diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
55 files changed, 357 insertions, 356 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl index 47300f0b39..172c2ca078 100644 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e2d7cd94da..6dfc1b952c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  #extension GL_ARB_texture_rectangle : enable @@ -12,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0;  uniform sampler2DRectShadow shadowMap1;  uniform sampler2DRectShadow shadowMap2;  uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap;  uniform sampler2DRect depthMap;  uniform mat4 shadow_matrix[6]; @@ -27,7 +28,7 @@ varying vec3 vary_ambient;  varying vec3 vary_directional;  varying vec3 vary_fragcoord;  varying vec3 vary_position; -varying vec3 vary_light; +varying vec3 vary_pointlight_col;  uniform float shadow_bias; @@ -68,8 +69,6 @@ void main()  	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;  	frag *= screen_res; -	vec3 samp_pos = getPosition(frag).xyz; -	  	float shadow = 1.0;  	vec4 pos = vec4(vary_position, 1.0); @@ -106,16 +105,21 @@ void main()  		}  	} +	vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy); +  	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a); -	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col; +	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); +	color.rgb += diff.rgb * vary_pointlight_col.rgb; +  	//gl_FragColor = gl_Color;  	gl_FragColor = color; -	//gl_FragColor = vec4(1,0,1,1)*shadow; +	//gl_FragColor.r = 0.0; +	//gl_FragColor = vec4(1,shadow,1,1);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl new file mode 100644 index 0000000000..d227346163 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -0,0 +1,110 @@ +/**  + * @file alphaSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ +  +#version 120 + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +float calcDirectionalLight(vec3 n, vec3 l); +mat4 getObjectSkinnedTransform(); +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform float near_clip; +uniform float shadow_offset; +uniform float shadow_bias; + +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 = length(lv); +	 +	//normalize light vector +	lv *= 1.0/d; +	 +	//distance attenuation +	float dist2 = d*d/(la*la); +	float 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 *= calcDirectionalLight(n, lv); + +	return da;	 +} + +void main() +{ +	gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; +	 +	mat4 mat = getObjectSkinnedTransform(); +	 +	mat = gl_ModelViewMatrix * mat; +	 +	vec3 pos = (mat*gl_Vertex).xyz; +	 +	gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); +	 +	vec4 n = gl_Vertex; +	n.xyz += gl_Normal.xyz; +	n.xyz = (mat*n).xyz; +	n.xyz = normalize(n.xyz-pos.xyz); +	 +	vec3 norm = n.xyz; +	 +	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz)); +	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; +			 +	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 +	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].quadraticAttenuation, 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].quadraticAttenuation ,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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, gl_LightSource[7].specular.a); +	 +	vary_pointlight_col = col.rgb*gl_Color.rgb; + +	col.rgb = vec3(0,0,0); + +	// Add windlight lights +	col.rgb = atmosAmbient(vec3(0.)); +		 +	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))); +	 +	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	 +	gl_FrontColor = col; + +	gl_FogFragCoord = pos.z; +	 +	pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz; +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +	 +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 45f727951e..86f014df35 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -4,12 +4,13 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  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); @@ -20,12 +21,37 @@ varying vec3 vary_ambient;  varying vec3 vary_directional;  varying vec3 vary_fragcoord;  varying vec3 vary_position; -varying vec3 vary_light; +varying vec3 vary_pointlight_col;  uniform float near_clip;  uniform float shadow_offset;  uniform float shadow_bias; +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 = length(lv); +	 +	//normalize light vector +	lv *= 1.0/d; +	 +	//distance attenuation +	float dist2 = d*d/(la*la); +	float 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 *= calcDirectionalLight(n, lv); + +	return da;	 +} +  void main()  {  	//transform vertex @@ -44,25 +70,25 @@ void main()  	//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); +	// Collect normal lights +	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].quadraticAttenuation, 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].quadraticAttenuation ,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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, gl_LightSource[7].specular.a); +	vary_pointlight_col = col.rgb*gl_Color.rgb; + +	col.rgb = vec3(0,0,0); +  	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); -	 -	vary_light = gl_LightSource[0].position.xyz; +	col.rgb = atmosAmbient(vec3(0.));  	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))); -	col.rgb = min(col.rgb*gl_Color.rgb, 1.0); +	col.rgb = col.rgb*gl_Color.rgb;  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl deleted file mode 100644 index 5ecbbd2c4f..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl +++ /dev/null @@ -1,98 +0,0 @@ -/**  - * @file avatarAlphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2D diffuseMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2D noiseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_res; -uniform vec2 shadow_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -varying vec3 vary_ambient; -varying vec3 vary_directional; -varying vec3 vary_position; -varying vec3 vary_normal; - -uniform float shadow_bias; - -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) -{ -	stc.xyz /= stc.w; -	stc.z += shadow_bias; -	 -	float cs = shadow2DRect(shadowMap, stc.xyz).x; -	float shadow = cs; - -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); -	shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); -			 -	return shadow/5.0; -} - -void main()  -{ -	float shadow = 1.0; -	vec4 pos = vec4(vary_position, 1.0); -	vec3 norm = normalize(vary_normal); -	 -	//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - -	vec4 spos = pos; -	 -	if (spos.z > -shadow_clip.w) -	{	 -		vec4 lpos; -		 -		if (spos.z < -shadow_clip.z) -		{ -			lpos = shadow_matrix[3]*spos; -			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap3, lpos, 1.5); -			shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); -		} -		else if (spos.z < -shadow_clip.y) -		{ -			lpos = shadow_matrix[2]*spos; -			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap2, lpos, 1.5); -		} -		else if (spos.z < -shadow_clip.x) -		{ -			lpos = shadow_matrix[1]*spos; -			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap1, lpos, 1.5); -		} -		else -		{ -			lpos = shadow_matrix[0]*spos; -			lpos.xy *= shadow_res; -			shadow = pcfShadow(shadowMap0, lpos, 1.5); -		} -	} -	 -	 -	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/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index d7d1111ba8..495e86c8db 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  mat4 getSkinnedTransform(); @@ -20,12 +22,38 @@ vec3 scaleUpLight(vec3 light);  varying vec3 vary_position;  varying vec3 vary_ambient;  varying vec3 vary_directional; -varying vec3 vary_normal; +varying vec3 vary_fragcoord; +varying vec3 vary_pointlight_col;  uniform float near_clip;  uniform float shadow_offset;  uniform float shadow_bias; +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 = length(lv); +	 +	//normalize light vector +	lv *= 1.0/d; +	 +	//distance attenuation +	float dist2 = d*d/(la*la); +	float 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 *= calcDirectionalLight(n, lv); + +	return da;	 +} +  void main()  {  	gl_TexCoord[0] = gl_MultiTexCoord0; @@ -48,7 +76,6 @@ void main()  	float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));  	vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset; -	vary_normal = norm;	  	calcAtmospherics(pos.xyz); @@ -56,18 +83,20 @@ void main()  	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); +	// Collect normal lights +	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].quadraticAttenuation, 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].quadraticAttenuation ,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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, 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].quadraticAttenuation, gl_LightSource[7].specular.a); +	vary_pointlight_col = col.rgb*gl_Color.rgb; + +	col.rgb = vec3(0,0,0); +  	// Add windlight lights -	col.rgb += atmosAmbient(vec3(0.)); +	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))); @@ -77,7 +106,7 @@ void main()  	gl_FrontColor = col;  	gl_FogFragCoord = pos.z; - +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl deleted file mode 100644 index 258a9b7c40..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl +++ /dev/null @@ -1,81 +0,0 @@ -/**  - * @file blurLightF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect depthMap; -uniform sampler2DRect 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; - -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; -} - -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 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; -	 -	for (int i = 1; i < 4; i++) -	{ -		vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; -	        vec3 samppos = getPosition(tc).xyz;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= 0.003) -		{ -			col += texture2DRect(lightMap, tc)*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;  -		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane -		if (d*d <= 0.003) -		{ -			col += texture2DRect(lightMap, tc)*kern[i].xyxx; -			defined_weight += kern[i].xy; -		} -	} - - - -	col /= defined_weight.xyxx; -	 -	gl_FragColor = col; -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl deleted file mode 100644 index b1b3f55f00..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/**  - * @file blurLightF.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/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl index ff32a15c54..3155f3f929 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl @@ -4,14 +4,14 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  #extension GL_ARB_texture_rectangle : enable  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform float gi_dist_cutoff; -  varying vec2 vary_fragcoord;  uniform float depth_cutoff; diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl index 74f2bd9818..b3413c301f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  varying vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl deleted file mode 100644 index 757e3e7aab..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/**  - * @file postDeferredF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * $/LicenseInfo$ - */ - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect localLightMap; -uniform sampler2DRect sunLightMap; -uniform sampler2DRect giLightMap; -uniform sampler2D	  luminanceMap; -uniform sampler2DRect lightMap; - -uniform vec3 gi_lum_quad; -uniform vec3 sun_lum_quad; -uniform vec3 lum_quad; -uniform float lum_lod; -uniform vec4 ambient; - -uniform vec3 gi_quad; - -uniform vec2 screen_res; -varying vec2 vary_fragcoord; - -void main()  -{ -	vec2 tc = vary_fragcoord.xy; -	vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb; - -	float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z; -	 -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - -	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; -		 - -	float sun_lum = 1.0-lum; -	sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z; -		 -	float gi_lum = lum; -	gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z; -	gi_col *= 1.0/gi_lum; -		 -	vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col; -	 -	gl_FragColor.rgb = col.rgb; -	gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a); -	 -	//gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl deleted file mode 100644 index 0ec81dcb02..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl +++ /dev/null @@ -1,17 +0,0 @@ -/**  - * @file postDeferredV.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/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1067be1e6e..0160e84278 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 9d187b46e2..8f0bcca76b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d0e242c2d4..50b9ef276e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -4,7 +4,7 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ - +   #version 120  #extension GL_ARB_texture_rectangle : enable diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index f565d3bdb9..4369b3b34f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  #extension GL_ARB_texture_rectangle : enable @@ -17,9 +19,6 @@ uniform sampler2DRectShadow shadowMap2;  uniform sampler2DRectShadow shadowMap3;  uniform sampler2DShadow shadowMap4;  uniform sampler2DShadow shadowMap5; -uniform sampler2D noiseMap; - -uniform sampler2D		lightFunc;  // Inputs diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 4e33a1af45..847b36b1ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -4,6 +4,8 @@   * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.   * $License$   */ +  +#version 120  #extension GL_ARB_texture_rectangle : enable @@ -19,8 +21,6 @@ uniform sampler2DShadow shadowMap4;  uniform sampler2DShadow shadowMap5;  uniform sampler2D noiseMap; -uniform sampler2D		lightFunc; -  // Inputs  uniform mat4 shadow_matrix[6];  uniform vec4 shadow_clip; @@ -60,58 +60,50 @@ vec4 getPosition(vec2 pos_screen)  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 pos_screen = vary_fragcoord.xy; -		vec3 pos_world = pos.xyz; -		vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; +	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 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);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 9d092d9cea..9beb513ad8 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  varying vec4 vary_light;  varying vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl index 4173709298..a4ad0bfa15 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2DRect RenderTexture;  uniform float bloomStrength; diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl index f66609527d..d471a6c5e5 100644 --- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform vec2 texelSize;  uniform vec2 blurDirection; diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl index df41dae757..66880b958e 100644 --- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2DRect RenderTexture;  uniform float brightness; diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl index e836caf93f..c35c500d62 100644 --- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  void main(void)  { diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl index 06d5fc9797..e77baa5bee 100644 --- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2DRect RenderTexture;  uniform float extractLow; diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl index 0a2767ad02..8e0eec6f5e 100644 --- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2DRect RenderTexture;  uniform sampler2D NoiseTexture; diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl index 29ad9a995b..98a50e22fc 100644 --- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl +++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2DRect RenderTexture; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl index 32259acf1b..bbb8951f3a 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D detail_0;  uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl index 2234f0bd89..84906c16bf 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl index 1650912fc8..7590c542ef 100644 --- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D detail_0;  uniform sampler2D detail_1; diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl index 9e936a3790..900f1a6cb8 100644 --- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap;  uniform sampler2D bumpMap;    diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl index e477107c0b..f4f6b6e90f 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  vec3 scaleSoftClip(vec3 inColor);  vec3 atmosTransport(vec3 inColor); diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl index 7bcdcf5d5b..9f3328cbf0 100644 --- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform vec4 lightnorm;  uniform vec4 waterPlane; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl index 269d11a085..342bc2ab66 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl index 9ffe3c6f4a..dad18b5883 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl index b7181dec3a..73ff81e03a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl new file mode 100644 index 0000000000..9b4b584369 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl @@ -0,0 +1,31 @@ +/**  + * @file lightFullbrightShinyWaterF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ +  +#version 120 + +uniform sampler2D diffuseMap; +uniform samplerCube environmentMap; + +vec3 fullbrightShinyAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); +vec4 applyWaterFog(vec4 color); + +void fullbright_shiny_lighting_water() +{ +	vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy); +	color.rgb *= gl_Color.rgb; +	 +	vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;	 +	color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a); + +	color.rgb = fullbrightShinyAtmosTransport(color.rgb); +	color.rgb = fullbrightScaleSoftClip(color.rgb); +	color.a = max(color.a, gl_Color.a); + +	gl_FragColor = applyWaterFog(color); +} + diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl index ee38790cc4..3d46c8d874 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl index b96b5d75bc..ebe21320b4 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap;  uniform samplerCube environmentMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl index 0f5b2d6fcf..7f48e2cf1d 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl index 6400b45d9e..ad1dc4da77 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  // All lights, no specular highlights diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl index 89ef510d7c..a0f6e019ef 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  // All lights, no specular highlights diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl index 016258bd18..97eba92d7b 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index 8cfeeb1cf9..fde32ed035 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);  vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index a512b9d6fb..8fe49e3be0 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  float calcDirectionalLight(vec3 n, vec3 l);  float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl index c428bbb28e..4cebb06df0 100644 --- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 8baff24dbd..77d15fba9a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  //////////////////////////////////////////////////////////  // The fragment shader for the terrain atmospherics diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 6883edc1f1..8c5b864cbe 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  // Output variables  vec3 getSunlitColor(); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index f5c513bbdd..8d365c15ca 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  // varying param funcs  void setSunlitColor(vec3 v); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index d0b60e918e..cf9ef30632 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 4b4baf50d0..398f1556a0 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  varying vec3 vary_PositionEye; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 2a559440fc..13207997b2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  /////////////////////////////////////////////////////////////////////////  // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index 865c0e9da8..267ef36d4d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index ce4bd2358f..a658edd21f 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  uniform vec4 gamma; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index b69a88a45f..77ca4868a6 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  /////////////////////////////////////////////////////////////////////////  // The fragment shader for the sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 397db01378..03bca8f27e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index b30313bdc8..7f1ad4d5b4 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -4,6 +4,8 @@   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$   */ +  +#version 120  //////////////////////////////////////////////////////////  // The fragment shader for the terrain atmospherics | 
