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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl38
4 files changed, 63 insertions, 63 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index c382a9fbc0..03dc3d7113 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @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]*/
out vec4 frag_color;
@@ -59,16 +59,16 @@ void main()
{
mirrorClip(vary_position);
#ifdef HAS_DIFFUSE_LOOKUP
- vec4 color = diffuseLookup(vary_texcoord0.xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 color = texture(diffuseMap, vary_texcoord0.xy);
+ vec4 color = texture(diffuseMap, vary_texcoord0.xy);
#endif
-
- color.rgb *= vertex_color.rgb;
- // SL-9632 HUDs are affected by Atmosphere
+ color.rgb *= vertex_color.rgb;
+
+ // SL-9632 HUDs are affected by Atmosphere
#ifndef IS_HUD
-
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -90,8 +90,8 @@ void main()
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
#endif
- color.a = 1.0;
+ color.a = 1.0;
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 2a20eb79d2..d3e19cf4a8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -100,7 +100,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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
@@ -220,19 +220,19 @@ in vec2 vary_texcoord0;
vec3 getNormal(inout float glossiness)
{
#ifdef HAS_NORMAL_MAP
- vec4 vNt = texture(bumpMap, vary_texcoord1.xy);
+ vec4 vNt = texture(bumpMap, vary_texcoord1.xy);
glossiness *= vNt.a;
- vNt.xyz = vNt.xyz * 2 - 1;
+ vNt.xyz = vNt.xyz * 2 - 1;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
- return tnorm;
+ return tnorm;
#else
- return normalize(vary_normal);
+ return normalize(vary_normal);
#endif
}
@@ -269,9 +269,9 @@ void waterClip()
float getEmissive(vec4 diffcol)
{
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- return emissive_brightness;
+ return emissive_brightness;
#else
- return max(diffcol.a, emissive_brightness);
+ return max(diffcol.a, emissive_brightness);
#endif
}
@@ -295,7 +295,7 @@ void main()
// diffcol == diffuse map combined with vertex color
vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ diffcol.rgb *= vertex_color.rgb;
alphaMask(diffcol.a);
// spec == specular map combined with specular color
@@ -328,7 +328,7 @@ void main()
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
-
+
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 amblit_linear = amblit;
@@ -336,7 +336,7 @@ void main()
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear);
-
+
color = ambenv;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
@@ -408,7 +408,7 @@ void main()
frag_color = max(vec4(color, al), vec4(0));
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
float flag = GBUFFER_FLAG_HAS_ATMOS;
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index ef086fc3be..728d70ebb2 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
uniform sampler2D diffuseMap;
@@ -57,27 +57,27 @@ in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
void mirrorClip(vec3 position);
-void main()
+void main()
{
- mirrorClip(vary_position);
- vec4 color;
+ mirrorClip(vary_position);
+ vec4 color;
//get detail normals
- vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
- vec3 wavef = normalize(wave1+wave2+wave3);
-
- //figure out distortion vector (ripply)
- vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
- distort = distort+wavef.xy*refScale;
+ vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ distort = distort+wavef.xy*refScale;
#ifdef TRANSPARENT_WATER
- vec4 fb = texture(screenTex, distort);
+ vec4 fb = texture(screenTex, distort);
#else
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
-
+
fb = applyWaterFogViewLinearNoClip(vary_position, fb);
frag_color = max(fb, vec4(0));
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index b2a81aa025..a5592188a9 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @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
out vec4 frag_color;
@@ -129,7 +129,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec3 getPositionWithNDC(vec3 ndc);
-void main()
+void main()
{
mirrorClip(vary_position);
vN = vary_normal;
@@ -160,7 +160,7 @@ void main()
vec3 wave3 = BlendNormal(wave3_a, wave3_b);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
+
//wave1 = transform_normal(wave1);
//wave2 = transform_normal(wave2);
//wave3 = transform_normal(wave3);
@@ -171,7 +171,7 @@ void main()
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
-
+
vec3 wave_ibl = wavef;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
@@ -185,13 +185,13 @@ void main()
//wavef = vec3(0, 0, 1);
wavef = transform_normal(wavef);
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- //figure out distortion vector (ripply)
+
+ float dist2 = dist;
+ dist = max(dist, 5.0);
+
+ float dmod = sqrt(dist);
+
+ //figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
distort2 = clamp(distort2, vec2(0), vec2(0.999));
@@ -235,7 +235,7 @@ void main()
float metallic = 0.0;
float perceptualRoughness = 0.05;
float gloss = 1.0 - perceptualRoughness;
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
@@ -251,7 +251,7 @@ void main()
vec3 colorEmissive = vec3(0);
float ao = 1.0;
vec3 light_dir = transform_normal(lightDir);
-
+
perceptualRoughness = 0.0;
metallic = 1.0;
@@ -284,7 +284,7 @@ void main()
color = ((1.0 - f) * color) + fb.rgb;
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
-
+
frag_color = max(vec4(color, spec), vec4(0));
}