_screen); -		 -	float col = 0; - -	for (int i = 0; i < samples; i++) -	{ -		vec4 pos = getPosition(itc, i); -		vec3 norm = texelFetch(normalMap, itc, i).xyz; -		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm -		col += calcAmbientOcclusion(pos,norm,i); -	} - -	col /= samples; - -	gl_FragColor[0] = 1.0; -	gl_FragColor[1] = col; -	gl_FragColor[2] = 1.0;  -	gl_FragColor[3] = 1.0; -} | 
