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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl26
7 files changed, 55 insertions, 69 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 1c2034de69..2ec859fdae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -179,6 +179,13 @@ vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensi
return packedNormalEnvIntensityFlags;
}
+// get linear depth value given a depth buffer sample d and znear and zfar values
+float linearDepth(float d, float znear, float zfar)
+{
+ d = d * 2.0 - 1.0;
+ return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear));
+}
+
float getDepth(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen).r;
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 8c8bd6d0d5..ad105c616c 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -23,55 +23,10 @@
* $/LicenseInfo$
*/
-#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 waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+// debug stub
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_color = applyWaterFogView(view.xyz, fb);
+ frag_color = vec4(0, 1, 1, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 7dbba12502..011b3c8643 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -75,10 +75,16 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
+ if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
+ {
+ return color;
+ }
+
vec3 view = normalize(pos);
//normalize view vector
float es = -(dot(view, waterPlane.xyz));
+
//find intersection point with water plane and eye vector
//get eye depth
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
index 63e2fce40f..b633813819 100644
--- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
@@ -177,10 +177,10 @@ float computeLod(float pdf)
return lod;
}
-vec3 filterColor(vec3 N)
+vec4 filterColor(vec3 N)
{
//return textureLod(uCubeMap, N, 3.0).rgb;
- vec3 color = vec3(0.f);
+ vec4 color = vec4(0.f);
float weight = 0.0f;
for(int i = 0; i < u_sampleCount; ++i)
@@ -198,7 +198,7 @@ vec3 filterColor(vec3 N)
lod = clamp(lod, 0, 7);
// sample lambertian at a lower resolution to avoid fireflies
- vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb;
+ vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
color += lambertian;
}
@@ -212,16 +212,16 @@ vec3 filterColor(vec3 N)
color /= float(u_sampleCount);
}
- return color.rgb ;
+ return color;
}
// entry point
void main()
{
- vec3 color = vec3(0);
+ vec4 color = vec4(0);
color = filterColor(vary_dir);
- frag_color = vec4(color,1.0);
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
index db130e456c..f5d2804c7f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -23,13 +23,13 @@
* $/LicenseInfo$
*/
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
+out vec4 frag_data[4];
void main()
{
- frag_color = vec4(1,1,1,1);
+ // emissive red PBR material for debugging
+ frag_data[0] = vec4(0, 0, 0, 0);
+ frag_data[1] = vec4(0, 0, 0, 0);
+ frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR);
+ frag_data[3] = vec4(1, 0, 0, 0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index bb4a79247d..f4879b52de 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -26,11 +26,7 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform samplerCubeArray reflectionProbes;
uniform int sourceIdx;
@@ -122,11 +118,11 @@ float D_GGX(float dotNH, float roughness)
return (alpha2)/(PI * denom*denom);
}
-vec3 prefilterEnvMap(vec3 R)
+vec4 prefilterEnvMap(vec3 R)
{
vec3 N = R;
vec3 V = R;
- vec3 color = vec3(0.0);
+ vec4 color = vec4(0.0);
float totalWeight = 0.0;
float envMapDim = 256.0;
int numSamples = 4;
@@ -157,7 +153,7 @@ vec3 prefilterEnvMap(vec3 R)
// Biased (+1.0) mip level for better result
float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
//float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
- color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL;
+ color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip) * dotNL;
totalWeight += dotNL;
}
@@ -168,6 +164,6 @@ vec3 prefilterEnvMap(vec3 R)
void main()
{
vec3 N = normalize(vary_dir);
- frag_color = vec4(prefilterEnvMap(N), 1.0);
+ frag_color = prefilterEnvMap(N);
}
// =============================================================================================================
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index e8452a9c14..9dd97a80b2 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -33,10 +33,20 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect screenMap;
+// NOTE screenMap should always be texture channel 0 and
+// depthmap should always be channel 1
+uniform sampler2DRect diffuseRect;
+uniform sampler2DRect depthMap;
+
+uniform float resScale;
+uniform float znear;
+uniform float zfar;
VARYING vec2 vary_texcoord0;
+// get linear depth value given a depth buffer sample d and znear and zfar values
+float linearDepth(float d, float znear, float zfar);
+
void main()
{
#if 0
@@ -74,6 +84,18 @@ void main()
frag_color = vec4(color, 1.0);
#else
- frag_color = vec4(texture2DRect(screenMap, vary_texcoord0.xy).rgb, 1.0);
+ vec2 depth_tc = vary_texcoord0.xy * resScale;
+ float depth = texture(depthMap, depth_tc).r;
+ float dist = linearDepth(depth, znear, zfar);
+
+ // convert linear depth to distance
+ vec3 v;
+ v.xy = depth_tc / 512.0 * 2.0 - 1.0;
+ v.z = 1.0;
+ v = normalize(v);
+ dist /= v.z;
+
+ vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb;
+ frag_color = vec4(col, dist/256.0);
#endif
}