diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
7 files changed, 82 insertions, 82 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 7a1a54a77a..210ecce8db 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file alphaF.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   * $/LicenseInfo$   */ @@ -60,7 +60,7 @@ uniform vec2 screen_res;  uniform int sun_up_factor;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8];  +uniform vec4 light_attenuation[8];  uniform vec3 light_diffuse[8];  void waterClip(vec3 pos); @@ -91,15 +91,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      float falloff_factor = (12.0 * fa) - 9.0;      float inverted_la = falloff_factor / la;      // Yes, it makes me want to cry as well. DJH -     +      vec3 col = vec3(0); -	//get light vector -	vec3 lv = lp.xyz-v; +    //get light vector +    vec3 lv = lp.xyz-v; -	//get distance -	float dist = length(lv); -	float da = 1.0; +    //get distance +    float dist = length(lv); +    float da = 1.0;      /*if (dist > inverted_la)      { @@ -112,23 +112,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      if (proj_tc.z < 0       || proj_tc.z > 1       || proj_tc.x < 0 -     || proj_tc.x > 1  +     || proj_tc.x > 1       || proj_tc.y < 0       || proj_tc.y > 1)      {          return col;      }*/ -	if (dist > 0.0 && inverted_la > 0.0) -	{ +    if (dist > 0.0 && inverted_la > 0.0) +    {          dist /= inverted_la; -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); -		dist_atten *= dist_atten; +        //normalize light vector +        lv = normalize(lv); + +        //distance attenuation +        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        dist_atten *= dist_atten;          dist_atten *= 2.0f;          if (dist_atten <= 0.0) @@ -136,20 +136,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec             return col;          } -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 +        // spotlight coefficient. +        float spot = max(dot(-ln, lv), is_pointlight); +        da *= spot*spot; // GL_SPOT_EXPONENT=2 -		//angular attenuation -		da *= dot(n, lv); +        //angular attenuation +        da *= dot(n, lv);          da = max(0.0, da); -		float lit = 0.0f; +        float lit = 0.0f;          float amb_da = 0.0;//ambiance;          if (da > 0)          { -		    lit = max(da * dist_atten,0.0); +            lit = max(da * dist_atten,0.0);              col = lit * light_col * diffuse;              amb_da += (da*0.5+0.5) * ambiance;          } @@ -166,12 +166,12 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      return col;  } -void main()  +void main()  {      mirrorClip(vary_position);      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -     +      vec4 pos = vec4(vary_position, 1.0);  #ifndef IS_AVATAR_SKIN      // clip against water plane unless this is a legacy avatar skin @@ -202,7 +202,7 @@ void main()      float final_alpha = diffuse_srgb.a * vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; -     +      // Insure we don't pollute depth with invis pixels in impostor rendering      //      if (final_alpha < minimum_alpha) @@ -225,7 +225,7 @@ void main()      final_alpha *= vertex_color.a;      if (final_alpha < minimum_alpha) -    { // TODO: figure out how to get invisible faces out of  +    { // TODO: figure out how to get invisible faces out of          // render batches without breaking glow          discard;      } @@ -248,11 +248,11 @@ void main()      vec3 glossenv;      vec3 legacyenv;      sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); -     +      float da = dot(norm.xyz, light_dir.xyz);            da = clamp(da, -1.0, 1.0); -  +      float final_da = da;            final_da = clamp(final_da, 0.0f, 1.0f); @@ -269,7 +269,7 @@ void main()      color.rgb *= diffuse_linear.rgb;      vec4 light = vec4(0,0,0,0); -     +     #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);      LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 52e71edcac..d178bf22b6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -37,7 +37,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); -     +      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp;      glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); @@ -59,7 +59,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout          vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)  {      ambenv = vec3(reflection_probe_ambiance * 0.25); -     +      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; @@ -70,7 +70,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)  { -     +  }  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d1db6dd943..e490ad72ee 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file softenLightF.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   * $/LicenseInfo$   */ @@ -35,13 +35,13 @@ void setAdditiveColor(vec3 c);  void main()  { -	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;  +    //transform vertex +    vec4 pos = vec4(position.xyz, 1.0); +    gl_Position = pos;      // appease OSX GLSL compiler/linker by touching all the varyings we said we would      setAtmosAttenuation(vec3(1));      setAdditiveColor(vec3(0)); -	vary_fragcoord = (pos.xy*0.5+0.5); +    vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 5ae7f2c571..0e9f7bbfb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file sunLightV.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   * $/LicenseInfo$   */ @@ -31,9 +31,9 @@ uniform vec2 screen_res;  void main()  { -	//transform vertex -	vec4 pos = vec4(position.xyz, 1.0); -	gl_Position = pos;  -	 -	vary_fragcoord = (pos.xy * 0.5 + 0.5);	 +    //transform vertex +    vec4 pos = vec4(position.xyz, 1.0); +    gl_Position = pos; + +    vary_fragcoord = (pos.xy * 0.5 + 0.5);  } diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl index 0753e73dc8..1d6d6fd514 100644 --- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl @@ -1,28 +1,28 @@ -/**  +/**   * @file irradianceGenF.glsl   *   * $LicenseInfo:firstyear=2022&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2022, 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   * $/LicenseInfo$   */ -  +  /*[EXTRA_CODE_HERE]*/ @@ -130,12 +130,12 @@ vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)      // generate the points on the hemisphere with a fitting mapping for      // the distribution (e.g. lambertian uses a cosine importance)      importanceSample = Lambertian(xi, roughness); -     +      // transform the hemisphere sample to the normal coordinate frame      // i.e. rotate the hemisphere to the normal direction      vec3 localSpaceDirection = normalize(vec3( -        importanceSample.sinTheta * cos(importanceSample.phi),  -        importanceSample.sinTheta * sin(importanceSample.phi),  +        importanceSample.sinTheta * cos(importanceSample.phi), +        importanceSample.sinTheta * sin(importanceSample.phi),          importanceSample.cosTheta      ));      mat3 TBN = generateTBN(N); @@ -152,9 +152,9 @@ float computeLod(float pdf)      // // Solid angle of current sample -- bigger for less likely samples      // float omegaS = 1.0 / (float(u_sampleCount) * pdf);      // // Solid angle of texel -    // // note: the factor of 4.0 * MATH_PI  +    // // note: the factor of 4.0 * MATH_PI      // float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width)); -    // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle  +    // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle      // // note that 0.5 * log2 is equivalent to log4      // float lod = 0.5 * log2(omegaS / omegaP); @@ -176,7 +176,7 @@ float computeLod(float pdf)  vec4 filterColor(vec3 N)  {      vec4 color = vec4(0.f); -     +      for(int i = 0; i < u_sampleCount; ++i)      {          vec4 importanceSample = getImportanceSample(i, N, 1.0); @@ -208,7 +208,7 @@ void main()      vec4 color = vec4(0);      color = filterColor(vary_dir); -     +      frag_color = max(color, vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl index c858531998..a27fa40f2e 100644 --- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl @@ -1,24 +1,24 @@ -/**  +/**   * @file reflectionprobeF.glsl   *   * $LicenseInfo:firstyear=2022&license=viewerlgpl$   * Second Life Viewer Source Code   * Copyright (C) 2022, 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   * $/LicenseInfo$   */ diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl index e45b1c288b..65fc7cec43 100644 --- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl @@ -1,29 +1,29 @@ -/**  +/**   * @file reflectionprobeV.glsl   *   * $LicenseInfo:firstyear=2022&license=viewerlgpl$   * 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   * $/LicenseInfo$   */ -  +  in vec3 position;  out vec2 vary_fragcoord; @@ -32,7 +32,7 @@ void main()  {      //transform vertex      vec4 pos = vec4(position.xyz, 1.0); -    gl_Position = pos;  +    gl_Position = pos;      vary_fragcoord = (pos.xy*0.5+0.5);  }  | 
