diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
17 files changed, 181 insertions, 181 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index ab43262c0e..7e52be7c7d 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; @@ -56,16 +56,16 @@ void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 void main() { #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; @@ -87,8 +87,8 @@ 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/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl index 0b154e82ad..7f75b16cf0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -68,16 +68,16 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); - + // mask off atmospherics below water (when camera is under water) bool do_atmospherics = false; - + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) { do_atmospherics = true; } - + vec3 irradiance = vec3(0); vec3 radiance = vec3(0); @@ -102,5 +102,5 @@ void main() } frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results - + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 83c3845d18..f5bf5bab56 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -93,7 +93,7 @@ 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 @@ -215,19 +215,19 @@ vec2 encode_normal(vec3 n); 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 } @@ -264,9 +264,9 @@ 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 } @@ -289,7 +289,7 @@ 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); @@ -325,7 +325,7 @@ 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; @@ -333,7 +333,7 @@ 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); @@ -405,7 +405,7 @@ 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 frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent. diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index ec8168465e..31aca8a745 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -56,8 +56,8 @@ vec3 srgb_to_linear(vec3 c); // Util vec3 hue_to_rgb(float hue); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -92,7 +92,7 @@ void main() 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; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index c2b9ed3d96..09fd389370 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class3\deferred\multiPointLightV.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 * $/LicenseInfo$ */ @@ -29,9 +29,9 @@ out vec4 vary_fragcoord; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - vary_fragcoord = pos; + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + vary_fragcoord = pos; - gl_Position = pos; + gl_Position = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 31af1208bd..c27310cf89 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -1,28 +1,28 @@ -/** +/** * @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 * $/LicenseInfo$ */ - + /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; @@ -59,8 +59,8 @@ vec2 getScreenCoord(vec4 clip); vec3 srgb_to_linear(vec3 c); float getDepth(vec2 tc); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -94,13 +94,13 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(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; @@ -137,7 +137,7 @@ void main() final_color += lit*scol*color.rgb*spec.rgb; } } - + if (dot(final_color, final_color) <= 0.0) { discard; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index 8d23f1b427..6111f0bf77 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -1,24 +1,24 @@ -/** +/** * @file class3\deferred\pointLightV.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 * $/LicenseInfo$ */ @@ -36,10 +36,10 @@ out vec3 trans_center; void main() { - //transform vertex - 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; + //transform vertex + 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; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index dbf20fe2d8..63fa4ecc55 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -53,7 +53,7 @@ float random (vec2 uv); float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness); -void main() +void main() { vec2 tc = vary_fragcoord.xy; float depth = linearDepth01(getDepth(tc), zNear, zFar); @@ -63,13 +63,13 @@ void main() vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; vec4 spec = texture(specularRect, tc); vec2 hitpixel; - + vec4 diffuse = texture(diffuseRect, tc); vec3 specCol = spec.rgb; vec4 fcol = texture(diffuseMap, tc); - if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { vec3 orm = specCol.rgb; float perceptualRoughness = orm.g; diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index f7e7268cc3..5555024b03 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -36,13 +36,13 @@ out vec3 camera_ray; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = pos.xy * 0.5 + 0.5; + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; - vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); + 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 index f14f7eac8d..e8901c7ba2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -92,7 +92,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float vec2 screenPosition; bool hit = false; hitColor = vec4(0); - + int i = 0; if (depth > depthRejectBias) { @@ -107,7 +107,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float } depthFromScreen = getLinearDepth(screenPosition); delta = abs(marchingPosition.z) - depthFromScreen; - + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { break; @@ -151,7 +151,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float { step *= 0.5; marchingPosition = marchingPosition - step * sign(delta); - + screenPosition = generateProjectedPosition(marchingPosition); if (screenPosition.x > 1 || screenPosition.x < 0 || screenPosition.y > 1 || screenPosition.y < 0) @@ -180,7 +180,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float } } } - + return hit; } @@ -335,18 +335,18 @@ collectedColor = vec4(1, 0, 1, 1); vec2 uv2 = tc * screen_res; float c = (uv2.x + uv2.y) * 0.125; float jitter = mod( c, 1.0); - + vec2 screenpos = 1 - abs(tc * 2 - 1); float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 16,0, 1); vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 5.5 - 0.8, 0, 1); - + float zFar = 128.0; vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); vignette *= clamp(glossiness * 3 - 1.7, 0, 1); vec4 hitpoint; - + glossiness = 1 - glossiness; totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette)); @@ -376,7 +376,7 @@ collectedColor = vec4(1, 0, 1, 1); collectedColor.a += 1; } } - + if (hits > 0) { collectedColor /= hits; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index d31b37fb60..871c7ce812 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -1,28 +1,28 @@ -/** +/** * @file class3\deferred\spotLightF.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 * $/LicenseInfo$ */ - + /*[EXTRA_CODE_HERE]*/ out vec4 frag_color; @@ -83,8 +83,8 @@ vec4 getPosition(vec2 pos_screen); const float M_PI = 3.14159265; -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, - float perceptualRoughness, +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera @@ -112,13 +112,13 @@ void main() } float shadow = 1.0; - + if (proj_shadow_idx >= 0) { vec4 shd = texture(lightMap, tc); shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); + shadow = clamp(shadow, 0.0, 1.0); } float envIntensity; @@ -145,13 +145,13 @@ void main() if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 colorEmissive = texture(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; @@ -169,7 +169,7 @@ void main() 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 * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials @@ -205,11 +205,11 @@ void main() // unshadowed for consistency between forward and deferred? amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; } - + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0); } - + if (spec.a > 0.0) { dlit *= min(nl*6.0, 1.0) * dist_atten; @@ -218,7 +218,7 @@ void main() float gtdenom = 2 * nh; float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); - + if (nh > 0.0) { float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); @@ -226,26 +226,26 @@ void main() speccol = clamp(speccol, vec3(0), vec3(1)); final_color += speccol; } - } + } 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); - + if (ds < 0.0) { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { stc /= stc.w; - + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f6b8299f91..61059e2339 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -43,7 +43,7 @@ void main() float depth = getDepth(tc.xy); if (above_water > 0) - { + { // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -61,5 +61,5 @@ void main() vec4 fogged = getWaterFogView(pos.xyz); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results - + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl index 16381a5d51..9c2b367158 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl @@ -41,19 +41,19 @@ uniform mat4 modelview_projection_matrix; void main() { - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); if (above_water > 0) { pos = modelview_projection_matrix*pos; } - gl_Position = pos; + gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = pos; + vary_fragcoord = pos; } diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 223e55eb69..3bf606a252 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; @@ -56,26 +56,26 @@ in vec3 vary_position; vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color); -void main() +void main() { - vec4 color; + 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 b364e454e8..88c38c46a2 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; @@ -127,7 +127,7 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, vec3 getPositionWithNDC(vec3 ndc); -void main() +void main() { vN = vary_normal; vT = vary_tangent; @@ -157,7 +157,7 @@ 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); @@ -168,7 +168,7 @@ 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)); @@ -182,13 +182,13 @@ 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)); @@ -232,7 +232,7 @@ 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); @@ -248,7 +248,7 @@ void main() vec3 colorEmissive = vec3(0); float ao = 1.0; vec3 light_dir = transform_normal(lightDir); - + perceptualRoughness = 0.0; metallic = 1.0; @@ -281,7 +281,7 @@ 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)); } diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 77bbbabfae..8d6b5cf890 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -1,34 +1,34 @@ -/** +/** * @file class3\lighting\lightV.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 * $/LicenseInfo$ */ - + // used for preview renders only vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color); + vec4 c = sumLights(pos, norm, color); return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index c1aee69c30..85b05ca034 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -4,25 +4,25 @@ * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2005, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); @@ -32,35 +32,35 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec4 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) { - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - vec3 view = normalize(pos); - - /// collect all the specular values from each calcXXXLightSpecular() function - vec4 specularSum = vec4(0.0); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); - col.rgb = scaleDownLight(col.rgb); - - // Add windlight lights - col.rgb += atmosAmbient(); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); + vec4 col = vec4(0.0, 0.0, 0.0, color.a); + + vec3 view = normalize(pos); + + /// collect all the specular values from each calcXXXLightSpecular() function + vec4 specularSum = vec4(0.0); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); + col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); + col.rgb = scaleDownLight(col.rgb); + + // Add windlight lights + col.rgb += atmosAmbient(); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); - col.rgb = min(col.rgb*color.rgb, 1.0); - specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); + col.rgb = min(col.rgb*color.rgb, 1.0); + specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); - col.rgb += specularColor.rgb; - return col; + col.rgb += specularColor.rgb; + return col; } |