diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
7 files changed, 35 insertions, 42 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e255c78b86..25b0a0b970 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -180,7 +180,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec  void main()   {      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -    frag *= screen_res;      vec4 pos = vec4(vary_position, 1.0);  #ifndef IS_AVATAR_SKIN diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1b7a1cc6ec..24068c04b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main()      vec4 frag = vary_fragcoord;      frag.xyz /= frag.w;      frag.xyz = frag.xyz*0.5+0.5; -    frag.xy *= screen_res;      vec3 pos = getPosition(frag.xy).xyz;      vec3 lv = center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2DRect(lightMap, frag.xy); +        vec4 shd = texture2D(lightMap, frag.xy);          shadow = (proj_shadow_idx==0)?shd.b:shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0);              } -    vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +    vec3 norm = texture2D(normalMap, frag.xy).xyz;      float envIntensity = norm.z; @@ -190,9 +189,9 @@ void main()      lv = normalize(lv);      float da = dot(norm, lv); -    vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +    vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; -    vec4 spec = texture2DRect(specularRect, frag.xy); +    vec4 spec = texture2D(specularRect, frag.xy);      vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 6500c4bb1f..d81102991e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -35,7 +35,7 @@ uniform float roughnessFactor;  uniform vec3 emissiveColor;  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  #endif  uniform int sun_up_factor; @@ -189,7 +189,6 @@ void main()  #ifdef HAS_SUN_SHADOW      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -    frag *= screen_res;      scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);  #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 677c9c244c..fab227f5a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap;  uniform samplerCube   environmentMap;  uniform sampler2D     lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen);  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  void main()  {      vec2  tc           = vary_fragcoord.xy; -    float depth        = texture2DRect(depthMap, tc.xy).r; +    float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = texture2DRect(normalMap, tc); +    vec4  norm         = texture2D(normalMap, tc);      float envIntensity = norm.z;      norm.xyz           = getNorm(tc); @@ -87,11 +88,11 @@ void main()      float light_gamma = 1.0 / 1.3;      da                = pow(da, light_gamma); -    vec4 diffuse     = texture2DRect(diffuseRect, tc); +    vec4 diffuse     = texture2D(diffuseRect, tc);           diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 -    vec4 spec        = texture2DRect(specularRect, vary_fragcoord.xy); +    vec4 spec        = texture2D(specularRect, vary_fragcoord.xy); -    vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +    vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;      scol_ambocc      = pow(scol_ambocc, vec2(light_gamma));      float scol       = max(scol_ambocc.r, diffuse.a);      float ambocc     = scol_ambocc.g; @@ -153,6 +154,6 @@ void main()      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream... -    frag_color.rgb = srgb_to_linear(color.rgb); +    frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb);      frag_color.a   = bloom;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index bd11aa3f05..1e7ccb747a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  uniform vec2 screen_res; @@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c);  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;       // appease OSX GLSL compiler/linker by touching all the varyings we said we would      setAtmosAttenuation(vec3(1));      setAdditiveColor(vec3(0)); -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 774f537821..c41b7b210c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main()  	vec4 frag = vary_fragcoord;  	frag.xyz /= frag.w;  	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz;  	vec3 lv = trans_center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main()  	if (proj_shadow_idx >= 0)  	{ -		vec4 shd = texture2DRect(lightMap, frag.xy); +		vec4 shd = texture2D(lightMap, frag.xy);          shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;          shadow += shadow_fade;  		shadow = clamp(shadow, 0.0, 1.0);          	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	vec3 norm = texture2D(normalMap, frag.xy).xyz;  	float envIntensity = norm.z;  	norm = getNorm(frag.xy); @@ -189,8 +188,8 @@ void main()  	lv = normalize(lv);  	float da = dot(norm, lv); -	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -	vec4 spec = texture2DRect(specularRect, frag.xy); +	vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; +	vec4 spec = texture2D(specularRect, frag.xy);  	vec3 dlit = vec3(0, 0, 0);  	float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index bc5eb5181d..3dfca0f655 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec2 vary_fragcoord; @@ -34,8 +32,8 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;  -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 +	vary_fragcoord = (pos.xy * 0.5 + 0.5);	  } | 
