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-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl53
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl11
3 files changed, 61 insertions, 55 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
new file mode 100644
index 0000000000..8e341503f5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
@@ -0,0 +1,53 @@
+/**
+ * @file gaussianF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+
+uniform float resScale;
+
+// texture direction, will be <1, 0> or <0, 1>
+uniform vec2 direction;
+
+in 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()
+{
+ vec3 col = vec3(0,0,0);
+
+ float w[] = { 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 };
+
+ for (int i = 0; i < 9; ++i)
+ {
+ vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
+ col += texture(diffuseRect, tc).rgb * w[i];
+ }
+
+ frag_color = vec4(col, 0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index a9c28b2974..9f7706fe36 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -23,18 +23,8 @@
* $/LicenseInfo$
*/
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-// NOTE screenMap should always be texture channel 0 and
-// depthmap should always be channel 1
uniform sampler2D diffuseRect;
uniform sampler2D depthMap;
@@ -42,48 +32,13 @@ uniform float resScale;
uniform float znear;
uniform float zfar;
-VARYING vec2 vary_texcoord0;
+in 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
- float w[9];
-
- float c = 1.0/16.0; //corner weight
- float e = 1.0/8.0; //edge weight
- float m = 1.0/4.0; //middle weight
-
- //float wsum = c*4+e*4+m;
-
- w[0] = c; w[1] = e; w[2] = c;
- w[3] = e; w[4] = m; w[5] = e;
- w[6] = c; w[7] = e; w[8] = c;
-
- vec2 tc[9];
-
- float ed = 1;
- float cd = 1;
-
-
- tc[0] = vec2(-cd, cd); tc[1] = vec2(0, ed); tc[2] = vec2(cd, cd);
- tc[3] = vec2(-ed, 0); tc[4] = vec2(0, 0); tc[5] = vec2(ed, 0);
- tc[6] = vec2(-cd, -cd); tc[7] = vec2(0, -ed); tc[8] = vec2(cd, -1);
-
- vec3 color = vec3(0,0,0);
-
- for (int i = 0; i < 9; ++i)
- {
- color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
- //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
- }
-
- //color /= wsum;
-
- frag_color = vec4(color, 1.0);
-#else
float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
@@ -94,7 +49,6 @@ void main()
v = normalize(v);
dist /= v.z;
- vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;
- frag_color = vec4(col, dist/256.0);
-#endif
+ vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb;
+ frag_color = vec4(col, dist/256.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 641d670c26..edc0a9628b 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -25,17 +25,16 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 diffuse_color;
+in vec3 position;
+in vec4 diffuse_color;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
+out vec4 vertex_color;
+out vec2 vary_texcoord0;
void main()
{
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ vary_texcoord0 = position.xy*0.5+0.5;
vertex_color = diffuse_color;
}