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-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl134
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl166
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl79
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl106
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/indirect.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl380
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl196
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/skyV.glsl)20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl334
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl158
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl)29
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl572
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl118
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl)27
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl138
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl157
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/skyF.glsl126
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl272
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl362
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterF.glsl174
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterV.glsl95
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl (renamed from indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl)70
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl265
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl68
40 files changed, 2500 insertions, 2480 deletions
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
deleted file mode 100644
index df9704ec25..0000000000
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ /dev/null
@@ -1,134 +0,0 @@
-/**
- * @file avatarV.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 mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec4 clothing;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-uniform vec4 color;
-
-uniform vec4 gWindDir;
-uniform vec4 gSinWaveParams;
-uniform vec4 gGravity;
-
-const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients
-const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- mat4 trans = getSkinnedTransform();
-
- vec3 norm;
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- //wind
- vec4 windEffect;
- windEffect = vec4(dot(norm, gWindDir.xyz));
- pos.x = dot(trans[2].xyz, position.xyz);
- windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015)
- + windEffect.xyz;
- windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3]
- windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength
-
- windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz
- +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input
-
-
- //reduce to period of 2 PI
- vec4 temp1, temp0, temp2, offsetPos;
- temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1]
- temp0.y = mod(temp1.x,1.0);
- windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2
- temp0.y = mod(temp1.z,1.0);
-
- windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI]
- windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI]
-
-
- //calculate sinusoid
- vec4 sinWave;
- temp1 = windEffect*windEffect;
- sinWave = -temp1 * gMinMaxConstants.w
- + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3!
- sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1
- sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1)
-
- // sinWave.x holds sin(norm . wind_direction) with primary frequency
- // sinWave.y holds sin(norm . wind_direction) with secondary frequency
- // sinWave.z hold cos(norm . wind_direction) with primary frequency
- sinWave.xyz = sinWave.xyz * gWindDir.w
- + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind]
-
- // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1]
- temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity?
- temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2]
- temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3]
- sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency)
- sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage
-
- sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape
- offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement
- temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation
- offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w
- norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated)
-
- //add "backlighting" effect
- float colorAcc;
- colorAcc = 1.0 - clothing.w;
- norm.z -= colorAcc * 0.2;
-
- //renormalize normal (again)
- norm = normalize(norm);
-
- pos.x = dot(trans[0], offsetPos);
- pos.y = dot(trans[1], offsetPos);
- pos.z = dot(trans[2], offsetPos);
- pos.w = 1.0;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
-
- gl_Position = projection_matrix * pos;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl
deleted file mode 100644
index d973326f93..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file avatarShadowF.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
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-VARYING vec4 pos;
-VARYING vec2 vary_texcoord0;
-
-vec4 computeMoments(float depth, float a);
-
-void main()
-{
- frag_color = computeMoments(length(pos), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
deleted file mode 100644
index 1a655e6467..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file attachmentShadowV.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 mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 texture_matrix0;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-
-VARYING vec4 pos;
-
-void main()
-{
- //transform vertex
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
- pos = (mat*vec4(position.xyz, 1.0));
- pos = projection_matrix * vec4(pos.xyz, 1.0);
-
-#if !defined(DEPTH_CLAMP)
- pos.z = max(pos.z, -pos.w+0.01);
-#endif
- gl_Position = pos;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
deleted file mode 100644
index 48eefc7a73..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-/**
- * @file avatarShadowF.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
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
-VARYING vec4 pos;
-
-vec4 computeMoments(float depth, float a);
-
-void main()
-{
- frag_color = computeMoments(length(pos), 1.0);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
deleted file mode 100644
index 164b355f20..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file avatarShadowV.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 mat4 projection_matrix;
-
-mat4 getSkinnedTransform();
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
-VARYING vec4 pos;
-
-void main()
-{
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
- mat4 trans = getSkinnedTransform();
-
- 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);
-
- pos = projection_matrix * pos;
-
-#if !defined(DEPTH_CLAMP)
- post_pos = pos;
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
deleted file mode 100644
index e40d7e7c75..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ /dev/null
@@ -1,166 +0,0 @@
-/**
- * @file class3/deferred/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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-/////////////////////////////////////////////////////////////////////////
-// The fragment shader for the sky
-/////////////////////////////////////////////////////////////////////////
-
-VARYING vec4 vary_CloudColorSun;
-VARYING vec4 vary_CloudColorAmbient;
-VARYING float vary_CloudDensity;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING vec3 vary_pos;
-
-uniform sampler2D cloud_noise_texture;
-uniform sampler2D cloud_noise_texture_next;
-uniform float blend_factor;
-uniform vec4 cloud_pos_density1;
-uniform vec4 cloud_pos_density2;
-uniform vec4 cloud_color;
-uniform float cloud_shadow;
-uniform float cloud_scale;
-uniform float cloud_variance;
-uniform vec3 camPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-uniform float far_z;
-
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-uniform sampler2D sh_input_r;
-uniform sampler2D sh_input_g;
-uniform sampler2D sh_input_b;
-
-vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
-
-/// 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;
- vec2 uv3 = vary_texcoord2.xy;
- float cloudDensity = 2.0 * (cloud_shadow - 0.25);
-
- if (cloud_scale < 0.001)
- {
- discard;
- }
-
- vec2 uv4 = vary_texcoord3.xy;
-
- vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).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) * 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;
-
- 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;
-
- vec3 view_ray = vary_pos.xyz + camPosLocal;
-
- vec3 view_direction = normalize(view_ray);
- vec3 sun_direction = normalize(sun_dir);
- vec3 earth_center = vec3(0, 0, -6360.0f);
- vec3 camPos = (camPosLocal / 1000.0f) - earth_center;
-
- vec3 transmittance;
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance);
-
- vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001);
-
- // Combine
- vec4 color;
-
- vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
-
- vec4 l1r = texture2D(sh_input_r, vec2(0,0));
- vec4 l1g = texture2D(sh_input_g, vec2(0,0));
- vec4 l1b = texture2D(sh_input_b, vec2(0,0));
-
- vec3 sun_indir = vec3(-view_direction.xy, view_direction.z);
- vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)),
- dot(l1g, l1tap * vec4(1, sun_indir)),
- dot(l1b, l1tap * vec4(1, sun_indir)));
-
-
- amb = max(vec3(0), amb);
-
- color.rgb = sun_color * cloud_color.rgb * (1. - alpha2);
- color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
- color.rgb += amb;
-
- frag_data[0] = vec4(color.rgb, alpha1);
- frag_data[1] = vec4(0);
- frag_data[2] = vec4(0,1,0,1);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl
deleted file mode 100644
index 71e422ddf0..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl
+++ /dev/null
@@ -1,70 +0,0 @@
-/**
- * @file WLCloudsV.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;
-uniform mat4 modelview_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-//////////////////////////////////////////////////////////////////////////
-// The vertex shader for creating the atmospheric sky
-///////////////////////////////////////////////////////////////////////////////
-
-// Output parameters
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec2 vary_texcoord3;
-VARYING vec3 vary_pos;
-
-// Inputs
-uniform float cloud_scale;
-uniform vec4 lightnorm;
-uniform vec3 camPosLocal;
-
-void main()
-{
- vary_pos = position;
-
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
-
- // Texture coords
- vary_texcoord0 = texcoord0;
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= max(0.001, 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.;
-
- // END CLOUDS
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
deleted file mode 100644
index e27bbce094..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
+++ /dev/null
@@ -1,79 +0,0 @@
-/**
- * @file class1/deferred/deferredUtil.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec2 getScreenCoordinate(vec2 screenpos)
-{
- vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
- {
- sc /= screen_res;
- }
- return sc - vec2(1.0, 1.0);
-}
-
-vec3 getNorm(vec2 screenpos)
-{
- vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
-
-float getDepth(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen).r;
- return depth;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = getDepth(pos_screen);
- vec2 sc = getScreenCoordinate(pos_screen);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPositionWithDepth(vec2 pos_screen, float depth)
-{
- vec2 sc = getScreenCoordinate(pos_screen);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
new file mode 100644
index 0000000000..c0a1491446
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -0,0 +1,106 @@
+/**
+ * @file fullbrightShinyF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#ifndef HAS_DIFFUSE_LOOKUP
+uniform sampler2D diffuseMap;
+#endif
+
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 vary_texcoord1;
+VARYING vec3 vary_position;
+
+uniform samplerCube environmentMap;
+
+// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass()
+uniform int no_atmo;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+
+// reflection probe interface
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+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);
+
+// See:
+// class1\deferred\fullbrightShinyF.glsl
+// class1\lighting\lightFullbrightShinyF.glsl
+void main()
+{
+#ifdef HAS_DIFFUSE_LOOKUP
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+#endif
+
+ color.rgb *= vertex_color.rgb;
+
+ // SL-9632 HUDs are affected by Atmosphere
+ if (no_atmo == 0)
+ {
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ vec3 pos = vary_position;
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+
+ float env_intensity = vertex_color.a;
+
+ vec3 ambenv;
+ vec3 glossenv;
+ vec3 legacyenv;
+ vec3 norm = normalize(vary_texcoord1.xyz);
+ vec4 spec = vec4(0,0,0,0);
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, env_intensity);
+ applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
+
+ color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ }
+
+ color.a = 1.0;
+
+ color.rgb = srgb_to_linear(color.rgb);
+ frag_color = color;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl
deleted file mode 100644
index 33c5667cae..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl
+++ /dev/null
@@ -1,44 +0,0 @@
-/**
- * @file class3/deferred/indirect.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-uniform sampler2D sh_input_r;
-uniform sampler2D sh_input_g;
-uniform sampler2D sh_input_b;
-
-vec3 GetIndirect(vec3 norm)
-{
- vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
- vec4 l1r = texture2D(sh_input_r, vec2(0,0));
- vec4 l1g = texture2D(sh_input_g, vec2(0,0));
- vec4 l1b = texture2D(sh_input_b, vec2(0,0));
- vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)),
- dot(l1g, l1tap * vec4(1, norm.xyz)),
- dot(l1b, l1tap * vec4(1, norm.xyz)));
- indirect = clamp(indirect, vec3(0), vec3(1.0));
- return indirect;
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
new file mode 100644
index 0000000000..8016022d78
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -0,0 +1,380 @@
+/**
+* @file materialF.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
+* $/LicenseInfo$
+*/
+
+/*[EXTRA_CODE_HERE]*/
+
+//class1/deferred/materialF.glsl
+
+// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass.
+
+#define DIFFUSE_ALPHA_MODE_NONE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
+uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
+uniform int sun_up_factor;
+
+#ifdef WATER_FOG
+vec4 applyWaterFogView(vec3 pos, vec4 color);
+#endif
+
+vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFragLinear(vec3 l);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten);
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cs);
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#ifdef HAS_SUN_SHADOW
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+#endif
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+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);
+
+uniform samplerCube environmentMap;
+uniform sampler2D lightFunc;
+
+// Inputs
+uniform vec4 morphFactor;
+uniform vec3 camPosLocal;
+uniform mat3 env_mat;
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+VARYING vec2 vary_fragcoord;
+
+VARYING vec3 vary_position;
+
+uniform mat4 proj_mat;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8];
+uniform vec4 light_attenuation[8];
+uniform vec3 light_diffuse[8];
+
+float getAmbientClamp();
+void waterClip(vec3 pos);
+
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
+{
+ // SL-14895 inverted attenuation work-around
+ // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct
+ // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights()
+ // to recover the `adjusted_radius` value previously being sent as la.
+ 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 distance
+ float dist = length(lv);
+ float da = 1.0;
+
+ dist /= inverted_la;
+
+ if (dist > 0.0 && inverted_la > 0.0)
+ {
+ //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)
+ {
+ return col;
+ }
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= dot(n, lv);
+
+ float lit = 0.0f;
+
+ float amb_da = ambiance;
+ if (da >= 0)
+ {
+ lit = max(da * dist_atten, 0.0);
+ col = lit * light_col * diffuse;
+ amb_da += (da*0.5 + 0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
+ amb_da *= dist_atten;
+ amb_da = min(amb_da, 1.0f - lit);
+
+ // SL-10969 need to see why these are blown out
+ //col.rgb += amb_da * light_col * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv + npos);
+ float nh = dot(n, h);
+ float nv = dot(n, 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 = lit*scol*light_col.rgb*spec.rgb;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ col += speccol;
+ }
+ }
+ }
+
+ return max(col, vec3(0.0, 0.0, 0.0));
+}
+
+#else
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+#endif
+
+uniform sampler2D diffuseMap; //always in sRGB space
+
+#ifdef HAS_NORMAL_MAP
+uniform sampler2D bumpMap;
+#endif
+
+#ifdef HAS_SPECULAR_MAP
+uniform sampler2D specularMap;
+
+VARYING vec2 vary_texcoord2;
+#endif
+
+uniform float env_intensity;
+uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+uniform float minimum_alpha;
+#endif
+
+#ifdef HAS_NORMAL_MAP
+VARYING vec3 vary_mat0;
+VARYING vec3 vary_mat1;
+VARYING vec3 vary_mat2;
+VARYING vec2 vary_texcoord1;
+#else
+VARYING vec3 vary_normal;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec2 encode_normal(vec3 n);
+
+void main()
+{
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ waterClip(vary_position.xyz);
+#endif
+
+ vec2 pos_screen = vary_texcoord0.xy;
+
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
+
+ // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points
+ float bias = 0.001953125; // 1/512, or half an 8-bit quantization
+ if (diffcol.a < minimum_alpha-bias)
+ {
+ discard;
+ }
+#endif
+
+#ifdef HAS_SPECULAR_MAP
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
+#else
+ vec4 spec = vec4(specular_color.rgb, 1.0);
+#endif
+
+#ifdef HAS_NORMAL_MAP
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+
+ norm.xyz = norm.xyz * 2 - 1;
+
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
+#else
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
+#endif
+
+ norm.xyz = normalize(tnorm.xyz);
+
+ vec2 abnormal = encode_normal(norm.xyz);
+
+ vec4 final_color = diffcol;
+
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
+ final_color.a = emissive_brightness;
+#else
+ final_color.a = max(final_color.a, emissive_brightness);
+#endif
+
+ vec4 final_specular = spec;
+
+#ifdef HAS_SPECULAR_MAP
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, GBUFFER_FLAG_HAS_ATMOS);
+ final_specular.a = specular_color.a * norm.a;
+#else
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, GBUFFER_FLAG_HAS_ATMOS);
+ final_specular.a = specular_color.a;
+#endif
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ //forward rendering, output lit linear color
+ diffcol.rgb = srgb_to_linear(diffcol.rgb);
+ final_specular.rgb = srgb_to_linear(final_specular.rgb);
+
+ vec3 pos = vary_position;
+
+ float shadow = 1.0f;
+
+#ifdef HAS_SUN_SHADOW
+ shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+#endif
+
+ vec4 diffuse = final_color;
+
+ vec3 color = vec3(0,0,0);
+
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+
+ float bloom = 0.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+
+ vec3 ambenv;
+ vec3 glossenv;
+ vec3 legacyenv;
+ sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, final_specular.a, env_intensity);
+
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ color = max(amblit, ambenv);
+
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ vec3 sun_contrib = min(da, shadow) * sunlit;
+ color.rgb += sun_contrib;
+ color *= diffcol.rgb;
+
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+
+ if (final_specular.a > 0.0) // specular reflection
+ {
+ float sa = dot(normalize(refnormpersp), light_dir.xyz);
+ vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, final_specular.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * final_specular.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+
+ color += spec_contrib;
+
+ applyGlossEnv(color, glossenv, final_specular, pos.xyz, norm.xyz);
+ }
+
+ color = mix(color.rgb, diffcol.rgb, diffuse.a);
+
+ if (env_intensity > 0.0)
+ { // add environmentmap
+ applyLegacyEnv(color, legacyenv, final_specular, pos.xyz, norm.xyz, env_intensity);
+ }
+
+ color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), diffuse.a);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+
+#ifdef WATER_FOG
+ vec4 temp = applyWaterFogView(pos, vec4(color, 0.0));
+ color = temp.rgb;
+#endif
+
+ vec3 npos = normalize(-pos.xyz);
+ vec3 light = vec3(0, 0, 0);
+
+#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, 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)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ color += light;
+
+ float al = diffcol.a*vertex_color.a;
+
+ frag_color = vec4(color, al);
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+
+ // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
+ frag_data[0] = final_color; // gbuffer is sRGB for legacy materials
+ frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
new file mode 100644
index 0000000000..7d8f9c218d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -0,0 +1,196 @@
+/**
+ * @file class3\deferred\multiPointLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+uniform int light_count;
+uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back()
+uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff
+
+uniform vec2 screen_res;
+uniform float far_z;
+uniform mat4 inv_proj;
+
+VARYING vec4 vary_fragcoord;
+
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+vec4 getPosition(vec2 pos_screen);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
+vec3 srgb_to_linear(vec3 c);
+
+// Util
+vec3 hue_to_rgb(float hue);
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+
+void main()
+{
+#if defined(LOCAL_LIGHT_KILL)
+ discard; // Bail immediately
+#else
+ vec3 final_color = vec3(0, 0, 0);
+ vec2 tc = getScreenCoord(vary_fragcoord);
+ vec3 pos = getPosition(tc).xyz;
+ if (pos.z < far_z)
+ {
+ discard;
+ }
+
+ float envIntensity; // not used for this shader
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+ vec4 spec = texture2D(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+
+ vec3 h, l, v = -normalize(pos);
+ float nh, nv, vh, lightDist;
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
+ {
+ vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
+ float falloff = light_col[ light_idx ].a;
+ float lightSize = light[ light_idx ].w;
+ vec3 lv = light[ light_idx ].xyz - pos;
+
+ lightDist = length(lv);
+
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
+ {
+ lv /= lightDist;
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ vec3 intensity = dist_atten * lightColor * 3.0;
+
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ }
+ }
+ }
+ else
+ {
+
+ float noise = texture2D(noiseMap, tc).b;
+
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
+ // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+ for (int i = 0; i < LIGHT_COUNT; ++i)
+ {
+ vec3 lv = light[i].xyz - pos;
+ float dist = length(lv);
+ dist /= light[i].w;
+ if (dist <= 1.0)
+ {
+ float nl = dot(n, lv);
+ if (nl > 0.0)
+ {
+ float lightDist;
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+
+ float fa = light_col[i].a;
+ float dist_atten = calcLegacyDistanceAttenuation(dist, fa);
+ dist_atten *= noise;
+
+ float lit = nl * dist_atten;
+
+ vec3 col = light_col[i].rgb * lit * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ lit = min(nl * 6.0, 1.0) * dist_atten;
+ float fres = pow(1 - vh, 5) * 0.4 + 0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl);
+ col += lit * scol * light_col[i].rgb * spec.rgb;
+ }
+ }
+
+ final_color += col;
+ }
+ }
+ }
+ }
+
+ frag_color.rgb = final_color;
+ frag_color.a = 0.0;
+#endif // LOCAL_LIGHT_KILL
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage
+ // away which leads to unfun crashes and artifacts.
+ vec4 dummy1 = light[0];
+ vec4 dummy2 = light_col[0];
+ vec4 dummy3 = light[LIGHT_COUNT - 1];
+ vec4 dummy4 = light_col[LIGHT_COUNT - 1];
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
index 2eb222ada4..831b3b2684 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
@@ -1,9 +1,9 @@
/**
- * @file class3/deferred/skyV.glsl
+ * @file class3\deferred\multiPointLightV.glsl
*
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
+ * 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
@@ -22,16 +22,16 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-VARYING vec2 vary_frag;
+VARYING vec4 vary_fragcoord;
void main()
{
- // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing
- gl_Position = vec4(position.xy, 1.0f, 1.0);
- vary_frag = texcoord0;
-}
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ vary_fragcoord = pos;
+ gl_Position = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 9d62b9d180..5ed8a75e0e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -1,9 +1,9 @@
/**
- * @file multiSpotLightF.glsl
+ * @file class3\deferred\multiSpotLightF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * 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
@@ -34,14 +34,15 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
+uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@@ -61,6 +62,7 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
+// Light params
uniform vec3 center;
uniform float size;
uniform vec3 color;
@@ -71,221 +73,199 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 getNorm(vec2 pos_screen);
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+vec3 colorized_dot(float x);
+bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
+vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
+vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
+vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
+vec3 srgb_to_linear(vec3 cs);
+vec4 texture2DLodSpecular(vec2 tc, float lod);
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- d *= min(1, d * (proj_lod - lod));
-
- float edge = 0.25*det;
-
- ret *= clamp(d/edge, 0.0, 1.0);
-
- return ret;
-}
+vec4 getPosition(vec2 pos_screen);
-vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
+const float M_PI = 3.14159265;
- 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;
-}
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+void main()
{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
-
-
-vec4 getPosition(vec2 pos_screen);
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
+ vec3 final_color = vec3(0,0,0);
+ vec2 tc = getScreenCoord(vary_fragcoord);
+ vec3 pos = getPosition(tc).xyz;
-void main()
-{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
+ vec3 lv;
+ vec4 proj_tc;
+ float dist, l_dist;
+ if (clipProjectedLightVars(center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
-
+
float shadow = 1.0;
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
- shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
+ vec4 shd = texture2D(lightMap, tc);
+ shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
-
- 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*0.5)+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;
+ float envIntensity;
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
{
discard;
}
-
+
lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
+ vec3 h, l, v = -normalize(pos);
+ float nh, nl, nv, vh, lightDist;
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- vec3 col = vec3(0,0,0);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
+ vec3 dlit = vec3(0, 0, 0);
+ vec3 slit = vec3(0, 0, 0);
+
+ vec3 amb_rgb = vec3(0);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
- vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb);
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
- vec3 dlit = vec3(0, 0, 0);
+ // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
+ if (proj_tc.x > 0.0 && proj_tc.x < 1.0
+ && proj_tc.y > 0.0 && proj_tc.y < 1.0)
+ {
+ float lit = 0.0;
+ float amb_da = 0.0;
+
+ if (nl > 0.0)
+ {
+ amb_da += (nl*0.5 + 0.5) * proj_ambiance;
+
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
+
+ vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
+ }
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ final_color += diffuse.rgb * amb_rgb;
+ }
+ }
+ else
{
- float amb_da = proj_ambiance;
- float lit = 0.0;
- if (da > 0.0)
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
+ float noise = texture2D(noiseMap, tc).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)
{
- lit = da * dist_atten * noise;
+ float amb_da = 0;
+ float lit = 0.0;
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
+ if (nl > 0.0)
+ {
+ lit = nl * dist_atten * noise;
+
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
+
+ final_color = dlit*lit*diffuse*shadow;
+
+ // unshadowed for consistency between forward and deferred?
+ amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+ }
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
+ final_color += diffuse.rgb * amb_rgb;
}
-
- //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(nl*6.0, 1.0) * dist_atten;
- 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));
+ float fres = pow(1 - vh, 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
- //col += spec.rgb;
- }
- }
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ final_color += speccol;
+ }
+ }
- if (envIntensity > 0.0)
- {
- vec3 ref = reflect(normalize(pos), norm);
+ if (envIntensity > 0.0)
+ {
+ vec3 ref = reflect(normalize(pos), n);
- //project from point pos in direction ref to plane proj_p, proj_n
- vec3 pdelta = proj_p-pos;
- float ds = dot(ref, proj_n);
+ //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;
+ if (ds < 0.0)
+ {
+ vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+ 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)
+ if (stc.z > 0.0)
{
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ stc /= stc.w;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ }
}
}
}
}
//not sure why, but this line prevents MATBUG-194
- col = max(col, vec3(0.0));
-
- col = scaleDownLight(col);
+ final_color = max(final_color, vec3(0.0));
- //output linear space color as gamma correction happens down stream
- frag_color.rgb = col;
+ //output linear
+ frag_color.rgb = final_color;
frag_color.a = 0.0;
+#endif // LOCAL_LIGHT_KILL
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
new file mode 100644
index 0000000000..d9cbae45a6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -0,0 +1,158 @@
+/**
+ * @file class3\deferred\pointLightF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : 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 emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D noiseMap;
+uniform sampler2D lightFunc;
+uniform sampler2D depthMap;
+
+uniform vec3 env_mat[3];
+uniform float sun_wash;
+
+// light params
+uniform vec3 color;
+uniform float falloff;
+uniform float size;
+
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
+uniform vec2 screen_res;
+
+uniform mat4 inv_proj;
+uniform vec4 viewport;
+
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getPosition(vec2 pos_screen);
+vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
+vec3 srgb_to_linear(vec3 c);
+float getDepth(vec2 tc);
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+void main()
+{
+ vec3 final_color = vec3(0);
+ vec2 tc = getScreenCoord(vary_fragcoord);
+ vec3 pos = getPosition(tc).xyz;
+
+ float envIntensity;
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
+
+ // Common half vectors calcs
+ vec3 lv = trans_center.xyz-pos;
+ vec3 h, l, v = -normalize(pos);
+ float nh, nl, nv, vh, lightDist;
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+
+ if (lightDist >= size)
+ {
+ discard;
+ }
+ float dist = lightDist / size;
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
+ }
+ else
+ {
+ if (nl < 0.0)
+ {
+ discard;
+ }
+
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
+ float noise = texture2D(noiseMap, tc).b;
+ float lit = nl * dist_atten * noise;
+
+ final_color = color.rgb*lit*diffuse;
+
+ if (spec.a > 0.0)
+ {
+ lit = min(nl*6.0, 1.0) * dist_atten;
+
+ float sa = nh;
+ float fres = pow(1 - vh, 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh)));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
+ final_color += lit*scol*color.rgb*spec.rgb;
+ }
+ }
+
+ if (dot(final_color, final_color) <= 0.0)
+ {
+ discard;
+ }
+ }
+
+ frag_color.rgb = final_color;
+ frag_color.a = 0.0;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
index db8c75fb8a..d42c8f6cf6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
@@ -1,9 +1,9 @@
/**
- * @file class3/deferred/shadowCubeV.glsl
+ * @file class3\deferred\pointLightV.glsl
*
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * 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
@@ -24,27 +24,22 @@
*/
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
+uniform vec3 center;
+uniform float size;
-uniform vec3 box_center;
-uniform vec3 box_size;
+VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
void main()
{
//transform vertex
- vec3 p = position*box_size+box_center;
- vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-
-#if !defined(DEPTH_CLAMP)
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
+ vec3 p = position*size+center;
+ vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);
+ vary_fragcoord = pos;
+ trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;
gl_Position = pos;
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
new file mode 100644
index 0000000000..ca436033f1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -0,0 +1,572 @@
+/**
+ * @file class3/deferred/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
+ * $/LicenseInfo$
+ */
+
+#define FLT_MAX 3.402823466e+38
+
+#define REFMAP_COUNT 256
+#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
+
+uniform samplerCubeArray reflectionProbes;
+uniform samplerCubeArray irradianceProbes;
+
+layout (std140) uniform ReflectionProbes
+{
+ // list of OBBs for user override probes
+ // box is a set of 3 planes outward facing planes and the depth of the box along that plane
+ // for each box refBox[i]...
+ /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
+ // box[3][0..2] - plane thickness
+ mat4 refBox[REFMAP_COUNT];
+ // list of bounding spheres for reflection probes sorted by distance to camera (closest first)
+ vec4 refSphere[REFMAP_COUNT];
+ // extra parameters (currently only .x used for probe ambiance)
+ vec4 refParams[REFMAP_COUNT];
+ // index of cube map in reflectionProbes for a corresponding reflection probe
+ // e.g. cube map channel of refSphere[2] is stored in refIndex[2]
+ // refIndex.x - cubemap channel in reflectionProbes
+ // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index)
+ // refIndex.z - number of neighbors
+ // refIndex.w - priority, if negative, this probe has a box influence
+ ivec4 refIndex[REFMAP_COUNT];
+
+ // neighbor list data (refSphere indices, not cubemap array layer)
+ ivec4 refNeighbor[1024];
+
+ // number of reflection probes present in refSphere
+ int refmapCount;
+};
+
+// Inputs
+uniform mat3 env_mat;
+
+// list of probeIndexes shader will actually use after "getRefIndex" is called
+// (stores refIndex/refSphere indices, NOT rerflectionProbes layer)
+int probeIndex[REF_SAMPLE_COUNT];
+
+// number of probes stored in probeIndex
+int probeInfluences = 0;
+
+bool isAbove(vec3 pos, vec4 plane)
+{
+ return (dot(plane.xyz, pos) + plane.w) > 0;
+}
+
+int max_priority = 0;
+
+// return true if probe at index i influences position pos
+bool shouldSampleProbe(int i, vec3 pos)
+{
+ if (refIndex[i].w < 0)
+ {
+ vec4 v = refBox[i] * vec4(pos, 1.0);
+ if (abs(v.x) > 1 ||
+ abs(v.y) > 1 ||
+ abs(v.z) > 1)
+ {
+ return false;
+ }
+
+ max_priority = max(max_priority, -refIndex[i].w);
+ }
+ else
+ {
+ vec3 delta = pos.xyz - refSphere[i].xyz;
+ float d = dot(delta, delta);
+ float r2 = refSphere[i].w;
+ r2 *= r2;
+
+ if (d > r2)
+ { //outside bounding sphere
+ return false;
+ }
+
+ max_priority = max(max_priority, refIndex[i].w);
+ }
+
+ return true;
+}
+
+// call before sampleRef
+// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT
+// overall algorithm --
+void preProbeSample(vec3 pos)
+{
+ // TODO: make some sort of structure that reduces the number of distance checks
+ for (int i = 1; i < refmapCount; ++i)
+ {
+ // found an influencing probe
+ if (shouldSampleProbe(i, pos))
+ {
+ probeIndex[probeInfluences] = i;
+ ++probeInfluences;
+
+ int neighborIdx = refIndex[i].y;
+ if (neighborIdx != -1)
+ {
+ int neighborCount = min(refIndex[i].z, REF_SAMPLE_COUNT-1);
+
+ int count = 0;
+ while (count < neighborCount)
+ {
+ // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index)
+
+ int idx = refNeighbor[neighborIdx].x;
+ if (shouldSampleProbe(idx, pos))
+ {
+ probeIndex[probeInfluences++] = idx;
+ if (probeInfluences == REF_SAMPLE_COUNT)
+ {
+ return;
+ }
+ }
+ count++;
+ if (count == neighborCount)
+ {
+ return;
+ }
+
+ idx = refNeighbor[neighborIdx].y;
+ if (shouldSampleProbe(idx, pos))
+ {
+ probeIndex[probeInfluences++] = idx;
+ if (probeInfluences == REF_SAMPLE_COUNT)
+ {
+ return;
+ }
+ }
+ count++;
+ if (count == neighborCount)
+ {
+ return;
+ }
+
+ idx = refNeighbor[neighborIdx].z;
+ if (shouldSampleProbe(idx, pos))
+ {
+ probeIndex[probeInfluences++] = idx;
+ if (probeInfluences == REF_SAMPLE_COUNT)
+ {
+ return;
+ }
+ }
+ count++;
+ if (count == neighborCount)
+ {
+ return;
+ }
+
+ idx = refNeighbor[neighborIdx].w;
+ if (shouldSampleProbe(idx, pos))
+ {
+ probeIndex[probeInfluences++] = idx;
+ if (probeInfluences == REF_SAMPLE_COUNT)
+ {
+ return;
+ }
+ }
+ count++;
+ if (count == neighborCount)
+ {
+ return;
+ }
+
+ ++neighborIdx;
+ }
+
+ return;
+ }
+ }
+ }
+
+ if (probeInfluences == 0)
+ { // probe at index 0 is a special fallback probe
+ probeIndex[0] = 0;
+ probeInfluences = 1;
+ }
+}
+
+// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
+
+// original reference implementation:
+/*
+bool intersect(const Ray &ray) const
+{
+ float t0, t1; // solutions for t if the ray intersects
+#if 0
+ // geometric solution
+ Vec3f L = center - orig;
+ float tca = L.dotProduct(dir);
+ // if (tca < 0) return false;
+ float d2 = L.dotProduct(L) - tca * tca;
+ if (d2 > radius2) return false;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+#else
+ // analytic solution
+ Vec3f L = orig - center;
+ float a = dir.dotProduct(dir);
+ float b = 2 * dir.dotProduct(L);
+ float c = L.dotProduct(L) - radius2;
+ if (!solveQuadratic(a, b, c, t0, t1)) return false;
+#endif
+ if (t0 > t1) std::swap(t0, t1);
+
+ if (t0 < 0) {
+ t0 = t1; // if t0 is negative, let's use t1 instead
+ if (t0 < 0) return false; // both t0 and t1 are negative
+ }
+
+ t = t0;
+
+ return true;
+} */
+
+// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere
+vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
+{
+ float t0, t1; // solutions for t if the ray intersects
+
+ vec3 L = center - origin;
+ float tca = dot(L,dir);
+
+ float d2 = dot(L,L) - tca * tca;
+
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+
+ vec3 v = origin + dir * t1;
+ return v;
+}
+
+// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
+/*
+vec3 DirectionWS = normalize(PositionWS - CameraWS);
+vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS);
+
+// Intersection with OBB convertto unit box space
+// Transform in local unit parallax cube space (scaled and rotated)
+vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS);
+vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS);
+
+vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
+vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
+vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
+vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
+float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
+
+// Use Distance in WS directly to recover intersection
+vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance;
+vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS;
+
+return texCUBE(envMap, ReflDirectionWS);
+*/
+
+// get point of intersection with given probe's box influence volume
+// origin - ray origin in clip space
+// dir - ray direction in clip space
+// i - probe index in refBox/refSphere
+vec3 boxIntersect(vec3 origin, vec3 dir, int i)
+{
+ // Intersection with OBB convertto unit box space
+ // Transform in local unit parallax cube space (scaled and rotated)
+ mat4 clipToLocal = refBox[i];
+
+ vec3 RayLS = mat3(clipToLocal) * dir;
+ vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
+
+ vec3 Unitary = vec3(1.0f, 1.0f, 1.0f);
+ vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS;
+ vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS;
+ vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect);
+ float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z));
+
+ // Use Distance in CS directly to recover intersection
+ vec3 IntersectPositionCS = origin + dir * Distance;
+
+ return IntersectPositionCS;
+}
+
+
+
+// Tap a reflection probe
+// pos - position of pixel
+// dir - pixel normal
+// vi - return value of intersection point with influence volume
+// wi - return value of approximate world space position of sampled pixel
+// lod - which mip to bias towards (lower is higher res, sharper reflections)
+// c - center of probe
+// r2 - radius of probe squared
+// i - index of probe
+vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out vec3 vi, out vec3 wi, float lod, vec3 c, int i)
+{
+ //lod = max(lod, 1);
+ // parallax adjustment
+
+ vec3 v;
+
+ if (refIndex[i].w < 0)
+ {
+ v = boxIntersect(pos, dir, i);
+ w = 1.0;
+ }
+ else
+ {
+ float r = refSphere[i].w; // radius of sphere volume
+ float rr = r * r; // radius squared
+
+ v = sphereIntersect(pos, dir, c, rr);
+
+ float p = float(abs(refIndex[i].w)); // priority
+
+ float r1 = r * 0.1; // 90% of radius (outer sphere to start interpolating down)
+ vec3 delta = pos.xyz - refSphere[i].xyz;
+ float d2 = max(dot(delta, delta), 0.001);
+ float r2 = r1 * r1;
+
+ float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001);
+
+ w = 1.0 / d2;
+ w *= atten;
+ }
+
+ vi = v;
+
+ v -= c;
+ vec3 d = normalize(v);
+
+ v = env_mat * v;
+
+ vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod);
+
+ wi = d * ret.a * 256.0+c;
+
+ return ret.rgb;
+}
+
+// Tap an irradiance map
+// pos - position of pixel
+// dir - pixel normal
+// c - center of probe
+// r2 - radius of probe squared
+// i - index of probe
+vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, vec3 c, int i)
+{
+ // parallax adjustment
+ vec3 v;
+ if (refIndex[i].w < 0)
+ {
+ v = boxIntersect(pos, dir, i);
+ w = 1.0;
+ }
+ else
+ {
+ float r = refSphere[i].w; // radius of sphere volume
+ float p = float(abs(refIndex[i].w)); // priority
+ float rr = r * r; // radius squred
+
+ v = sphereIntersect(pos, dir, c, rr);
+
+ float r1 = r * 0.1; // 75% of radius (outer sphere to start interpolating down)
+ vec3 delta = pos.xyz - refSphere[i].xyz;
+ float d2 = dot(delta, delta);
+ float r2 = r1 * r1;
+
+ w = 1.0 / d2;
+
+ float atten = 1.0 - max(d2 - r2, 0.0) / (rr - r2);
+ w *= atten;
+ }
+
+ v -= c;
+ v = env_mat * v;
+ {
+ return texture(irradianceProbes, vec4(v.xyz, refIndex[i].x)).rgb * refParams[i].x;
+ }
+}
+
+vec3 sampleProbes(vec3 pos, vec3 dir, float lod, bool errorCorrect)
+{
+ float wsum = 0.0;
+ vec3 col = vec3(0,0,0);
+ float vd2 = dot(pos,pos); // view distance squared
+
+ for (int idx = 0; idx < probeInfluences; ++idx)
+ {
+ int i = probeIndex[idx];
+ if (abs(refIndex[i].w) < max_priority)
+ {
+ continue;
+ }
+
+ float w;
+ vec3 vi, wi;
+ vec3 refcol;
+
+
+ {
+ if (errorCorrect && refIndex[i].w >= 0)
+ { // error correction is on and this probe is a sphere
+ //take a sample to get depth value, then error correct
+ refcol = tapRefMap(pos, dir, w, vi, wi, abs(lod + 2), refSphere[i].xyz, i);
+
+ //adjust lookup by distance result
+ float d = length(vi - wi);
+ vi += dir * d;
+
+ vi -= refSphere[i].xyz;
+
+ vi = env_mat * vi;
+
+ refcol = textureLod(reflectionProbes, vec4(vi, refIndex[i].x), lod).rgb;
+
+ // weight by vector correctness
+ vec3 pi = normalize(wi - pos);
+ w *= max(dot(pi, dir), 0.1);
+ //w = pow(w, 32.0);
+ }
+ else
+ {
+ refcol = tapRefMap(pos, dir, w, vi, wi, lod, refSphere[i].xyz, i);
+ }
+
+ col += refcol.rgb*w;
+
+ wsum += w;
+ }
+ }
+
+ if (wsum > 0.0)
+ {
+ col *= 1.0/wsum;
+ }
+
+ return col;
+}
+
+vec3 sampleProbeAmbient(vec3 pos, vec3 dir)
+{
+ // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further
+ // as irradiance map mixing is tuned independently of radiance map mixing
+ float wsum = 0.0;
+ vec3 col = vec3(0,0,0);
+ float vd2 = dot(pos,pos); // view distance squared
+
+ float minweight = 1.0;
+
+ for (int idx = 0; idx < probeInfluences; ++idx)
+ {
+ int i = probeIndex[idx];
+ if (abs(refIndex[i].w) < max_priority)
+ {
+ continue;
+ }
+
+ {
+ float w;
+ vec3 refcol = tapIrradianceMap(pos, dir, w, refSphere[i].xyz, i);
+
+ col += refcol*w;
+
+ wsum += w;
+ }
+ }
+
+ if (wsum > 0.0)
+ {
+ col *= 1.0/wsum;
+ }
+
+ return col;
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness, bool errorCorrect)
+{
+ // TODO - don't hard code lods
+ float reflection_lods = 6;
+ preProbeSample(pos);
+
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+
+ ambenv = sampleProbeAmbient(pos, norm);
+
+ float lod = (1.0-glossiness)*reflection_lods;
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod, errorCorrect);
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness)
+{
+ sampleReflectionProbes(ambenv, glossenv,
+ pos, norm, glossiness, false);
+}
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity)
+{
+ // TODO - don't hard code lods
+ float reflection_lods = 7;
+ preProbeSample(pos);
+
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+
+ ambenv = sampleProbeAmbient(pos, norm);
+
+ if (glossiness > 0.0)
+ {
+ float lod = (1.0-glossiness)*reflection_lods;
+ glossenv = sampleProbes(pos, normalize(refnormpersp), lod, false);
+ }
+
+ if (envIntensity > 0.0)
+ {
+ legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0, false);
+ }
+}
+
+void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
+{
+ glossenv *= 0.5; // fudge darker
+ float fresnel = clamp(1.0+dot(normalize(pos.xyz), norm.xyz), 0.3, 1.0);
+ fresnel *= fresnel;
+ fresnel *= spec.a;
+ glossenv *= spec.rgb*fresnel;
+ glossenv *= vec3(1.0) - color; // fake energy conservation
+ color.rgb += glossenv*0.5;
+}
+
+ void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
+ {
+ vec3 reflected_color = legacyenv;
+ vec3 lookAt = normalize(pos);
+ float fresnel = 1.0+dot(lookAt, norm.xyz);
+ fresnel *= fresnel;
+ fresnel = min(fresnel+envIntensity, 1.0);
+ reflected_color *= (envIntensity*fresnel);
+ color = mix(color.rgb, reflected_color*0.5, envIntensity);
+ }
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
new file mode 100644
index 0000000000..d48aeb98b6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -0,0 +1,118 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostF.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_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+uniform mat4 inv_proj;
+uniform float zNear;
+uniform float zFar;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec3 camera_ray;
+
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D specularRect;
+uniform sampler2D sceneMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D diffuseMap;
+
+vec3 getNorm(vec2 screenpos);
+float getDepth(vec2 pos_screen);
+float linearDepth(float d, float znear, float zfar);
+float linearDepth01(float d, float znear, float zfar);
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition(vec2 pos_screen);
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame);
+float random (vec2 uv);
+void main() {
+ vec2 tc = vary_fragcoord.xy;
+ float depth = linearDepth01(getDepth(tc), zNear, zFar);
+ vec3 n = vec3(0, 0, 1);
+ float envIntensity;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
+ vec4 spec = texture2D(specularRect, tc);
+ vec3 viewPos = camera_ray * depth;
+ vec3 rayDirection = normalize(reflect(normalize(viewPos), n)) * -viewPos.z;
+ vec2 hitpixel;
+ vec4 hitpoint;
+ vec4 diffuse = texture2D(diffuseRect, tc);
+ vec3 specCol = spec.rgb;
+
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) {
+ vec3 orm = specCol.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
+
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+
+ specCol = mix(f0, baseColor.rgb, metallic);
+ }
+
+ vec2 uv2 = tc * screen_res;
+ float c = (uv2.x + uv2.y) * 0.125;
+ float jitter = mod( c, 1.0);
+
+ vec3 firstBasis = normalize(cross(vec3(1.f, 1.f, 1.f), rayDirection));
+ vec3 secondBasis = normalize(cross(rayDirection, firstBasis));
+
+ frag_color = texture(diffuseMap, tc);
+ vec4 collectedColor;
+
+ vec2 screenpos = 1 - abs(tc * 2 - 1);
+ float vignette = clamp((screenpos.x * screenpos.y) * 16,0, 1);
+ vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5 - 0.2) * 8, 0, 1);
+ vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / zFar, 1);
+ int totalSamples = 4;
+ for (int i = 0; i < totalSamples; i++) {
+ vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0)));
+ vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y;
+
+ bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseMap);
+ if (hit) {
+ collectedColor += hitpoint;
+ collectedColor.rgb *= specCol.rgb;
+ }
+ }
+
+ collectedColor *= vignette;
+
+ frag_color += collectedColor;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
index bc5eb5181d..b084094d4d 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
@@ -1,41 +1,48 @@
-/**
- * @file sunLightV.glsl
+/**
+ * @file class3/deferred/screenSpaceReflPostV.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 mat4 modelview_projection_matrix;
+uniform mat4 projection_matrix;
+uniform mat4 inv_proj;
ATTRIBUTE vec3 position;
+uniform vec2 screen_res;
+
VARYING vec2 vary_fragcoord;
+VARYING vec3 camera_ray;
-uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ vary_fragcoord = pos.xy * 0.5 + 0.5;
+
+ vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1);
+ camera_ray = rayOrig.xyz / rayOrig.w;
+
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
new file mode 100644
index 0000000000..f8c6e5701a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
@@ -0,0 +1,138 @@
+/**
+ * @file class3/deferred/screenSpaceReflUtil.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D sceneMap;
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+uniform float zNear;
+uniform float zFar;
+uniform mat4 inv_proj;
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float linearDepth(float depth, float near, float far);
+float getDepth(vec2 pos_screen);
+float linearDepth01(float d, float znear, float zfar);
+
+float random (vec2 uv) {
+ return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function
+}
+
+// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/
+// A few tweaks here and there to suit our needs.
+
+vec2 generateProjectedPosition(vec3 pos){
+ vec4 samplePosition = projection_matrix * vec4(pos, 1.f);
+ samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5;
+ return samplePosition.xy;
+}
+
+bool isBinarySearchEnabled = true;
+bool isAdaptiveStepEnabled = true;
+bool isExponentialStepEnabled = true;
+bool debugDraw = false;
+int iterationCount = 40;
+float rayStep = 0.1;
+float distanceBias = 0.02;
+float depthRejectBias = 0.001;
+float epsilon = 0.1;
+
+bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) {
+ vec3 step = rayStep * reflection;
+ vec3 marchingPosition = position + step;
+ float delta;
+ float depthFromScreen;
+ vec2 screenPosition;
+ bool hit = false;
+ hitColor = vec4(0);
+
+ int i = 0;
+ if (depth > depthRejectBias) {
+ for (; i < iterationCount && !hit; i++) {
+ screenPosition = generateProjectedPosition(marchingPosition);
+ depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar);
+ delta = abs(marchingPosition.z) - depthFromScreen;
+
+ if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
+ break;
+ }
+
+ if (abs(delta) < distanceBias) {
+ vec4 color = vec4(1);
+ if(debugDraw)
+ color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0);
+ hitColor = texture(textureFrame, screenPosition) * color;
+ hitDepth = depthFromScreen;
+ hit = true;
+ break;
+ }
+ if (isBinarySearchEnabled && delta > 0) {
+ break;
+ }
+ if (isAdaptiveStepEnabled){
+ float directionSign = sign(abs(marchingPosition.z) - depthFromScreen);
+ //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging
+ //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement
+ step = step * (1.0 - rayStep * max(directionSign, 0.0));
+ marchingPosition += step * (-directionSign);
+ }
+ else {
+ marchingPosition += step;
+ }
+
+ if (isExponentialStepEnabled){
+ step *= 1.05;
+ }
+ }
+ if(isBinarySearchEnabled){
+ for(; i < iterationCount && !hit; i++){
+
+ step *= 0.5;
+ marchingPosition = marchingPosition - step * sign(delta);
+
+ screenPosition = generateProjectedPosition(marchingPosition);
+ depthFromScreen = linearDepth(getDepth(screenPosition), zNear, zFar);
+ delta = abs(marchingPosition.z) - depthFromScreen;
+
+ if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
+ break;
+ }
+
+ if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) {
+ vec4 color = vec4(1);
+ if(debugDraw)
+ color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0);
+ hitColor = texture(textureFrame, screenPosition) * color;
+ hitDepth = depthFromScreen;
+ hit = true;
+ break;
+ }
+ }
+ }
+ }
+
+ return hit;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
deleted file mode 100644
index 50f1ffd626..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file class3/deferred/shadowAlphaMaskF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING float pos_w;
-
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-vec4 getPosition(vec2 screen_coord);
-vec4 computeMoments(float depth, float a);
-
-void main()
-{
- vec4 pos = getPosition(vary_texcoord0.xy);
-
- float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
-
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
-
- if (alpha < 0.88) // treat as semi-transparent
- {
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
- {
- discard;
- }
- }
-
- frag_color = computeMoments(length(pos.xyz), alpha);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
deleted file mode 100644
index 6a646f5e9e..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
+++ /dev/null
@@ -1,67 +0,0 @@
-/**
- * @file class3/deferred/shadowAlphaMaskV.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_projection_matrix;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void passTextureIndex();
-
-void main()
-{
- //transform vertex
- vec4 pre_pos = vec4(position.xyz, 1.0);
-
- pos = modelview_projection_matrix * pre_pos;
-
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
-#if !defined(DEPTH_CLAMP)
- pos_zd2 = pos.z * 0.5;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
- passTextureIndex();
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vertex_color = diffuse_color;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
deleted file mode 100644
index 3350267130..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-/**
- * @file class3/deferred/shadowF.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2D diffuseMap;
-
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-
-vec4 computeMoments(float depth, float a);
-
-void main()
-{
- frag_color = computeMoments(length(pos), 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl
deleted file mode 100644
index 2f69a353e8..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl
+++ /dev/null
@@ -1,157 +0,0 @@
-/**
- * @file class3/deferred/shadowUtil.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform sampler2D shadowMap0;
-uniform sampler2D shadowMap1;
-uniform sampler2D shadowMap2;
-uniform sampler2D shadowMap3;
-uniform sampler2D shadowMap4;
-uniform sampler2D shadowMap5;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float shadow_bias;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
-float getDepth(vec2 screenpos);
-vec3 getNorm(vec2 screenpos);
-vec4 getPosition(vec2 pos_screen);
-
-float ReduceLightBleeding(float p_max, float Amount)
-{
- return smoothstep(Amount, 1, p_max);
-}
-
-float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount)
-{
- float p = (t <= m.x) ? 1.0 : 0.0;
-
- float v = m.y - (m.x*m.x);
- v = max(v, min_v);
-
- float d = t - m.x;
-
- float p_max = v / (v + d*d);
-
- p_max = ReduceLightBleeding(p_max, Amount);
-
- return max(p, p_max);
-}
-
-vec4 computeMoments(float depth, float a)
-{
- float m1 = depth;
- float dx = dFdx(depth);
- float dy = dFdy(depth);
- float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy);
- return vec4(m1, m2, a, max(dx, dy));
-}
-
-float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix)
-{
- vec4 lpos = shadowMatrix * stc;
- vec4 moments = texture2D(shadowMap, lpos.xy);
- return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9);
-}
-
-float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix)
-{
- vec4 lpos = shadowMatrix * stc;
- vec4 moments = texture2D(shadowMap, lpos.xy);
- lpos.xyz /= lpos.w;
- lpos.xy *= 0.5;
- lpos.xy += 0.5;
- return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9);
-}
-
-#if VSM_POINT_SHADOWS
-float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map)
-{
- vec4 moments = textureCube(shadow_cube_map, light_direction);
- return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25);
-}
-#endif
-
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
-{
- if (pos.z < -shadow_clip.w)
- {
- discard;
- }
-
- float depth = getDepth(pos_screen);
-
- vec4 spos = vec4(pos,1.0);
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
-
- float shadow = 0.0f;
- float weight = 1.0;
-
- if (spos.z < near_split.z)
- {
- shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]);
- weight += 1.0f;
- }
- if (spos.z < near_split.y)
- {
- shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]);
- weight += 1.0f;
- }
- if (spos.z < near_split.x)
- {
- shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]);
- weight += 1.0f;
- }
- if (spos.z > far_split.x)
- {
- shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]);
- weight += 1.0f;
- }
-
- shadow /= weight;
-
- return shadow;
-}
-
-float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
-{
- if (pos.z < -shadow_clip.w)
- {
- discard;
- }
-
- float depth = getDepth(pos_screen);
-
- pos += norm * spot_shadow_offset;
- return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
deleted file mode 100644
index 6577fe0ecf..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * @file class3/deferred/shadowV.glsl
- *
- * $LicenseInfo:firstyear=2011&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2011, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 modelview_projection_matrix;
-uniform float shadow_target_width;
-uniform mat4 texture_matrix0;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-#if !defined(DEPTH_CLAMP)
-VARYING float pos_zd2;
-#endif
-
-VARYING vec4 pos;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-void passTextureIndex();
-
-void main()
-{
- //transform vertex
- vec4 pre_pos = vec4(position.xyz, 1.0);
-
- pos = modelview_projection_matrix * pre_pos;
-
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
-#if !defined(DEPTH_CLAMP)
- pos_zd2 = pos.z * 0.5;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
deleted file mode 100644
index a0b082ed7c..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl
+++ /dev/null
@@ -1,126 +0,0 @@
-/**
- * @file class3/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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-VARYING vec2 vary_frag;
-
-uniform vec3 camPosLocal;
-uniform vec3 sun_dir;
-uniform float sun_size;
-uniform float far_z;
-uniform mat4 inv_proj;
-uniform mat4 inv_modelview;
-
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
-uniform sampler2D rainbow_map;
-uniform sampler2D halo_map;
-
-uniform float moisture_level;
-uniform float droplet_radius;
-uniform float ice_level;
-
-vec3 GetSolarLuminance();
-vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
-
-vec3 ColorFromRadiance(vec3 radiance);
-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)
-{
- float v = sqrt(max(0, 1 - (d*d)));
- return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
-}
-
-void main()
-{
- vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0);
- vec4 view_pos = (inv_proj * vec4(pos, 1.0f));
-
- view_pos /= view_pos.w;
-
- vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz + camPosLocal;
-
- vec3 view_direction = normalize(view_ray);
- vec3 sun_direction = normalize(sun_dir);
- vec3 earth_center = vec3(0, 0, -6360.0f);
- vec3 camPos = (camPosLocal / 1000.0f) - earth_center;
-
- vec3 transmittance;
- vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
- vec3 solar_luminance = GetSolarLuminance();
-
- // If the view ray intersects the Sun, add the Sun radiance.
- float s = dot(view_direction, sun_direction);
-
- // cheesy solar disc...
- if (s >= (sun_size * 0.999))
- {
- radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance;
- }
- s = smoothstep(0.9, 1.0, s) * 16.0f;
-
- vec3 color = ColorFromRadiance(radiance_sun);
-
- float optic_d = dot(view_direction, sun_direction);
- vec3 halo_22 = halo22(optic_d);
-
- color.rgb += rainbow(optic_d) * optic_d;
- color.rgb += halo_22;
-
- color = pow(color, vec3(1.0/2.2));
-
- frag_data[0] = vec4(color, 1.0 + s);
- frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 7ed9e7b4fc..5f6982746b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -1,31 +1,35 @@
-/**
+/**
* @file class3/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]*/
+#define FLT_MAX 3.402823466e+38
+
+#define REFMAP_COUNT 256
+#define REF_SAMPLE_COUNT 64 //maximum number of samples to consider
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -33,145 +37,209 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png
+
+const float M_PI = 3.14159265;
+
+#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
+uniform sampler2D lightMap;
+#endif
+
+uniform sampler2D depthMap;
uniform sampler2D lightFunc;
-uniform samplerCube environmentMap;
uniform float blur_size;
uniform float blur_fidelity;
// Inputs
-uniform vec4 morphFactor;
-uniform vec3 camPosLocal;
-uniform float cloud_shadow;
-uniform float max_y;
-uniform vec4 glow;
uniform mat3 env_mat;
-uniform vec4 shadow_clip;
uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform int sun_up_factor;
VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
-uniform mat4 inv_modelview;
-
uniform vec2 screen_res;
-uniform sampler2D transmittance_texture;
-uniform sampler3D scattering_texture;
-uniform sampler3D single_mie_scattering_texture;
-uniform sampler2D irradiance_texture;
+vec3 getNorm(vec2 pos_screen);
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-uniform sampler2D sh_input_r;
-uniform sampler2D sh_input_g;
-uniform sampler2D sh_input_b;
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
+vec3 scaleSoftClipFragLinear(vec3 l);
+vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten);
-vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance);
-vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
+// reflection probe interface
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness);
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyEnv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+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);
+float getDepth(vec2 pos_screen);
-vec3 ColorFromRadiance(vec3 radiance);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 color);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
#endif
-void main()
+void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
+
+vec3 pbrBaseLight(vec3 diffuseColor,
+ vec3 specularColor,
+ float metallic,
+ vec3 pos,
+ vec3 norm,
+ float perceptualRoughness,
+ vec3 light_dir,
+ vec3 sunlit,
+ float scol,
+ vec3 radiance,
+ vec3 irradiance,
+ vec3 colorEmissive,
+ float ao,
+ vec3 additive,
+ vec3 atten);
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+
+void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPositionWithDepth(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
+ 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);
+ norm.xyz = getNorm(tc);
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+ vec4 baseColor = texture2D(diffuseRect, tc);
+ vec4 spec = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
- vec4 diffuse = texture2DRect(diffuseRect, tc); // sRGB
- diffuse.rgb = srgb_to_linear(diffuse.rgb);
+#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
+ vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
+#endif
+
+#if defined(HAS_SUN_SHADOW)
+ float scol = max(scol_ambocc.r, baseColor.a);
+#else
+ float scol = 1.0;
+#endif
+#if defined(HAS_SSAO)
+ float ambocc = scol_ambocc.g;
+#else
+ float ambocc = 1.0;
+#endif
- vec3 col;
+ vec3 color = vec3(0);
float bloom = 0.0;
- {
- vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
- float scol = max(scol_ambocc.r, diffuse.a);
+ calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
- float ambocc = scol_ambocc.g;
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ {
+ vec3 orm = texture2D(specularRect, tc).rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ float ao = orm.r * ambocc;
+
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+
+ // PBR IBL
+ float gloss = 1.0 - perceptualRoughness;
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
+
+ // Take maximium of legacy ambient vs irradiance sample as irradiance
+ // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
+ irradiance = max(amblit,irradiance);
- vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
- vec4 l1r = texture2D(sh_input_r, vec2(0,0));
- vec4 l1g = texture2D(sh_input_g, vec2(0,0));
- vec4 l1b = texture2D(sh_input_b, vec2(0,0));
+ vec3 diffuseColor;
+ vec3 specularColor;
+ calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
- vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)),
- dot(l1g, l1tap * vec4(1, norm.xyz)),
- dot(l1b, l1tap * vec4(1, norm.xyz)));
+ vec3 v = -normalize(pos.xyz);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ }
+ else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ {
+ //should only be true of WL sky, just port over base color value
+ color = srgb_to_linear(baseColor.rgb);
+ }
+ else
+ {
+ // legacy shaders are still writng sRGB to gbuffer
+ baseColor.rgb = srgb_to_linear(baseColor.rgb);
+ spec.rgb = srgb_to_linear(spec.rgb);
- indirect = clamp(indirect, vec3(0), vec3(1.0));
+ float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 transmittance;
- vec3 sky_irradiance;
- vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance);
- vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance);
+ vec3 irradiance = vec3(0);
+ vec3 glossenv = vec3(0);
+ vec3 legacyenv = vec3(0);
- vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter;
- vec3 atmo_color = ColorFromRadiance(radiance);
+ sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
+
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ irradiance = max(amblit, irradiance);
- col = atmo_color + indirect;
- col *= transmittance;
- col *= diffuse.rgb;
+ // apply lambertian IBL only (see pbrIbl)
+ color.rgb = irradiance * ambocc;
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 sun_contrib = min(da, scol) * sunlit;
+ color.rgb += sun_contrib;
+ color.rgb *= baseColor.rgb;
+
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- if (spec.a > 0.0) // specular reflection
+ if (spec.a > 0.0) // specular reflection
{
- // the old infinite-sky shiny reflection
- //
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;
-
+ float sa = dot(normalize(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 * 0.25;
- bloom = dot(spec_contrib, spec_contrib);
- col += spec_contrib;
- }
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ color.rgb += spec_contrib;
- col = mix(col, diffuse.rgb, diffuse.a);
+ // add radiance map
+ applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+ }
+ color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
+
if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
- vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz;
- vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance);
- vec3 refcol = ColorFromRadiance(radiance_sun);
- col = mix(col.rgb, refcol, envIntensity);
+ { // add environment map
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
-
- /*if (norm.w < 0.5)
- {
- col = scaleSoftClipFrag(col);
- }*/
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
- col = fogged.rgb;
- bloom = fogged.a;
- #endif
+
+ color = mix(atmosFragLightingLinear(color, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), baseColor.a);
+ color = scaleSoftClipFragLinear(color);
}
- //output linear since gamma correction happens down stream
- frag_color.rgb = col;
- frag_color.a = bloom;
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
+ color = fogged.rgb;
+ #endif
+
+ frag_color.rgb = color.rgb; //output linear since local lights will be added to this shader's results
+ frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
deleted file mode 100644
index 9d872b8df8..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-/**
- * @file class3/deferred/softenLightV.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
- * $/LicenseInfo$
- */
-ATTRIBUTE vec3 position;
-
-VARYING vec2 vary_fragcoord;
-
-uniform mat4 modelview_projection_matrix;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 56b0f4e5ce..3d8b95b882 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -1,9 +1,9 @@
/**
- * @file spotLightF.glsl
+ * @file class3\deferred\spotLightF.glsl
*
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * 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
@@ -28,20 +28,31 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_ANY_LIGHT_TYPE 0 // Output green light cone
+#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in green
+#define DEBUG_PBR_LIGHT_TYPE 0 // Show PBR objects in green
+#define DEBUG_PBR_SPOT 0
+#define DEBUG_PBR_SPOT_DIFFUSE 0
+#define DEBUG_PBR_SPOT_SPECULAR 0
+
+#define DEBUG_SPOT_NL 0 // monochome area effected by light
+#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
-uniform sampler2D projectionMap;
+uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@@ -71,217 +82,210 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 getNorm(vec2 pos_screen);
-
-vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
-
- float det = min(lod/(proj_lod*0.5), 1.0);
-
- float d = min(dist.x, dist.y);
-
- 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);
-
- 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;
-}
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
+vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
+vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
+vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
+vec2 getScreenXY(vec4 clip_point);
+vec2 getScreenCoord(vec4 clip_point);
+vec3 srgb_to_linear(vec3 c);
+vec4 texture2DLodSpecular(vec2 tc, float lod);
-vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
-{
- vec4 ret = texture2DLod(projectionMap, tc, lod);
-
- vec2 dist = tc-vec2(0.5);
-
- float d = dot(dist,dist);
-
- ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
-
- return ret;
-}
+vec4 getPosition(vec2 pos_screen);
+const float M_PI = 3.14159265;
-vec4 getPosition(vec2 pos_screen);
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
-void main()
+void main()
{
- vec4 frag = vary_fragcoord;
- frag.xyz /= frag.w;
- frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
-
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = trans_center.xyz-pos.xyz;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
+ vec3 final_color = vec3(0,0,0);
+ vec2 tc = getScreenCoord(vary_fragcoord);
+ vec3 pos = getPosition(tc).xyz;
+
+ vec3 lv;
+ vec4 proj_tc;
+ float dist, l_dist;
+ if (clipProjectedLightVars(trans_center, pos, dist, l_dist, lv, proj_tc))
{
discard;
}
-
+
float shadow = 1.0;
-
+
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
+ vec4 shd = texture2D(lightMap, tc);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
-
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- 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*0.5) + 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;
+ float envIntensity;
+ vec3 n;
+ vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
{
discard;
}
-
- lv = proj_origin-pos.xyz;
- lv = normalize(lv);
- float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
-
- vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb);
-
- vec4 spec = texture2DRect(specularRect, frag.xy);
- vec3 dlit = vec3(0, 0, 0);
+ lv = proj_origin-pos.xyz; // NOTE: Re-using lv
+ vec3 h, l, v = -normalize(pos);
+ float nh, nl, nv, vh, lightDist;
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
- if (proj_tc.z > 0.0 &&
- proj_tc.x < 1.0 &&
- proj_tc.y < 1.0 &&
- proj_tc.x > 0.0 &&
- proj_tc.y > 0.0)
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
+ vec3 dlit = vec3(0, 0, 0);
+ vec3 slit = vec3(0, 0, 0);
+
+ vec3 amb_rgb = vec3(0);
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- float amb_da = proj_ambiance;
- float lit = 0.0;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
+ vec3 orm = spec.rgb;
+ float perceptualRoughness = orm.g;
+ float metallic = orm.b;
+ vec3 f0 = vec3(0.04);
+ vec3 baseColor = diffuse.rgb;
- if (da > 0.0)
+ vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
+ diffuseColor *= 1.0 - metallic;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
+ if (proj_tc.x > 0.0 && proj_tc.x < 1.0
+ && proj_tc.y > 0.0 && proj_tc.y < 1.0)
{
- lit = da * dist_atten * noise;
+ float lit = 0.0;
+ float amb_da = 0.0;
- float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
-
- vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
-
- dlit = color.rgb * plcol.rgb * plcol.a;
-
- col = dlit*lit*diff_tex*shadow;
- amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
- }
-
- //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
-
- amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
+ if (nl > 0.0)
+ {
+ amb_da += (nl*0.5 + 0.5) * 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;
- }
-
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
- if (spec.a > 0.0)
+ vec3 intensity = dist_atten * dlit * 3.0 * shadow; // Legacy attenuation
+ final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
+ }
+
+ amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
+ final_color += diffuse.rgb * amb_rgb;
+ }
+ }
+ else
{
- 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)
+ diffuse = srgb_to_linear(diffuse);
+ spec.rgb = srgb_to_linear(spec.rgb);
+
+ float noise = texture2D(noiseMap, tc).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 scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += dlit*scol*spec.rgb*shadow;
+ float amb_da = proj_ambiance;
+ float lit = 0.0;
+
+ if (nl > 0.0)
+ {
+ lit = nl * dist_atten * noise;
+
+ dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
+
+ final_color = dlit*lit*diffuse*shadow;
+
+ amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
+ }
+
+ vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
+ final_color += diffuse.rgb*amb_rgb;
+ #if DEBUG_LEG_LIGHT_TYPE
+ final_color = vec3(0,0.5,0);
+ #endif
}
- }
-
- 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)
+ if (spec.a > 0.0)
+ {
+ dlit *= min(nl*6.0, 1.0) * dist_atten;
+ float fres = pow(1 - dot(h, v), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
+ vec3 speccol = dlit*scol*spec.rgb*shadow;
+ speccol = clamp(speccol, vec3(0), vec3(1));
+ final_color += speccol;
+ }
+ }
+
+ if (envIntensity > 0.0)
{
- vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
- vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
+ vec3 ref = reflect(normalize(pos), n);
- if (stc.z > 0.0)
+ //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)
{
- stc /= stc.w;
-
- if (stc.x < 1.0 &&
- stc.y < 1.0 &&
- stc.x > 0.0 &&
- stc.y > 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)
{
- col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ stc /= stc.w;
+
+ if (stc.x < 1.0 &&
+ stc.y < 1.0 &&
+ stc.x > 0.0 &&
+ stc.y > 0.0)
+ {
+ final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity;
+ }
}
}
}
}
-
+
+#if DEBUG_PBR_SPOT_DIFFUSE
+ final_color = vec3(nl * dist_atten);
+#endif
+#if DEBUG_SPOT_NL
+ final_color = vec3(nl);
+#endif
+#if DEBUG_SPOT_ZERO
+ final_color = vec3(0,0,0);
+#endif
+#if DEBUG_ANY_LIGHT_TYPE
+ final_color = vec3(0,0.3333,0);
+#endif
+
//not sure why, but this line prevents MATBUG-194
- col = max(col, vec3(0.0));
+ final_color = max(final_color, vec3(0.0));
- frag_color.rgb = col;
+ //output linear colors as gamma correction happens down stream
+ frag_color.rgb = final_color;
frag_color.a = 0.0;
+#endif // LOCAL_LIGHT_KILL
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
deleted file mode 100644
index 112b498c90..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
+++ /dev/null
@@ -1,57 +0,0 @@
-/**
- * @file class3\deferred\sunLightF.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_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-//class 2, shadows, no SSAO
-
-// Inputs
-VARYING vec2 vary_fragcoord;
-
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
-
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
- frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- frag_color.g = 1.0f;
- frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
deleted file mode 100644
index 342a2ff3ed..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
+++ /dev/null
@@ -1,61 +0,0 @@
-/**
- * @file class3\deferred\sunLightSSAOF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-//class 2 -- shadows and SSAO
-
-// Inputs
-VARYING vec2 vary_fragcoord;
-
-uniform vec3 sun_dir;
-
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
-
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
- frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen);
- frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
deleted file mode 100644
index 41673d1669..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/**
- * @file treeShadowF.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
-
-uniform float minimum_alpha;
-
-uniform sampler2D diffuseMap;
-
-VARYING vec4 pos;
-VARYING vec2 vary_texcoord0;
-
-vec4 computeMoments(float d, float a);
-
-void main()
-{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
-
- if (alpha < minimum_alpha)
- {
- discard;
- }
-
- frag_color = computeMoments(length(pos), 1.0);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0);
-#endif
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl
deleted file mode 100644
index 15e769ac10..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-/**
- * @file treeShadowV.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 mat4 texture_matrix0;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
-
-VARYING vec4 pos;
-VARYING vec2 vary_texcoord0;
-
-void main()
-{
- //transform vertex
- pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
deleted file mode 100644
index c65cf48c67..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
+++ /dev/null
@@ -1,174 +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
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
-
-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
-
-//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-VARYING vec4 vary_position;
-
-vec3 scaleSoftClip(vec3 c);
-vec2 encode_normal(vec3 n);
-
-vec3 BlendNormal(vec3 bump1, vec3 bump2)
-{
- //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0);
- //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0);
- //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z));
- vec3 n = normalize(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
- 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 * 0.99999);
-
- color.rgb *= 2.0f;
- color.rgb = scaleSoftClip(color.rgb);
-
- vec4 pos = vary_position;
-
- color.rgb += spec * specular;
- color.a = spec * sunAngle2;
-
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
- frag_data[0] = vec4(color.rgb, color); // diffuse
- frag_data[1] = vec4(spec * specular, spec); // speccolor, spec
- frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl
deleted file mode 100644
index b9089d69b7..0000000000
--- a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl
+++ /dev/null
@@ -1,95 +0,0 @@
-/**
- * @file waterV.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 mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-
-uniform vec2 d1;
-uniform vec2 d2;
-uniform float time;
-uniform vec3 eyeVec;
-uniform float waterHeight;
-
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
-
-VARYING vec4 vary_position;
-
-float wave(vec2 v, float t, float f, vec2 d, float s)
-{
- return (dot(d, v)*f + t*s)*f;
-}
-
-void main()
-{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- mat4 modelViewProj = modelview_projection_matrix;
-
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = pos.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = vec4(position, 1.0);
-// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
- vary_position = modelview_matrix * oPosition;
- oPosition = modelViewProj * oPosition;
-
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = pos.xyz;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- pos.w = 1.0;
- pos = modelview_matrix*pos;
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
- view.w = bigWave.y;
- refCoord.w = bigWave.x;
-
- gl_Position = oPosition;
-}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 540226e672..a5e0adf8fa 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -1,5 +1,5 @@
/**
- * @file underWaterF.glsl
+ * @file class3\environment\underWaterF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -23,19 +23,15 @@
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_data[3];
-#else
-#define frag_data gl_FragData
-#endif
+out vec4 frag_color;
uniform sampler2D diffuseMap;
-uniform sampler2D bumpMap;
+uniform sampler2D bumpMap;
+
+#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
-uniform sampler2D refTex;
uniform sampler2D screenDepth;
+#endif
uniform vec4 fogCol;
uniform vec3 lightDir;
@@ -49,7 +45,7 @@ uniform float kd;
uniform vec4 waterPlane;
uniform vec3 eyeVec;
uniform vec4 waterFogColor;
-uniform float waterFogDensity;
+uniform vec3 waterFogColorLinear;
uniform float waterFogKS;
uniform vec2 screenRes;
@@ -57,47 +53,15 @@ uniform vec2 screenRes;
VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
-
-vec4 applyWaterFog(vec4 color, vec3 viewVec)
-{
- //normalize view vector
- vec3 view = normalize(viewVec);
- float es = -view.z;
-
- //find intersection point with water plane and eye vector
-
- //get eye depth
- float e0 = max(-waterPlane.w, 0.0);
-
- //get object depth
- float depth = length(viewVec);
-
- //get "thickness" of water
- float l = max(depth, 0.1);
-
- float kd = waterFogDensity;
- float ks = waterFogKS;
- vec4 kc = waterFogColor;
-
- float F = 0.98;
-
- float t1 = -kd * pow(F, ks * e0);
- float t2 = kd + ks * es;
- float t3 = pow(F, t2*l) - 1.0;
-
- float L = min(t1/t2*t3, 1.0);
-
- float D = pow(0.98, l*kd);
- return color * D + kc * L;
-}
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
void main()
{
vec4 color;
-
- //get detail normals
+
+ //get detail normals
vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
@@ -106,10 +70,12 @@ void main()
//figure out distortion vector (ripply)
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
distort = distort+wavef.xy*refScale;
-
- vec4 fb = texture2D(screenTex, distort);
- frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
- frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
- frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
+#ifdef TRANSPARENT_WATER
+ vec4 fb = texture2D(screenTex, distort);
+#else
+ vec4 fb = vec4(waterFogColorLinear, 0.0);
+#endif
+
+ frag_color = applyWaterFogViewLinear(vary_position, fb);
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
new file mode 100644
index 0000000000..a6517be433
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -0,0 +1,265 @@
+/**
+ * @file waterF.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
+ * $/LicenseInfo$
+ */
+
+// class3/environment/waterF.glsl
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+vec3 scaleSoftClipFragLinear(vec3 l);
+vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+
+// PBR interface
+vec3 pbrIbl(vec3 diffuseColor,
+ vec3 specularColor,
+ vec3 radiance, // radiance map sample
+ vec3 irradiance, // irradiance map sample
+ float ao, // ambient occlusion factor
+ float nv, // normal dot view vector
+ float perceptualRoughness);
+
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l); //surface point to light
+
+uniform sampler2D bumpMap;
+uniform sampler2D bumpMap2;
+uniform float blend_factor;
+#ifdef TRANSPARENT_WATER
+uniform sampler2D screenTex;
+uniform sampler2D screenDepth;
+#endif
+
+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 vec4 waterFogColor;
+uniform vec3 waterFogColorLinear;
+
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+in vec3 vary_position;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+in vec3 vary_light_dir;
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ vec3 n = mix(bump1, bump2, blend_factor);
+ return n;
+}
+
+vec3 srgb_to_linear(vec3 col);
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec3 pos, vec3 norm, float glossiness, float envIntensity);
+
+vec3 vN, vT, vB;
+
+vec3 transform_normal(vec3 vNt)
+{
+ return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN);
+}
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec3 pos, vec3 norm, float glossiness, bool errorCorrect);
+
+vec3 getPositionWithNDC(vec3 ndc);
+
+void main()
+{
+ vec4 color;
+
+ vN = vary_normal;
+ vT = vary_tangent;
+ vB = cross(vN, vT);
+
+ vec3 pos = vary_position.xyz;
+
+ float dist = length(pos.xyz);
+
+ //normalize view vector
+ vec3 viewVec = normalize(pos.xyz);
+
+ //get wave normals
+ vec2 bigwave = vec2(refCoord.w, view.w);
+ vec3 wave1_a = texture(bumpMap, bigwave, -2 ).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 = texture(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);
+
+ wave1 = transform_normal(wave1);
+ wave2 = transform_normal(wave2);
+ wave3 = transform_normal(wave3);
+
+ vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+
+ //wavef.z *= max(-viewVec.z, 0.1);
+
+ wavef = normalize(wavef);
+
+ //get base fresnel components
+
+ vec3 df = vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset;
+
+ 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);
+
+ float df1 = df.x + df.y + df.z;
+
+ //wavef = normalize(wavef - vary_normal);
+ //wavef = vary_normal;
+
+ vec3 waver = reflect(viewVec, -wavef)*3;
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod * df1, 1.0);
+ distort2 = clamp(distort2, vec2(0), vec2(0.99));
+
+#ifdef TRANSPARENT_WATER
+ vec4 fb = texture2D(screenTex, distort2);
+ float depth = texture2D(screenDepth, distort2).r;
+ vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
+
+ if (refPos.z > pos.z-0.05)
+ {
+ //we sampled an above water sample, don't distort
+ distort2 = distort;
+ fb = texture2D(screenTex, distort2);
+ depth = texture2D(screenDepth, distort2).r;
+ refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
+ }
+
+ fb = applyWaterFogViewLinear(refPos, fb);
+#else
+ vec4 fb = vec4(waterFogColorLinear.rgb, 0.0);
+#endif
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
+ sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles
+ vec3 v = -viewVec;
+ float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);
+
+ float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness
+ float roughness = 0.1;
+ float gloss = 1.0 - roughness;
+
+ vec3 baseColor = vec3(0.25);
+ vec3 f0 = vec3(0.04);
+ vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0);
+ diffuseColor *= gloss;
+
+ vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+
+ vec3 refnorm = normalize(wavef + vary_normal);
+ //vec3 refnorm = wavef;
+
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss, true);
+ radiance *= 0.5;
+ irradiance = fb.rgb;
+
+ color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0);
+
+ // fudge -- for punctual lighting, pretend water is metallic
+ diffuseColor = vec3(0);
+ specularColor = vec3(1);
+ roughness = 0.1;
+ float scol = 1.0; // TODO -- incorporate shadow map
+
+ //color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir) * sunlit * 2.75 * scol;
+
+ //get specular component
+ float spec = clamp(dot(vary_light_dir, (reflect(viewVec, wavef))), 0.0, 1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ color.rgb += spec * specular;
+
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
+ color.rgb = scaleSoftClipFragLinear(color.rgb);
+
+ color.a = 0.f;
+ //color.rgb = fb.rgb;
+ //color.rgb = vec3(depth*depth*depth*depth);
+ //color.rgb = srgb_to_linear(normalize(refPos) * 0.5 + 0.5);
+ //color.rgb = srgb_to_linear(normalize(pos) * 0.5 + 0.5);
+ //color.rgb = srgb_to_linear(wavef * 0.5 + 0.5);
+
+ //color.rgb = radiance;
+ frag_color = color;
+
+#if defined(WATER_EDGE)
+ gl_FragDepth = 0.9999847f;
+#endif
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
deleted file mode 100644
index 2b70ba76dc..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl
+++ /dev/null
@@ -1,46 +0,0 @@
-/**
- * @file class3\wl\atmosphericsF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-vec3 scaleSoftClipFrag(vec3 light);
-
-uniform int no_atmo;
-
-vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
- if (no_atmo == 1)
- {
- return light;
- }
- light *= atten.r;
- light += additive;
- return light * 2.0;
-}
-
-vec3 atmosLighting(vec3 light)
-{
- return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation());
-}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
deleted file mode 100644
index b76192d73f..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-/**
- * @file class3\wl\atmosphericsV.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
- * $/LicenseInfo$
- */
-
-// VARYING param funcs
-void setSunlitColor(vec3 v);
-void setAmblitColor(vec3 v);
-void setAdditiveColor(vec3 v);
-void setAtmosAttenuation(vec3 v);
-void setPositionEye(vec3 v);
-
-vec3 getAdditiveColor();
-
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
-
-void calcAtmospherics(vec3 inPositionEye) {
-
- vec3 P = inPositionEye;
- setPositionEye(P);
- vec3 tmpsunlit = vec3(1);
- vec3 tmpamblit = vec3(1);
- vec3 tmpaddlit = vec3(1);
- vec3 tmpattenlit = vec3(1);
- calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true);
- setSunlitColor(tmpsunlit);
- setAmblitColor(tmpamblit);
- setAdditiveColor(tmpaddlit);
- setAtmosAttenuation(tmpattenlit);
-}
-
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
deleted file mode 100644
index 545a32a227..0000000000
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file class3\wl\transportF.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
- * $/LicenseInfo$
- */
-
-//////////////////////////////////////////////////////////
-// The fragment shader for the terrain atmospherics
-//////////////////////////////////////////////////////////
-
-vec3 getAdditiveColor();
-vec3 getAtmosAttenuation();
-
-uniform int no_atmo;
-
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- if (no_atmo == 1)
- {
- return light;
- }
- // fullbright responds minimally to atmos scatter effects
- light *= min(15.0 * atten.r, 1.0);
- light += (0.1 * additive);
- return light * 2.0;
-}
-
-vec3 atmosTransport(vec3 light)
-{
- return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
-}
-
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
-{
- float brightness = dot(light.rgb, vec3(0.33333));
- return vec3(1,0,1);
- //return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten);
-}
-
-vec3 fullbrightAtmosTransport(vec3 light)
-{
- return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
-}
-
-vec3 fullbrightShinyAtmosTransport(vec3 light)
-{
- float brightness = dot(light.rgb, vec3(0.33333));
- return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation());
-}