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-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl142
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl82
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl92
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl262
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl337
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl263
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl220
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl258
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl72
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl108
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl137
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl53
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl55
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/simpleV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightF.glsl)35
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl (renamed from indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl)60
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl11
74 files changed, 593 insertions, 4005 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index f9f376c2b7..5af9f5c902 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -22,7 +22,19 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
@@ -31,20 +43,20 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
//transform vertex
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
calcAtmospherics(pos.xyz);
// vec4 specular = specularColor;
vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, gl_Color, specular, vec4(0.0));
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular, vec4(0.0));
- gl_FrontColor = color;
- gl_FogFragCoord = pos.z;
+ vertex_color = color;
+
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 839606cdcb..1179b212ae 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -22,11 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -41,29 +46,16 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
uniform float shadow_bias;
uniform mat4 inv_proj;
-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.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
{
stc.xyz /= stc.w;
@@ -122,9 +114,9 @@ void main()
}
}
- vec4 diff = diffuseLookup(gl_TexCoord[0].xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -133,10 +125,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
index 84e49a5f8f..0df557f2aa 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
@@ -42,11 +44,13 @@ uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_position;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
uniform float shadow_bias;
@@ -123,9 +127,9 @@ void main()
}
}
- vec4 diff = texture2D(diffuseMap,gl_TexCoord[0].xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
- vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
@@ -134,10 +138,6 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col.rgb;
- //gl_FragColor = gl_Color;
- gl_FragColor = color;
- //gl_FragColor.r = 0.0;
- //gl_FragColor = vec4(1,shadow,1,1);
-
+ gl_FragColor = color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
new file mode 100644
index 0000000000..331dbc7079
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -0,0 +1,142 @@
+/**
+ * @file alphaNonIndexedNoColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, 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
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
+uniform sampler2DRectShadow shadowMap0;
+uniform sampler2DRectShadow shadowMap1;
+uniform sampler2DRectShadow shadowMap2;
+uniform sampler2DRectShadow shadowMap3;
+uniform sampler2DRect depthMap;
+uniform sampler2D diffuseMap;
+
+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_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+VARYING vec2 vary_texcoord0;
+
+uniform float shadow_bias;
+
+uniform mat4 inv_proj;
+
+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.xyz /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+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()
+{
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ float shadow = 1.0;
+ vec4 pos = vec4(vary_position, 1.0);
+
+ 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 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
+ vec4 color = diff * col;
+
+ color.rgb = atmosLighting(color.rgb);
+
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
+ gl_FragColor = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 20121da52d..5a3955ef00 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -21,8 +21,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 projection_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -34,16 +42,25 @@ 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;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -76,56 +93,56 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
- mat = gl_ModelViewMatrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*gl_Vertex).xyz;
+ vec3 pos = (mat*vec4(position, 1.0)).xyz;
- gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
+ gl_Position = projection_matrix * vec4(pos, 1.0);
- vec4 n = gl_Vertex;
- n.xyz += gl_Normal.xyz;
+ vec4 n = vec4(position, 1.0);
+ n.xyz += 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;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].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);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_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);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*diffuse_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)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
+
+ pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).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 307ae30098..9540ddd2e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -22,8 +22,17 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+void passTextureIndex();
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
@@ -35,17 +44,25 @@ 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;
-varying float vary_texture_index;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_position;
+VARYING vec3 vary_pointlight_col;
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,48 +96,49 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
//transform vertex
- vec4 vert = vec4(gl_Vertex.xyz, 1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix * vert;
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ vec4 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
- 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;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].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);
+ //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, diffuse_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;
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
+
+ vary_pointlight_col = col.rgb*diffuse_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)));
+ vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
- col.rgb = col.rgb*gl_Color.rgb;
+ col.rgb = col.rgb*diffuse_color.rgb;
- gl_FrontColor = col;
+ vertex_color = col;
- gl_FogFragCoord = pos.z;
- pos = gl_ModelViewProjectionMatrix * vert;
+
+ pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 80f386ecb0..9c7a332417 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -23,7 +23,11 @@
* $/LicenseInfo$
*/
+uniform mat4 projection_matrix;
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -37,16 +41,25 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec3 vary_position;
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_fragcoord;
-varying vec3 vary_pointlight_col;
+VARYING vec3 vary_position;
+VARYING vec3 vary_ambient;
+VARYING vec3 vary_directional;
+VARYING vec3 vary_fragcoord;
+VARYING vec3 vary_pointlight_col;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+uniform vec4 color;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
@@ -79,56 +92,55 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
void main()
{
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
mat4 trans = getSkinnedTransform();
- pos.x = dot(trans[0], gl_Vertex);
- pos.y = dot(trans[1], gl_Vertex);
- pos.z = dot(trans[2], gl_Vertex);
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
pos.w = 1.0;
- norm.x = dot(trans[0].xyz, gl_Normal);
- norm.y = dot(trans[1].xyz, gl_Normal);
- norm.z = dot(trans[2].xyz, gl_Normal);
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
+ gl_Position = projection_matrix * pos;
- 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;
+ float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
+ vary_position = pos.xyz + light_position[0].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);
+ vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
// 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);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb*gl_Color.rgb;
+ vary_pointlight_col = col.rgb*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 = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+ vary_ambient = col.rgb*color.rgb;
+ vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb*color.rgb;
- gl_FrontColor = col;
+ vertex_color = 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/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
deleted file mode 100644
index d9eafb6eba..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ /dev/null
@@ -1,81 +0,0 @@
-/**
- * @file edgeF.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
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-
-varying vec2 vary_fragcoord;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-float getDepth(vec2 pos_screen)
-{
- 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;
- return p.z/p.w;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(vary_fragcoord.xy);
-
- vec2 tc = vary_fragcoord.xy;
-
- float sc = 0.75;
-
- vec2 de;
- de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc)));
- de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc)));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- gl_FragColor.a = dot(de,de)+dot(ne,ne);
- //gl_FragColor.a = dot(de,de);
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
deleted file mode 100644
index a84fdd5dc1..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-/**
- * @file edgeF.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;
-
-varying vec2 vary_fragcoord;
-
-uniform float depth_cutoff;
-uniform float norm_cutoff;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-float getDepth(ivec2 pos_screen, int sample)
-{
- float z = texelFetch(depthMap, pos_screen, sample).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
-
-void main()
-{
- float e = 0;
-
- ivec2 itc = ivec2(vary_fragcoord.xy);
-
- for (int i = 0; i < samples; i++)
- {
- vec3 norm = texelFetch(normalMap, itc, i).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- float depth = getDepth(itc, i);
-
- vec2 tc = vary_fragcoord.xy;
-
- int sc = 1;
-
- vec2 de;
- de.x = (depth-getDepth(itc+ivec2(sc, sc),i)) + (depth-getDepth(itc+ivec2(-sc, -sc), i));
- de.y = (depth-getDepth(itc+ivec2(-sc, sc),i)) + (depth-getDepth(itc+ivec2(sc, -sc), i));
- de /= depth;
- de *= de;
- de = step(depth_cutoff, de);
-
- vec2 ne;
- vec3 nexnorm = texelFetch(normalMap, itc+ivec2(-sc,-sc), i).rgb;
- nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm
- ne.x = dot(nexnorm, norm);
- vec3 neynorm = texelFetch(normalMap, itc+ivec2(sc,sc), i).rgb;
- neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm
- ne.y = dot(neynorm, norm);
-
- ne = 1.0-ne;
-
- ne = step(norm_cutoff, ne);
-
- e += dot(de,de)+dot(ne,ne);
- }
-
- e /= samples;
-
- gl_FragColor.a = e;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
deleted file mode 100644
index 9deff7bb2a..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-/**
- * @file edgeV.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
- * $/LicenseInfo$
- */
-
-
-
-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/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0b31cbefd1..14a683971a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
+
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -34,7 +36,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -54,9 +55,12 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+uniform vec3 center;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -128,9 +132,9 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
+ vec3 lv = center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
+ dist2 /= size;
if (dist2 > 1.0)
{
discard;
@@ -161,7 +165,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
if (dist_atten <= 0.0)
{
@@ -193,7 +197,7 @@ void main()
vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -210,7 +214,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -243,7 +247,7 @@ void main()
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*shadow;
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
deleted file mode 100644
index 1afa9a9fb4..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightMSF.glsl
+++ /dev/null
@@ -1,262 +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
- * $/LicenseInfo$
- */
-
-
-
-#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 sampler2DRect lightMap;
-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()
-{
- 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);
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- 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;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- 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*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*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*shadow;
- }
- }
- }
- }
-
- 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/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d7407332e5..97f3063a9e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -23,16 +23,17 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
uniform vec3 gi_quad;
@@ -58,15 +59,16 @@ uniform vec4 distance_multiplier;
uniform vec4 max_y;
uniform vec4 glow;
uniform float scene_light_strength;
-uniform vec3 env_mat[3];
+uniform mat3 env_mat;
uniform vec4 shadow_clip;
uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -145,10 +147,6 @@ 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);
@@ -280,9 +278,8 @@ void main()
vec3 pos = getPosition_d(tc, depth).xyz;
vec3 norm = texture2DRect(normalMap, tc).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);
+
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,13 +306,18 @@ void main()
// 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*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
bloom = dot(spec_contrib, spec_contrib);
col += spec_contrib;
+
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+ col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ max(spec.a-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
deleted file mode 100644
index 1244294451..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl
+++ /dev/null
@@ -1,337 +0,0 @@
-/**
- * @file softenLightMSF.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 sampler2DRect lightMap;
-uniform sampler2DMS depthMap;
-uniform sampler2D noiseMap;
-uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
-uniform vec3 gi_quad;
-
-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 vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
-
-vec3 vary_PositionEye;
-
-vec3 vary_SunlitColor;
-vec3 vary_AmblitColor;
-vec3 vary_AdditiveColor;
-vec3 vary_AtmosAttenuation;
-
-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;
-}
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- ivec2 itc = ivec2(tc);
-
- vec4 fcol = vec4(0,0,0,0);
-
- vec2 scol_ambocc = texture2DRect(lightMap, tc).rg;
- float ambocc = scol_ambocc.g;
-
- for (int i = 0; i < samples; ++i)
- {
- float depth = texelFetch(depthMap, itc.xy, 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
-
- 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);
-
- float amb = 0;
-
- float scol = max(scol_ambocc.r, diffuse.a);
- amb += ambocc;
-
- calcAtmospherics(pos.xyz, ambocc);
-
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), 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*scol_ambocc.r*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/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index fed238510a..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -22,23 +22,21 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+VARYING vec2 vary_fragcoord;
+
void main()
{
//transform vertex
- gl_Position = ftransform();
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
- vary_light = gl_MultiTexCoord0;
+ vary_fragcoord = (pos.xy*0.5+0.5)*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 25270f4939..31bd0c79da 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -23,9 +23,13 @@
* $/LicenseInfo$
*/
+#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
-#extension GL_ARB_texture_rectangle : enable
+VARYING vec4 vertex_color;
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
@@ -34,7 +38,6 @@ uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
uniform sampler2DRect lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
uniform sampler2D projectionMap;
uniform mat4 proj_mat; //screen space to light space
@@ -53,9 +56,9 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-varying vec4 vary_light;
+VARYING vec4 vary_light;
-varying vec4 vary_fragcoord;
+VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -114,7 +117,7 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = gl_Color.a+1.0;
+ float fa = vertex_color.a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
lv = proj_origin-pos.xyz;
@@ -140,7 +143,7 @@ void main()
vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
@@ -163,7 +166,7 @@ void main()
amb_da = min(amb_da, 1.0-lit);
- col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+ col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -192,7 +195,7 @@ void main()
stc.y > 0.0)
{
vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow;
+ col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
deleted file mode 100644
index 4962e73e39..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightMSF.glsl
+++ /dev/null
@@ -1,263 +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
- * $/LicenseInfo$
- */
-
-
-
-#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 sampler2DRect lightMap;
-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;
-
- float shadow = 1.0;
-
- if (proj_shadow_idx >= 0)
- {
- vec4 shd = texture2DRect(lightMap, frag.xy);
- float sh[2];
- sh[0] = shd.b;
- sh[1] = shd.a;
- shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
- }
-
- 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;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- 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*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*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*shadow;
- }
- }
- }
- }
-
- fcol += col;
- wght++;
- }
- }
- }
- }
-
- if (wght <= 0)
- {
- discard;
- }
-
- gl_FragColor.rgb = fcol/wght;
- gl_FragColor.a = 0.0;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1809cff1e5..229c2f4b67 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -22,11 +22,13 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2, shadows, no SSAO
uniform sampler2DRect depthMap;
@@ -47,13 +49,13 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -132,10 +134,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
deleted file mode 100644
index ac4fe52655..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightMSF.glsl
+++ /dev/null
@@ -1,220 +0,0 @@
-/**
- * @file sunLightMSF.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 2, shadows, no SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
-// 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 vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-vec4 getPosition(ivec2 pos_screen, int sample)
-{
- float depth = texelFetch(depthMap, pos_screen.xy, 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;
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
-
- //try doing an unproject here
-
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- gl_FragColor = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- 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, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- fcol[0] += shadow;
- fcol[1] += 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol/samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 681186d6b2..6b420833b9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -22,10 +22,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
//class 2 -- shadows and SSAO
uniform sampler2DRect depthMap;
@@ -38,6 +40,7 @@ uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
+
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
@@ -46,13 +49,13 @@ uniform float ssao_max_radius;
uniform float ssao_factor;
uniform float ssao_factor_inv;
-varying vec2 vary_fragcoord;
-varying vec4 vary_light;
+VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform vec2 shadow_res;
uniform vec2 proj_shadow_res;
+uniform vec3 sun_dir;
uniform float shadow_bias;
uniform float shadow_offset;
@@ -73,11 +76,8 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
+vec2 getKern(int i)
{
- 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;
@@ -88,22 +88,30 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
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;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
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 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++)
{
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
vec3 samppos_world = getPosition(samppos_screen).xyz;
-
+
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
@@ -111,17 +119,21 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
// --> 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);
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * 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);
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
}
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
return min(ret, 1.0);
}
@@ -158,7 +170,6 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
return shadow/5.0;
//return shadow;
@@ -184,10 +195,10 @@ void main()
}*/
float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
+ float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
@@ -251,7 +262,7 @@ void main()
gl_FragColor[0] = shadow;
gl_FragColor[1] = calcAmbientOcclusion(pos, norm);
- spos.xyz = shadow_pos+norm*spot_shadow_offset;
+ spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
deleted file mode 100644
index 0fd7b7525d..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOMSF.glsl
+++ /dev/null
@@ -1,258 +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 2 -- shadows and SSAO
-
-uniform sampler2DMS depthMap;
-uniform sampler2DMS normalMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-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 vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-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;
-}
-
-//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);
-}
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias*scl;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs);
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.5/proj_shadow_res;
-
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
- shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
-
-
- return shadow/5.0;
-
- //return shadow;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- ivec2 itc = ivec2(pos_screen);
- vec4 fcol = vec4(0,0,0,0);
-
- for (int i = 0; i < samples; i++)
- {
- vec4 pos = getPosition(itc, i);
-
- vec4 nmap4 = texelFetch(normalMap, itc, i);
- nmap4 = vec4((nmap4.xy-0.5)*2.0,nmap4.z,nmap4.w); // unpack norm
- float displace = nmap4.w;
- vec3 norm = nmap4.xyz;
-
- float shadow = 1.0;
- float dp_directional_light = max(0.0, dot(norm, vary_light.xyz));
-
- vec3 shadow_pos = pos.xyz + displace*norm;
- vec3 offset = vary_light.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 0.25);
- 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, 0.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 0.75);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.0);
- }
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
-
- fcol[0] += shadow;
- fcol[1] += calcAmbientOcclusion(pos, norm, i);
-
- spos.xyz = shadow_pos+offset*spot_shadow_offset;
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- fcol[2] += pcfShadow(shadowMap4, lpos, 0.8);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- fcol[3] += pcfShadow(shadowMap5, lpos, 0.8);
- }
-
- gl_FragColor = fcol / samples;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index e7ab11c6ed..bc5eb5181d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,24 +22,20 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+ATTRIBUTE vec3 position;
+
+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;
- vec4 tex = gl_MultiTexCoord0;
- tex.w = 1.0;
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_light = gl_MultiTexCoord0;
-
- gl_FrontColor = gl_Color;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
deleted file mode 100644
index 35411db04b..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file blurf.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float bloomStrength;
-
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-void main(void)
-{
- float blurWeights[7];
- blurWeights[0] = 0.05;
- blurWeights[1] = 0.1;
- blurWeights[2] = 0.2;
- blurWeights[3] = 0.3;
- blurWeights[4] = 0.2;
- blurWeights[5] = 0.1;
- blurWeights[6] = 0.05;
-
- vec3 color = vec3(0,0,0);
- for (int i = 0; i < 7; i++){
- color += vec3(texture2DRect(RenderTexture, gl_TexCoord[i].st)) * blurWeights[i];
- }
-
- color *= bloomStrength;
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
deleted file mode 100644
index 3e47ed15fe..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/**
- * @file blurV.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
- * $/LicenseInfo$
- */
-
-
-
-uniform vec2 texelSize;
-uniform vec2 blurDirection;
-uniform float blurWidth;
-
-void main(void)
-{
- // Transform vertex
- gl_Position = ftransform();
-
- vec2 blurDelta = texelSize * blurDirection * vec2(blurWidth, blurWidth);
- vec2 s = gl_MultiTexCoord0.st - (blurDelta * 3.0);
-
- // for (int i = 0; i < 7; i++) {
- // gl_TexCoord[i].st = s + (i * blurDelta);
- // }
-
- // MANUALLY UNROLL
- gl_TexCoord[0].st = s;
- gl_TexCoord[1].st = s + blurDelta;
- gl_TexCoord[2].st = s + (2. * blurDelta);
- gl_TexCoord[3].st = s + (3. * blurDelta);
- gl_TexCoord[4].st = s + (4. * blurDelta);
- gl_TexCoord[5].st = s + (5. * blurDelta);
- gl_TexCoord[6].st = s + (6. * blurDelta);
-
- // gl_TexCoord[0].st = s;
- // gl_TexCoord[1].st = blurDelta;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
deleted file mode 100644
index 42ab8d40e8..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file colorFilterF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float brightness;
-uniform float contrast;
-uniform vec3 contrastBase;
-uniform float saturation;
-uniform vec3 lumWeights;
-
-const float gamma = 2.0;
-
-void main(void)
-{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Modulate brightness
- color *= brightness;
-
- /// Modulate contrast
- color = mix(contrastBase, color, contrast);
-
- /// Modulate saturation
- color = mix(vec3(dot(color, lumWeights)), color, saturation);
-
- gl_FragColor = vec4(color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
deleted file mode 100644
index 25806cd914..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-/**
- * @file drawQuadV.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
- * $/LicenseInfo$
- */
-
-
-
-void main(void)
-{
- //transform vertex
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_MultiTexCoord1;
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
deleted file mode 100644
index 9187c8ec31..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ /dev/null
@@ -1,42 +0,0 @@
-/**
- * @file extractF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform float extractLow;
-uniform float extractHigh;
-uniform vec3 lumWeights;
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
-
- gl_FragColor = vec4(vec3(lum), 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
deleted file mode 100644
index 76b675a9bd..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file nightVisionF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-uniform sampler2D NoiseTexture;
-uniform float brightMult;
-uniform float noiseStrength;
-
-float luminance(vec3 color)
-{
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- return dot(color, vec3(0.299, 0.587, 0.114));
-}
-
-void main(void)
-{
- /// Get scene color
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
-
- /// Extract luminance and scale up by night vision brightness
- float lum = luminance(color) * brightMult;
-
- /// Convert into night vision color space
- /// Newer NVG colors (crisper and more saturated)
- vec3 outColor = (lum * vec3(0.91, 1.21, 0.9)) + vec3(-0.07, 0.1, -0.12);
-
- /// Add noise
- float noiseValue = texture2D(NoiseTexture, gl_TexCoord[1].st).r;
- noiseValue = (noiseValue - 0.5) * noiseStrength;
-
- /// Older NVG colors (more muted)
- // vec3 outColor = (lum * vec3(0.82, 0.75, 0.83)) + vec3(0.05, 0.32, -0.11);
-
- outColor += noiseValue;
-
- gl_FragColor = vec4(outColor, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
deleted file mode 100644
index abf1be6645..0000000000
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ /dev/null
@@ -1,34 +0,0 @@
-/**
- * @file simpleF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2DRect RenderTexture;
-
-void main(void)
-{
- vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
- gl_FragColor = vec4(1.0 - color, 1.0);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
deleted file mode 100644
index df08fce0da..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-/**
- * @file terrainF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec3 scaleSoftClip(vec3 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
deleted file mode 100644
index 36d0c99b63..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ /dev/null
@@ -1,72 +0,0 @@
-/**
- * @file terrainV.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
- * $/LicenseInfo$
- */
-
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-
-vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
-{
- vec4 tcoord;
-
- tcoord.x = dot(vpos, tp0);
- tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
-
- tcoord = mat * tcoord;
-
- return tcoord;
-}
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
-
- vec4 pos = gl_ModelViewMatrix * gl_Vertex;
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
- /// Potentially better without it for water.
- pos /= pos.w;
-
- calcAtmospherics((gl_ModelViewMatrix * gl_Vertex).xyz);
-
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0));
-
- gl_FrontColor = color;
-
- // Transform and pass tex coords
- gl_TexCoord[0].xy = texgen_object(gl_Vertex, gl_MultiTexCoord0, gl_TextureMatrix[0], gl_ObjectPlaneS[0], gl_ObjectPlaneT[0]).xy;
-
- vec4 t = gl_MultiTexCoord1;
-
- gl_TexCoord[0].zw = t.xy;
- gl_TexCoord[1].xy = t.xy-vec2(2.0, 0.0);
- gl_TexCoord[1].zw = t.xy-vec2(1.0, 0.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
deleted file mode 100644
index 90468b45a2..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/**
- * @file terrainWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D detail_0;
-uniform sampler2D detail_1;
-uniform sampler2D detail_2;
-uniform sampler2D detail_3;
-uniform sampler2D alpha_ramp;
-
-vec3 atmosLighting(vec3 light);
-
-vec4 applyWaterFog(vec4 color);
-
-void main()
-{
- /// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
- /// TODO Confirm tex coords and bind them appropriately in vert shader.
- vec4 color0 = texture2D(detail_0, gl_TexCoord[0].xy);
- vec4 color1 = texture2D(detail_1, gl_TexCoord[0].xy);
- vec4 color2 = texture2D(detail_2, gl_TexCoord[0].xy);
- vec4 color3 = texture2D(detail_3, gl_TexCoord[0].xy);
-
- float alpha1 = texture2D(alpha_ramp, gl_TexCoord[0].zw).a;
- float alpha2 = texture2D(alpha_ramp,gl_TexCoord[1].xy).a;
- float alphaFinal = texture2D(alpha_ramp, gl_TexCoord[1].zw).a;
- vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- /// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * gl_Color.rgb);
-
- outColor = applyWaterFog(outColor);
- gl_FragColor = outColor;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
deleted file mode 100644
index f947aa4be1..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ /dev/null
@@ -1,108 +0,0 @@
-/**
- * @file underWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-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 waterFogDensity;
-uniform float waterFogKS;
-uniform vec2 screenRes;
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-vec4 applyWaterFog(vec4 color, vec3 viewVec)
-{
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
- //return vec4(1.0, 0.0, 1.0, 1.0);
- return color * D + kc * L;
- //depth /= 10.0;
- //return vec4(depth,depth,depth,0.0);
-}
-
-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);
-
- gl_FragColor = applyWaterFog(fb,view.xyz);
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
deleted file mode 100644
index dc543b2231..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ /dev/null
@@ -1,137 +0,0 @@
-/**
- * @file waterF.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
- * $/LicenseInfo$
- */
-
-
-
-vec3 scaleSoftClip(vec3 inColor);
-vec3 atmosTransport(vec3 inColor);
-
-uniform sampler2D bumpMap;
-uniform sampler2D screenTex;
-uniform sampler2D refTex;
-
-uniform float sunAngle;
-uniform float sunAngle2;
-uniform vec3 lightDir;
-uniform vec3 specular;
-uniform float lightExp;
-uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
-uniform vec3 normScale;
-uniform float fresnelScale;
-uniform float fresnelOffset;
-uniform float blurMultiplier;
-
-
-//bigWave is (refCoord.w, view.w);
-varying vec4 refCoord;
-varying vec4 littleWave;
-varying vec4 view;
-
-void main()
-{
- vec4 color;
-
- float dist = length(view.xy);
-
- //normalize view vector
- vec3 viewVec = normalize(view.xyz);
-
- //get wave 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;
- //get base fresnel components
-
- vec3 df = vec3(
- dot(viewVec, wave1),
- dot(viewVec, (wave2 + wave3) * 0.5),
- dot(viewVec, wave3)
- ) * fresnelScale + fresnelOffset;
- df *= df;
-
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- vec2 dmod_scale = vec2(dmod*dmod, dmod);
-
- //get reflected color
- vec2 refdistort1 = wave1.xy*normScale.x;
- vec2 refvec1 = distort+refdistort1/dmod_scale;
- vec4 refcol1 = texture2D(refTex, refvec1);
-
- vec2 refdistort2 = wave2.xy*normScale.y;
- vec2 refvec2 = distort+refdistort2/dmod_scale;
- vec4 refcol2 = texture2D(refTex, refvec2);
-
- vec2 refdistort3 = wave3.xy*normScale.z;
- vec2 refvec3 = distort+refdistort3/dmod_scale;
- vec4 refcol3 = texture2D(refTex, refvec3);
-
- vec4 refcol = refcol1 + refcol2 + refcol3;
- float df1 = df.x + df.y + df.z;
- refcol *= df1 * 0.333;
-
- vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
-
- wavef.z *= max(-viewVec.z, 0.1);
- wavef = normalize(wavef);
-
- float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
-
- vec2 refdistort4 = wavef.xy*0.125;
- refdistort4.y -= abs(refdistort4.y);
- vec2 refvec4 = distort+refdistort4/dmod;
- float dweight = min(dist2*blurMultiplier, 1.0);
- vec4 baseCol = texture2D(refTex, refvec4);
- refcol = mix(baseCol*df2, refcol, dweight);
-
- //get specular component
- float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
-
- //harden specular
- spec = pow(spec, 128.0);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
- color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2;
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
deleted file mode 100644
index 4bdfce9260..0000000000
--- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file waterFogF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform vec4 lightnorm;
-uniform vec4 waterPlane;
-uniform vec4 waterFogColor;
-uniform float waterFogDensity;
-uniform float waterFogKS;
-
-vec3 getPositionEye();
-
-vec4 applyWaterFog(vec4 color)
-{
- //normalize view vector
- vec3 view = normalize(getPositionEye());
- float es = -(dot(view, waterPlane.xyz));
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
-
- //get object depth
- float depth = length(getPositionEye() - int_v);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
-
- color.rgb = color.rgb * D + kc.rgb * L;
- color.a = kc.a + color.a;
-
- return color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
deleted file mode 100644
index 4c05329065..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskF.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @file lightAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
deleted file mode 100644
index 0de909353e..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightAlphaMaskNonIndexedF.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file lightAlphaMaskNonIndexedF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
deleted file mode 100644
index 8c7713c08d..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightAlphaMaskF.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-/**
- * @file lightFullbrightAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void fullbright_lighting()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
deleted file mode 100644
index f03b1fdc74..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightFullbrightF.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
- * $/LicenseInfo$
- */
-
-
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void fullbright_lighting()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
deleted file mode 100644
index 89468b9665..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightFullbrightNonIndexedAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-uniform sampler2D diffuseMap;
-
-void fullbright_lighting()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
deleted file mode 100644
index a909ff608a..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightNonIndexedF.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-/**
- * @file lightFullbrightF.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
- * $/LicenseInfo$
- */
-
-
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-uniform sampler2D diffuseMap;
-
-void fullbright_lighting()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- color.rgb = fullbrightScaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
deleted file mode 100644
index af73168c13..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyNonIndexedF.glsl
+++ /dev/null
@@ -1,50 +0,0 @@
-/**
- * @file lightFullbrightShinyF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform samplerCube environmentMap;
-uniform sampler2D diffuseMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-
-void fullbright_shiny_lighting()
-{
- 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 = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
deleted file mode 100644
index e9dab85095..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
+++ /dev/null
@@ -1,48 +0,0 @@
-/**
- * @file lightFullbrightShinyWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_shiny_lighting_water()
-{
- vec4 color = diffuseLookup(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/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
deleted file mode 100644
index e0a7986705..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightFullbrightShinyWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-uniform sampler2D diffuseMap;
-
-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/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
deleted file mode 100644
index e5998b77a9..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-/**
- * @file lightFullbrightWaterAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec4 diffuseLookup(vec2 texcoord);
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- 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
deleted file mode 100644
index 20ff3712af..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightFullbrightWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-vec4 diffuseLookup(vec2 texcoord);
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
deleted file mode 100644
index 3fdd110f7d..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-/**
- * @file lightFullbrightWaterNonIndexedAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-uniform sampler2D diffuseMap;
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
deleted file mode 100644
index 01b89019b1..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightFullbrightWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D diffuseMap;
-
-vec3 fullbrightAtmosTransport(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void fullbright_lighting_water()
-{
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = fullbrightAtmosTransport(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
deleted file mode 100644
index d419c2d116..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightNonIndexedF.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-/**
- * @file lightF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
deleted file mode 100644
index ba4cd949d6..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightShinyF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 scaleSoftClip(vec3 light);
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting()
-{
- vec4 color = diffuseLookup(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 = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
deleted file mode 100644
index 3b30ebf6f1..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyNonIndexedF.glsl
+++ /dev/null
@@ -1,50 +0,0 @@
-/**
- * @file lightShinyF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-uniform sampler2D diffuseMap;
-
-vec3 scaleSoftClip(vec3 light);
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting()
-{
- 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 = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
deleted file mode 100644
index c451e68763..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/**
- * @file lightShinyWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform samplerCube environmentMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void shiny_lighting_water()
-{
- vec4 color = diffuseLookup(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 = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
deleted file mode 100644
index eeb997fb5f..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-/**
- * @file lightShinyWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-
-uniform sampler2D diffuseMap;
-uniform samplerCube environmentMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void 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 = atmosLighting(color.rgb);
- color.a = max(color.a, gl_Color.a);
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
deleted file mode 100644
index 24bf9b3cee..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightSpecularV.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
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
-
-vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
-{
- return sumLightsSpecular(pos, norm, color, specularColor, baseCol);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
deleted file mode 100644
index 8045809b82..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-/**
- * @file lightV.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
- * $/LicenseInfo$
- */
-
-
-
-// All lights, no specular highlights
-
-vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight);
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
-{
- return sumLights(pos, norm, color, baseLight);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
deleted file mode 100644
index 072dcaa6b6..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskF.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-/**
- * @file lightWaterAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = atmosLighting(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
deleted file mode 100644
index 2df34da4b4..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file lightWaterAlphaMaskNonIndexedF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, 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
- * $/LicenseInfo$
- */
-
-uniform float minimum_alpha;
-uniform float maximum_alpha;
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- if (color.a < minimum_alpha || color.a > maximum_alpha)
- {
- discard;
- }
-
- color.rgb = atmosLighting(color.rgb);
-
- color = applyWaterFog(color);
-
- gl_FragColor = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
deleted file mode 100644
index ae7be4d231..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-/**
- * @file lightWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
deleted file mode 100644
index 5a86dad827..0000000000
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterNonIndexedF.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-/**
- * @file lightWaterF.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
- * $/LicenseInfo$
- */
-
-
-
-uniform sampler2D diffuseMap;
-
-vec3 atmosLighting(vec3 light);
-vec4 applyWaterFog(vec4 color);
-
-void default_lighting_water()
-{
- vec4 color = texture2D(diffuseMap,gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- gl_FragColor = applyWaterFog(color);
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index d0a12479db..3acf9fe883 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -33,6 +33,10 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
@@ -43,15 +47,14 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 specularSum = vec4(0.0);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[2].position.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].diffuse.rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[3].position.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation, gl_LightSource[3].diffuse.rgb);
- //col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, gl_LightSource[4].position.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].diffuse.rgb);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz, atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
col.rgb = min(col.rgb*color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index ad045a3058..c9987ef3b9 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-
-
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
@@ -32,21 +30,26 @@ vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec3 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
vec4 col = vec4(0.0, 0.0, 0.0, color.a);
// Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
- col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, 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, 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, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
deleted file mode 100644
index 819b28e4fd..0000000000
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightShinyV.glsl
+++ /dev/null
@@ -1,53 +0,0 @@
-/**
- * @file fullbrightShinyV.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
- * $/LicenseInfo$
- */
-
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 origin;
-
-varying float vary_texture_index;
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
-
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
-
- calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
-}
diff --git a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
deleted file mode 100644
index abf6e37b7c..0000000000
--- a/indra/newview/app_settings/shaders/class2/objects/fullbrightV.glsl
+++ /dev/null
@@ -1,47 +0,0 @@
-/**
- * @file fullbrightV.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
- * $/LicenseInfo$
- */
-
-
-
-void calcAtmospherics(vec3 inPositionEye);
-
-varying float vary_texture_index;
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec4 pos = (gl_ModelViewMatrix * vert);
-
- calcAtmospherics(pos.xyz);
-
- gl_FrontColor = gl_Color;
-
- gl_FogFragCoord = pos.z;
-}
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
deleted file mode 100644
index 44c711701b..0000000000
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ /dev/null
@@ -1,55 +0,0 @@
-/**
- * @file shinyV.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
- * $/LicenseInfo$
- */
-
-
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-
-void calcAtmospherics(vec3 inPositionEye);
-
-varying float vary_texture_index;
-
-uniform vec4 origin;
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
-
- vec4 pos = (gl_ModelViewMatrix * vert);
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vec3 ref = reflect(pos.xyz, -norm);
-
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
-
- calcAtmospherics(pos.xyz);
-
- gl_FrontColor = calcLighting(pos.xyz, norm, gl_Color, vec4(0.0));
-
- gl_FogFragCoord = pos.z;
-}
diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
deleted file mode 100644
index b0114763c1..0000000000
--- a/indra/newview/app_settings/shaders/class2/objects/simpleV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file simpleV.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
- * $/LicenseInfo$
- */
-
-
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-varying float vary_texture_index;
-
-void main()
-{
- //transform vertex
- vec4 vert = vec4(gl_Vertex.xyz,1.0);
- vary_texture_index = gl_Vertex.w;
- gl_Position = gl_ModelViewProjectionMatrix*vert;
- gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
-
- vec4 pos = (gl_ModelViewMatrix * vert);
-
- vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
-
- calcAtmospherics(pos.xyz);
-
- vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
- gl_FrontColor = color;
-
- gl_FogFragCoord = pos.z;
-}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index be990c1757..6a83be1426 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -25,7 +25,7 @@
-// varying param funcs
+// VARYING param funcs
void setSunlitColor(vec3 v);
void setAmblitColor(vec3 v);
void setAdditiveColor(vec3 v);
@@ -34,8 +34,8 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-//varying vec4 vary_CloudUVs;
-//varying float vary_CloudDensity;
+//VARYING vec4 vary_CloudUVs;
+//VARYING float vary_CloudDensity;
// Inputs
uniform vec4 morphFactor;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index a98c04b259..765b0927c3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -24,25 +24,17 @@
*/
+VARYING vec3 vary_SunlitColor;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
-
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return vec3(0,0,0);
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
@@ -50,5 +42,5 @@ vec3 getAdditiveColor()
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return vec3(vary_AtmosAttenuation);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 7c3cb88b3c..99dbee15ee 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -24,57 +24,61 @@
*/
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-varying vec3 vary_PositionEye;
+vec3 additive_color;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
+vec3 position_eye;
-varying vec3 vary_SunlitColor;
-varying vec3 vary_AmblitColor;
-varying vec3 vary_AdditiveColor;
-varying vec3 vary_AtmosAttenuation;
-
-vec3 getPositionEye()
-{
- return vary_PositionEye;
-}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return amblit_color;
}
+
vec3 getAdditiveColor()
{
- return vary_AdditiveColor;
+ return additive_color;
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return atmos_attenuation;
}
+vec3 getPositionEye()
+{
+ return position_eye;
+}
void setPositionEye(vec3 v)
{
- vary_PositionEye = v;
+ position_eye = v;
}
void setSunlitColor(vec3 v)
{
- vary_SunlitColor = v;
+ sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
- vary_AmblitColor = v;
+ amblit_color = v;
}
void setAdditiveColor(vec3 v)
{
+ additive_color = v;
vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
+ atmos_attenuation = v;
vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
index d12d88f1c5..163ef26444 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightF.glsl
+ * @file atmosphericVarsWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,19 +23,28 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-void default_lighting()
+vec3 getSunlitColor()
{
- vec4 color = diffuseLookup(gl_TexCoord[0].xy) * gl_Color;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
+ return vec3(0,0,0);
+}
+vec3 getAmblitColor()
+{
+ return vec3(0,0,0);
+}
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return vary_AtmosAttenuation;
+}
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
}
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
index d2bc912edb..553f6752e6 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl
@@ -1,5 +1,5 @@
/**
- * @file lightFullbrightShinyF.glsl
+ * @file atmosphericVarsWaterV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,27 +23,59 @@
* $/LicenseInfo$
*/
+VARYING vec3 vary_PositionEye;
+VARYING vec3 vary_AdditiveColor;
+VARYING vec3 vary_AtmosAttenuation;
+vec3 atmos_attenuation;
+vec3 sunlit_color;
+vec3 amblit_color;
-uniform samplerCube environmentMap;
+vec3 getSunlitColor()
+{
+ return sunlit_color;
+}
+vec3 getAmblitColor()
+{
+ return amblit_color;
+}
-vec3 fullbrightShinyAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
+vec3 getAdditiveColor()
+{
+ return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+ return atmos_attenuation;
+}
-void fullbright_shiny_lighting()
+vec3 getPositionEye()
{
- vec4 color = diffuseLookup(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);
+ return vary_PositionEye;
+}
- color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+void setPositionEye(vec3 v)
+{
+ vary_PositionEye = v;
+}
- color.rgb = fullbrightScaleSoftClip(color.rgb);
+void setSunlitColor(vec3 v)
+{
+ sunlit_color = v;
+}
- color.a = max(color.a, gl_Color.a);
+void setAmblitColor(vec3 v)
+{
+ amblit_color = v;
+}
- gl_FragColor = color;
+void setAdditiveColor(vec3 v)
+{
+ vary_AdditiveColor = v;
}
+void setAtmosAttenuation(vec3 v)
+{
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
+}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index b90cec119b..4ab06c6e21 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -23,15 +23,21 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
uniform sampler2D cloud_noise_texture;
uniform vec4 cloud_pos_density1;
@@ -50,14 +56,14 @@ vec3 scaleSoftClip(vec3 light) {
void main()
{
// Set variables
- vec2 uv1 = gl_TexCoord[0].xy;
- vec2 uv2 = gl_TexCoord[1].xy;
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
vec4 cloudColorSun = vary_CloudColorSun;
vec4 cloudColorAmbient = vary_CloudColorAmbient;
float cloudDensity = vary_CloudDensity;
- vec2 uv3 = gl_TexCoord[2].xy;
- vec2 uv4 = gl_TexCoord[3].xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ vec2 uv4 = vary_texcoord3.xy;
// Offset texture coords
uv1 += cloud_pos_density1.xy; //large texture, visible density
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index c175a834c2..c5bb52169c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -22,17 +22,24 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_CloudColorSun;
-varying vec4 vary_CloudColorAmbient;
-varying float vary_CloudDensity;
+VARYING vec4 vary_CloudColorSun;
+VARYING vec4 vary_CloudColorAmbient;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
// Inputs
uniform vec3 camPosLocal;
@@ -59,12 +66,12 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ vary_texcoord0 = texcoord0;
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
@@ -160,17 +167,17 @@ void main()
// Texture coords
- gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[0].xy -= 0.5;
- gl_TexCoord[0].xy /= cloud_scale.x;
- gl_TexCoord[0].xy += 0.5;
+ vary_texcoord0 = texcoord0;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale.x;
+ vary_texcoord0.xy += 0.5;
- gl_TexCoord[1] = gl_TexCoord[0];
- gl_TexCoord[1].x += lightnorm.x * 0.0125;
- gl_TexCoord[1].y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- gl_TexCoord[2] = gl_TexCoord[0] * 16.;
- gl_TexCoord[3] = gl_TexCoord[1] * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
// Combine these to minimize register use
vary_CloudColorAmbient += oHazeColorBelowCloud;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index ac569e8257..c9d96b2cf4 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -23,13 +23,15 @@
* $/LicenseInfo$
*/
-
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
uniform sampler2D cloud_noise_texture;
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 3a44bb6d26..46773cf89f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -23,14 +23,16 @@
* $/LicenseInfo$
*/
+uniform mat4 modelview_projection_matrix;
+ATTRIBUTE vec3 position;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-varying vec4 vary_HazeColor;
+VARYING vec4 vary_HazeColor;
// Inputs
uniform vec3 camPosLocal;
@@ -57,12 +59,11 @@ void main()
{
// World / view / projection
- gl_Position = ftransform();
- gl_TexCoord[0] = gl_MultiTexCoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
// Get relative position
- vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0);
- //vec3 P = gl_Vertex.xyz + vec3(0,50,0);
+ vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
+ //vec3 P = position.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)