diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
13 files changed, 81 insertions, 132 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index f1b1997c43..1c79748b49 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -25,21 +25,17 @@  /*[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; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; +in vec3 vary_position;  uniform samplerCube environmentMap; @@ -62,7 +58,7 @@ void main()  #ifdef HAS_DIFFUSE_LOOKUP  	vec4 color = diffuseLookup(vary_texcoord0.xy);  #else -	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 color = texture(diffuseMap, vary_texcoord0.xy);  #endif  	color.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index e5341386bd..77e3b92385 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -52,11 +52,7 @@ vec3 legacy_adjust(vec3 c);  #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); @@ -77,9 +73,9 @@ uniform mat3 env_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; -VARYING vec3 vary_position; +in vec3 vary_position;  uniform mat4 proj_mat;  uniform mat4 inv_proj; @@ -167,7 +163,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); +                float scol = fres*texture(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; @@ -184,11 +180,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  }  #else -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif  #endif  uniform sampler2D diffuseMap;  //always in sRGB space @@ -200,7 +192,7 @@ uniform sampler2D bumpMap;  #ifdef HAS_SPECULAR_MAP  uniform sampler2D specularMap; -VARYING vec2 vary_texcoord2; +in vec2 vary_texcoord2;  #endif  uniform float env_intensity; @@ -214,13 +206,13 @@ uniform float minimum_alpha;  in vec3 vary_normal;  in vec3 vary_tangent;  flat in float vary_sign; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord1;  #else -VARYING vec3 vary_normal; +in vec3 vary_normal;  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n); @@ -228,7 +220,7 @@ vec2 encode_normal(vec3 n);  vec3 getNormal(inout float glossiness)  {  #ifdef HAS_NORMAL_MAP -	vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy); +	vec4 vNt = texture(bumpMap, vary_texcoord1.xy);      glossiness *= vNt.a;  	vNt.xyz = vNt.xyz * 2 - 1;      float sign = vary_sign; @@ -247,7 +239,7 @@ vec3 getNormal(inout float glossiness)  vec4 getSpecular()  {  #ifdef HAS_SPECULAR_MAP -    vec4 spec = texture2D(specularMap, vary_texcoord2.xy); +    vec4 spec = texture(specularMap, vary_texcoord2.xy);      spec.rgb *= specular_color.rgb;  #else      vec4 spec = vec4(specular_color.rgb, 1.0); @@ -301,7 +293,7 @@ void main()      waterClip();      // diffcol == diffuse map combined with vertex color -    vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);  	diffcol.rgb *= vertex_color.rgb;      alphaMask(diffcol.a); @@ -364,7 +356,7 @@ void main()      if (glossiness > 0.0)  // specular reflection      {          float sa        = dot(normalize(refnormpersp), light_dir.xyz); -        vec3  dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); +        vec3  dumbshiny = sunlit_linear * shadow * (texture(lightFunc, vec2(sa, glossiness)).r);          // add the two types of shiny together          vec3 spec_contrib = dumbshiny * spec.rgb; @@ -395,7 +387,7 @@ void main()              float gtdenom = 2 * nh;              float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); -            float scol = shadow*fres*texture2D(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); +            float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl);              color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;          } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 2da177ea7e..2a096a98ec 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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; @@ -49,7 +43,7 @@ uniform vec2  screen_res;  uniform float far_z;  uniform mat4  inv_proj; -VARYING vec4 vary_fragcoord; +in 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); @@ -88,15 +82,15 @@ void main()      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; +    vec4 spec    = texture(specularRect, tc); +    vec3 diffuse = texture(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 colorEmissive = texture(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -167,7 +161,7 @@ void main()                          if (nh > 0.0)                          { -                            float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); +                            float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl);                              col += lit * scol * light_col[i].rgb * spec.rgb;                          }                      } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index 831b3b2684..c2b9ed3d96 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec4 vary_fragcoord; +out vec4 vary_fragcoord;  void main()  { diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 33715d4d87..23120bbbbe 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -23,16 +23,9 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -67,7 +60,7 @@ uniform float size;  uniform vec3 color;  uniform float falloff; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -118,7 +111,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2D(lightMap, tc); +        vec4 shd = texture(lightMap, tc);          shadow = (proj_shadow_idx==0)?shd.b:shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0);         @@ -139,8 +132,8 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; -    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(specularRect, tc);      vec3 dlit    = vec3(0, 0, 0);      vec3 slit    = vec3(0, 0, 0); @@ -148,7 +141,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -223,7 +216,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(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; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 7724a6cac9..42ba96148c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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; @@ -48,8 +42,8 @@ uniform vec3 color;  uniform float falloff;  uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +in vec4 vary_fragcoord; +in vec3 trans_center;  uniform vec2 screen_res; @@ -83,8 +77,8 @@ void main()      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); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(specularRect, tc);      // Common half vectors calcs      vec3  lv = trans_center.xyz-pos; @@ -101,7 +95,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -141,7 +135,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  final_color += lit*scol*color.rgb*spec.rgb;              }          } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index d42c8f6cf6..8d23f1b427 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -26,13 +26,13 @@  uniform mat4 modelview_projection_matrix;  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec3 center;  uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +out vec4 vary_fragcoord; +out vec3 trans_center;  void main()  { diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index f1865a77e2..02e724c155 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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; @@ -39,8 +33,8 @@ uniform mat4 inv_proj;  uniform float zNear;  uniform float zFar; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +in vec2 vary_fragcoord; +in vec3 camera_ray;  uniform sampler2D specularRect;  uniform sampler2D diffuseRect; @@ -67,10 +61,10 @@ void main()      vec3 n;      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); +    vec4 spec    = texture(specularRect, tc);      vec2 hitpixel; -    vec4 diffuse = texture2D(diffuseRect, tc); +    vec4 diffuse = texture(diffuseRect, tc);      vec3 specCol = spec.rgb;      vec4 fcol = texture(diffuseMap, tc); diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index b084094d4d..f7e7268cc3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -26,12 +26,12 @@  uniform mat4 projection_matrix;  uniform mat4 inv_proj; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +out vec2 vary_fragcoord; +out vec3 camera_ray;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a8d61afeca..2f3efaa94a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,19 +23,12 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  #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; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -60,7 +53,7 @@ uniform mat3 env_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir;  uniform int  sun_up_factor; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -127,16 +120,16 @@ void main()      vec2  tc           = vary_fragcoord.xy;      float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = texture2D(normalMap, tc); +    vec4  norm         = texture(normalMap, tc);      float envIntensity = norm.z;      norm.xyz           = getNorm(tc);      vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir; -    vec4 baseColor     = texture2D(diffuseRect, tc); -    vec4 spec        = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive +    vec4 baseColor     = texture(diffuseRect, tc); +    vec4 spec        = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -    vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; +    vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;  #endif  #if defined(HAS_SUN_SHADOW) @@ -180,12 +173,12 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 orm = texture2D(specularRect, tc).rgb;  +        vec3 orm = texture(specularRect, tc).rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b;          float ao = orm.r * ambocc; -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;          // PBR IBL          float gloss      = 1.0 - perceptualRoughness; @@ -211,7 +204,7 @@ void main()      else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))      {          //should only be true of WL sky, just port over base color value -        color = texture2D(emissiveRect, tc).rgb; +        color = texture(emissiveRect, tc).rgb;          color = srgb_to_linear(color);          if (sun_up_factor > 0)          { @@ -263,7 +256,7 @@ void main()                  float gtdenom = 2 * nh;                  float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); -                scol *= fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;              } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f2ab585716..1ea801d7d7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -23,9 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  /*[EXTRA_CODE_HERE]*/  #define DEBUG_ANY_LIGHT_TYPE         0 // Output green light cone @@ -38,11 +35,7 @@  #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 sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -75,8 +68,8 @@ uniform float size;  uniform vec3 color;  uniform float falloff; -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; +in vec3 trans_center; +in vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -126,7 +119,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2D(lightMap, tc); +        vec4 shd = texture(lightMap, tc);          shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0); @@ -147,15 +140,15 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; -    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(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 colorEmissive = texture(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -231,7 +224,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(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; diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 21c30012ab..e99ad5b474 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -50,9 +50,9 @@ uniform float waterFogKS;  uniform vec2 screenRes;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); @@ -62,9 +62,9 @@ void main()  	vec4 color;      //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;     +	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)    @@ -72,7 +72,7 @@ void main()  	distort = distort+wavef.xy*refScale;  #ifdef TRANSPARENT_WATER -	vec4 fb = texture2D(screenTex, distort); +	vec4 fb = texture(screenTex, distort);  #else      vec4 fb = vec4(waterFogColorLinear, 0.0);  #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 3d4f4fc17b..8fee259933 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  in vec3 vary_normal;  in vec3 vary_tangent; @@ -144,12 +144,12 @@ void main()      //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 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture(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 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;      //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); @@ -210,16 +210,16 @@ void main()      vec3 sunlit_linear = srgb_to_linear(sunlit);  #ifdef TRANSPARENT_WATER -    vec4 fb = texture2D(screenTex, distort2); -    float depth = texture2D(screenDepth, distort2).r; +    vec4 fb = texture(screenTex, distort2); +    float depth = texture(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; +        fb = texture(screenTex, distort2); +        depth = texture(screenDepth, distort2).r;          refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));      } | 
