diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
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)); } |