diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
23 files changed, 74 insertions, 2125 deletions
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl deleted file mode 100644 index 563c5f562b..0000000000 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file eyeballV.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 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); -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - 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, diffuse_color, specular); - - 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 7435f1c0e1..e2694e060e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -300,6 +300,9 @@ void main() #endif // #else // FOR_IMPOSTOR +#ifdef IS_HUD + color.rgb = linear_to_srgb(color.rgb); +#endif frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl deleted file mode 100644 index 67b98e0fb1..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl +++ /dev/null @@ -1,32 +0,0 @@ -/** - * @file class2/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen) -{ - return ambient * calcAmbientOcclusion(pos, norm, pos_screen); -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl deleted file mode 100644 index ba419e7a65..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,298 +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_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform samplerCube environmentMap; -uniform sampler2D lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -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; - -uniform vec3 center; -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 srgb_to_linear(vec3 cs); -vec3 getNorm(vec2 pos_screen); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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(vec2 pos_screen); - -void main() -{ - - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - - if (dist >= size) - { - discard; - } - dist /= size; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2D(lightMap, frag.xy); - shadow = (proj_shadow_idx==0)?shd.b:shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2D(normalMap, frag.xy).xyz; - - float envIntensity = norm.z; - - norm = getNorm(frag.xy); - - 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) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - - vec4 spec = texture2D(specularRect, frag.xy); - - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy).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 amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - 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); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - - // unshadowed for consistency between forward and deferred? - amb_da += (da*0.5+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); - - // use unshadowed for consistency between forward and deferred? - amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; - amb_da *= dist_atten * noise; - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - - if (spec.a > 0.0) - { - vec3 npos = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = dlit*scol*spec.rgb*shadow; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - } - } - - if (envIntensity > 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 /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } -#endif - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - //output linear - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index ccf20942e3..35ccc65a8e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -25,6 +25,8 @@ /*[EXTRA_CODE_HERE]*/ +#ifndef IS_HUD + uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D bumpMap; uniform sampler2D emissiveMap; @@ -113,6 +115,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 v, // surface point to camera vec3 l); //surface point to light +vec2 BRDF(float NoV, float roughness); + vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, @@ -217,8 +221,12 @@ void main() calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); + vec3 light = vec3(0); // Punctual lights @@ -235,5 +243,67 @@ void main() color.rgb += light.rgb; - frag_color = vec4(color.rgb,basecolor.a * vertex_color.a); + float a = basecolor.a*vertex_color.a; + vec3 spec = radiance; // *specularColor; + float lum = max(max(spec.r, spec.g), spec.b); + + float f = brdf.y; + a += f; + frag_color = vec4(color.rgb,a); +} + +#else + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D emissiveMap; + +uniform vec3 emissiveColor; + +out vec4 frag_color; + +in vec3 vary_position; + +in vec2 basecolor_texcoord; +in vec2 emissive_texcoord; + +in vec4 vertex_color; + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + + +void main() +{ + vec3 color = vec3(0,0,0); + + vec3 pos = vary_position; + + vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba; + basecolor.rgb = srgb_to_linear(basecolor.rgb); +#ifdef HAS_ALPHA_MASK + if (basecolor.a < minimum_alpha) + { + discard; + } +#endif + + color = vertex_color.rgb * basecolor.rgb; + + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear + colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); + + + float a = basecolor.a*vertex_color.a; + a = 1.0; + color += colorEmissive; + color = linear_to_srgb(color); + frag_color = vec4(color.rgb,a); } + +#endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl deleted file mode 100644 index 668f70c3ab..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ /dev/null @@ -1,199 +0,0 @@ -/** - * @file class2/deferred/skyF.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Inputs -uniform vec3 camPosLocal; - -uniform vec3 lightnorm; -uniform vec3 sunlight_color; -uniform vec3 moonlight_color; -uniform int sun_up_factor; -uniform vec3 ambient_color; -uniform vec3 blue_horizon; -uniform vec3 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; - -uniform vec3 glow; -uniform float sun_moon_glow_factor; - -uniform vec3 cloud_color; - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec3 pos; - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 rainbow(float d) -{ - // d is the dot product of view and sun directions, so ranging -1.0..1.0 - // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec - // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - - // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. - // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the - // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 - d = clamp(-0.575 - d, 0.0, 1.0); - - // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. - // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate - // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 - float interior_coord = max(0.0, d - 0.25) * 4.2857; - d = clamp(d, 0.0, 0.25) + interior_coord; - - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; -} - -vec3 halo22(float d) -{ - d = clamp(d, 0.1, 1.0); - float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // World / view / projection - // Get relative position (offset why?) - vec3 rel_pos = pos.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Normalized - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); - vec3 blue_weight = blue_density / combined_haze; - vec3 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0, rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = dot(rel_pos_norm, lightnorm.xyz); - haze_glow = 1. - haze_glow; - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); - - // Haze color above cloud - vec3 color = blue_horizon * blue_weight * (sunlight + ambient_color) - + haze_horizon * haze_weight * (sunlight * haze_glow + ambient_color); - - // Final atmosphere additive - color *= (1. - combined_haze); - - // Increase ambient when there are more clouds - // TODO 9/20: DJH what does this do? max(0,(1-ambient)) will change the color - vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); - - // Haze color below cloud - vec3 add_below_cloud = blue_horizon * blue_weight * (sunlight + ambient) - + haze_horizon * haze_weight * (sunlight * haze_glow + ambient); - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (add_below_cloud - color) * (1. - sqrt(combined_haze)); - - float optic_d = dot(rel_pos_norm, lightnorm.xyz); - vec3 halo_22 = halo22(optic_d); - color.rgb += rainbow(optic_d); - color.rgb += halo_22; - color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - - // Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0, 0.0, 0.0, 0.0); - frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); // 1.0 in norm.w masks off fog -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl deleted file mode 100644 index bcf775577a..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl +++ /dev/null @@ -1,42 +0,0 @@ -/** - * @file WLSkyV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -VARYING vec3 pos; - -void main() -{ - - // World / view / projection - pos = position.xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl deleted file mode 100644 index fab227f5a4..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ /dev/null @@ -1,159 +0,0 @@ -/** - * @file class2/deferred/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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D normalMap; -uniform sampler2D lightMap; -uniform sampler2D depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform int sun_up_factor; -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 getNorm(vec2 pos_screen); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -float getDepth(vec2 pos_screen); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); -float getAmbientClamp(); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = getDepth(tc.xy); - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2D(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0 / 1.3; - da = pow(da, light_gamma); - - vec4 diffuse = texture2D(diffuseRect, tc); - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - vec4 spec = texture2D(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - vec3 color = vec3(0); - float bloom = 0.0; - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - - color.rgb = amblit; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - color.rgb *= ambient; - - vec3 sun_contrib = min(da, scol) * sunlit; - color.rgb += sun_contrib; - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit * scol * (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) / 6; - color.rgb += spec_contrib; - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { // add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - -#ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; -#endif - - // convert to linear as fullscreen lights need to sum in linear colorspace - // and will be gamma (re)corrected downstream... - frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb); - frag_color.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl deleted file mode 100644 index e6a627fbf7..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ /dev/null @@ -1,292 +0,0 @@ -/** - * @file spotLightF.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_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseRect; -uniform sampler2D specularRect; -uniform sampler2D depthMap; -uniform sampler2D normalMap; -uniform samplerCube environmentMap; -uniform sampler2D lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -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; - -uniform float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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(vec2 pos_screen); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos.xyz; - float dist = length(lv); - - if (dist >= size) - { - discard; - } - dist /= size; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2D(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2D(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - 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) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; - vec4 spec = texture2D(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy).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 amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - 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); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - - amb_da += (da*0.5+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) /* * (1.0-shadow) */ * proj_ambiance; - amb_da *= dist_atten * noise; - amb_da = min(amb_da, 1.0-lit); - - col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; - } - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = dlit*scol*spec.rgb*shadow; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - } - } - - if (envIntensity > 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 /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } -#endif - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - //output linear colors as gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl deleted file mode 100644 index 96739d91d7..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl +++ /dev/null @@ -1,192 +0,0 @@ -/** - * @file class1/deferred/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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -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; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xyz); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //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 an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); - - vec4 pos = vary_position; - - //color.rgb += spec * specular; - - //color.rgb = atmosTransport(color.rgb); - //color.rgb = scaleSoftClip(color.rgb); - - //color.rgb = refcol.rgb; - color.rgb = vec3(0.0); - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); - - frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0); // occlusion, roughness, metalness - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) - //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); - frag_data[3] = vec4(0, 0, 0, 0); - - - //frag_data[0] = vec4(0.0,0,0,0); - //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); - //frag_data[3] = vec4(0); -} 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 d485379a56..0000000000 --- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl +++ /dev/null @@ -1,170 +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 - * $/LicenseInfo$ - */ - -//class2/environment/waterF.glsl - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -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; - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - - -void main() -{ - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - - //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; - - frag_color = color; - -#if defined(WATER_EDGE) - gl_FragDepth = 0.9999847f; -#endif - -} - diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl deleted file mode 100644 index 89d9d1bde3..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file class2\lighting\sumLightsSpecularV.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 - * $/LicenseInfo$ - */ - - - -float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); -vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); - -vec3 atmosAmbient(); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); - -uniform vec4 light_position[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) -{ - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - vec3 view = normalize(pos); - - /// collect all the specular values from each calcXXXLightSpecular() function - vec4 specularSum = vec4(0.0); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - 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(); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0)); - - col.rgb = min(col.rgb*color.rgb, 1.0); - specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); - col.rgb += specularColor.rgb; - - return col; -} diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl deleted file mode 100644 index 30ca88afd2..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/** - * @file class2\lighting\sumLightsV.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 - * $/LicenseInfo$ - */ - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -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 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 += 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].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 = scaleDownLight(col.rgb); - -#if defined(LOCAL_LIGHT_KILL) - col.rgb = vec3(0); -i#endif - - // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); - -#if !defined(SUNLIGHT_KILL) - col.rgb = min(col.rgb*color.rgb, 1.0); -#endif - - return col; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 1463d507bc..6668a00841 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -27,17 +27,11 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); vec3 scaleSoftClipFrag(vec3 light); -uniform int no_atmo; - vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } light *= atten.r; light += additive; return light * 2.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index ba02070e45..f9f625ecdb 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -45,7 +45,6 @@ uniform float max_y; uniform vec3 glow; uniform float scene_light_strength; uniform mat3 ssao_effect_mat; -uniform int no_atmo; uniform float sun_moon_glow_factor; float getAmbientClamp() { return 1.0f; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 5788871744..800d08047a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -26,11 +26,9 @@ // Output variables uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosFragAmbient(vec3 light, vec3 amblit) { - if (no_atmo == 1) return light; return amblit + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 9c42b84eca..257a76c663 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -33,11 +33,9 @@ vec3 getAtmosAttenuation(); vec3 getPositionEye(); uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosAmbient() { - if (no_atmo == 1) return vec3(0.16); return getAmblitColor(); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl deleted file mode 100644 index 6f4bdbde28..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ /dev/null @@ -1,137 +0,0 @@ -/** - * @file class2\wl\cloudsF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec3 cloud_pos_density1; -uniform vec3 cloud_pos_density2; -uniform float cloud_scale; -uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - - vec3 cloudColorSun = vary_CloudColorSun; - vec3 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; - vec2 uv3 = vary_texcoord2.xy; - vec2 uv4 = vary_texcoord3.xy; - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - alpha1 *= altitude_blend_factor; - - //if (alpha1 < 0.001f) - //{ - // discard; - //} - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - // Combine - vec3 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - - /// Gamma correct for WL (soft clip effect). - frag_color = vec4(color.rgb, alpha1); - - // SL-14113 Moon Haze -- When the camera is underwater fix clouds clipping into moon - // camera above water: class1\deferred\cloudsF.glsl - // camera below water: class2\windlight\coudsV.glsl - // See: starsV.glsl, cloudsV.glsl, moonF.glsl - gl_FragDepth = LL_SHADER_CONST_CLOUD_MOON_DEPTH; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl deleted file mode 100644 index 650009d393..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ /dev/null @@ -1,193 +0,0 @@ -/** - * @file class2\wl\cloudsV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec3 lightnorm; -uniform vec3 sunlight_color; -uniform vec3 moonlight_color; -uniform int sun_up_factor; -uniform vec3 ambient_color; -uniform vec3 blue_horizon; -uniform vec3 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec3 glow; -uniform float sun_moon_glow_factor; - -uniform vec3 cloud_color; - -uniform float cloud_scale; - -// NOTE: Keep these in sync! -// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl -// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl -// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl -// indra\newview\lllegacyatmospherics.cpp -// indra\newview\llsettingsvo.cpp -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec3 sunlight = sunlight_color; - vec3 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 + vec3(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); - vec3 blue_weight = blue_density / combined_haze; - vec3 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - haze_glow *= sun_moon_glow_factor; - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - // Increase ambient when there are more clouds - vec3 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec3 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // CLOUDS - sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp(-light_atten * off_axis); - - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - - // END CLOUDS -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index a32a572461..9a9b179e6a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -23,7 +23,6 @@ * $/LicenseInfo$ */ uniform float gamma; -uniform int no_atmo; vec3 getAtmosAttenuation(); vec3 getAdditiveColor(); @@ -33,10 +32,6 @@ vec3 linear_to_srgb(vec3 col); vec3 scaleSoftClipFragLinear(vec3 light) { // identical to non-linear version and that's probably close enough - if (no_atmo == 1) - { - return light; - } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side @@ -45,10 +40,6 @@ vec3 scaleSoftClipFragLinear(vec3 light) vec3 scaleSoftClipFrag(vec3 light) { - if (no_atmo == 1) - { - return light; - } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl deleted file mode 100644 index 7a229e0f5e..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file class2/windlight/skyF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec3 vary_HazeColor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec3 color; - color = vary_HazeColor; - color.rgb *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl deleted file mode 100644 index 8f7726bb0b..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ /dev/null @@ -1,147 +0,0 @@ -/** - * @file class2\wl\skyV.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 - * $/LicenseInfo$ - */ - -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec3 vary_HazeColor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec3 lightnorm; -uniform vec3 sunlight_color; -uniform vec3 moonlight_color; -uniform int sun_up_factor; -uniform vec3 ambient_color; -uniform vec3 blue_horizon; -uniform vec3 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; - -uniform vec3 glow; -uniform float sun_moon_glow_factor; - -void main() -{ - // World / view / projection - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - - gl_Position = pos; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec3 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 + vec3(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); - vec3 blue_weight = blue_density / combined_haze; - vec3 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - vec3 color = - (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); - - // Final atmosphere additive - color *= (1. - combined_haze); - - // Increase ambient when there are more clouds - vec3 tmpAmbient = ambient_color; - tmpAmbient += max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); - - // Haze color below cloud - vec3 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); - - // Haze color above cloud - vary_HazeColor = color; -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index ecf0430a88..c509d865ba 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -30,8 +30,6 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -uniform int no_atmo; - vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); |