diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
3 files changed, 134 insertions, 24 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1a25ea97b7..486e806434 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,25 +25,27 @@  #extension GL_ARB_texture_rectangle : enable +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 +  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -  uniform sampler2DShadow shadowMap0;  uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2;  uniform sampler2DShadow shadowMap3;  uniform sampler2DRect depthMap; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; +#if INDEX_MODE != INDEXED +uniform sampler2D diffuseMap; +#endif +  uniform vec2 screen_res; -uniform vec2 shadow_res;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); @@ -53,8 +55,19 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm; +VARYING mat3 vary_rotation; +#if INDEX_MODE != NON_INDEXED_NO_COLOR +VARYING vec4 vertex_color; +#endif + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 shadow_res;  uniform float shadow_bias;  uniform mat4 inv_proj; @@ -64,6 +77,12 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; +uniform sampler2D bumpMap; +uniform samplerCube environmentMap; +uniform mat3 env_mat; + +uniform vec4 specular_color; +  vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); @@ -189,13 +208,31 @@ void main()  	{  		shadow = 1.0;  	} -	vec3 n = vary_norm; + +#if INDEX_MODE == INDEXED +	 +	vec4 diff = diffuseLookup(vary_texcoord0.xy); +#else +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); +#endif +	 +#if INDEX_MODE == NON_INDEXED_NO_COLOR +	float vertex_color_alpha = 1.0; +#else +	float vertex_color_alpha = vertex_color.a; +#endif + +	vec3 normal = vary_norm; +	normal = texture2D(bumpMap, vary_texcoord1.xy).xyz * 2 - 1; +	normal = vec3(dot(normal.xyz, vary_rotation[0]), +				dot(normal.xyz, vary_rotation[1]), +				dot(normal.xyz, vary_rotation[2])); +  	vec3 l = light_position[0].xyz; -	vec3 dlight = calcDirectionalLight(n, l); +	vec3 dlight = calcDirectionalLight(normal, l);  	     dlight = dlight * vary_directional.rgb * vary_pointlight_col; -	vec4 diff = diffuseLookup(vary_texcoord0.xy); -	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color.a); +	vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha);  	vec4 color = diff * col;  	color.rgb = atmosLighting(color.rgb); @@ -203,9 +240,9 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK +#ifdef MAC_GEFORCE_HACK    #define LIGHT_LOOP(i) \ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1)  	LIGHT_LOOP(2) @@ -217,9 +254,10 @@ void main()  #else  	for (int i = 2; i < 8; i++)  	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); +		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	}  #endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 9629cfe824..7f4d82ecc6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -50,7 +50,7 @@ VARYING vec3 vary_pointlight_col;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0; - +VARYING vec3 vary_norm;  uniform float near_clip;  uniform float shadow_offset; @@ -115,7 +115,8 @@ void main()  	n.xyz = normalize(n.xyz-pos.xyz);  	vec3 norm = n.xyz; -	 +	vary_norm = norm; +  	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; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 79e5d7e572..5f2961c90e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -23,16 +23,33 @@   * $/LicenseInfo$   */ +#define INDEXED 1 +#define NON_INDEXED 2 +#define NON_INDEXED_NO_COLOR 3 +  uniform mat3 normal_matrix;  uniform mat4 texture_matrix0; +uniform mat4 projection_matrix;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; +#if INDEX_MODE == INDEXED  void passTextureIndex(); +#endif  ATTRIBUTE vec3 normal;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec2 texcoord0; +ATTRIBUTE vec3 binormal; +ATTRIBUTE vec2 texcoord1; +ATTRIBUTE vec2 texcoord2; + + +#if HAS_SKIN +mat4 getObjectSkinnedTransform(); +#elif IS_AVATAR_SKIN +mat4 getSkinnedTransform(); +#endif  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);  void calcAtmospherics(vec3 inPositionEye); @@ -50,10 +67,16 @@ VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +#if INDEX_MODE != NON_INDEXED_NO_COLOR  VARYING vec4 vertex_color; +#endif +  VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2;  VARYING vec3 vary_norm; +VARYING mat3 vary_rotation;  uniform float near_clip;  uniform float shadow_offset; @@ -102,19 +125,62 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  void main()  { +	vec4 pos; +	vec3 norm; +	  	//transform vertex +#if HAS_SKIN +	mat4 trans = getObjectSkinnedTransform(); +	trans = modelview_matrix * trans; +	 +	pos = trans * vec4(position.xyz, 1.0); +	 +	norm = position.xyz + normal.xyz; +	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#elif IS_AVATAR_SKIN +	mat4 trans = getSkinnedTransform(); +	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, normal); +	norm.y = dot(trans[1].xyz, normal); +	norm.z = dot(trans[2].xyz, normal); +	norm = normalize(norm); +	 +	vec4 frag_pos = projection_matrix * pos; +	gl_Position = frag_pos; +#else +	norm = normalize(normal_matrix * normal);  	vec4 vert = vec4(position.xyz, 1.0); -	passTextureIndex(); -	vec4 pos = (modelview_matrix * vert); +	pos = (modelview_matrix * vert);  	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -	 +#endif +	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; +	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +#if INDEX_MODE == INDEXED +	passTextureIndex();  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -		 -	vec3 norm = normalize(normal_matrix * normal); +#else +	vary_texcoord0 = texcoord0; +#endif +	  	vary_norm = norm;  	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; -		 +	 +	vec3 n = norm; +	vec3 b = normalize(normal_matrix * binormal); +	vec3 t = cross(b, n); + +	vary_rotation[0] = vec3(t.x, b.x, n.x); +	vary_rotation[1] = vec3(t.y, b.y, n.y); +	vary_rotation[2] = vec3(t.z, b.z, n.z); +  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); @@ -132,11 +198,16 @@ void main()  	col.rgb = col.rgb*diffuse_color.rgb; +#if INDEX_MODE != NON_INDEXED_NO_COLOR  	vertex_color = col; - -	 +#endif +#if HAS_SKIN +	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +#elif IS_AVATAR_SKIN +	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); +#else  	pos = modelview_projection_matrix * vert;  	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -	 +#endif  } | 
