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-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl112
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/giV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl (renamed from indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl)13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl140
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl78
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/transportF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl115
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl98
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl60
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl81
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl80
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/blurV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/extractF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/effects/simpleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/objects/shinyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/giV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl2
179 files changed, 1374 insertions, 573 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
index 5de9cb0790..3f6b8b3323 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index 7e9818e54a..1ad87badfe 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
attribute vec4 weight; //1
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 9f06301cc7..a15846f192 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
index 0feb88535a..05fe100372 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 30a2f10f62..4b8a7604a1 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
new file mode 100644
index 0000000000..ef823c28b1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -0,0 +1,30 @@
+/**
+ * @file objectSkinV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+attribute vec4 object_weight;
+
+uniform mat4 matrixPalette[32];
+
+mat4 getObjectSkinnedTransform()
+{
+ int i;
+
+ vec4 w = fract(object_weight);
+ vec4 index = floor(object_weight);
+
+ float scale = 1.0/(w.x+w.y+w.z+w.w);
+ w *= scale;
+
+ mat4 mat = matrixPalette[int(index.x)]*w.x;
+ mat += matrixPalette[int(index.y)]*w.y;
+ mat += matrixPalette[int(index.z)]*w.z;
+ mat += matrixPalette[int(index.w)]*w.w;
+
+ return mat;
+}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
index bcd710dc57..27ac59a840 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
index 299def1927..f1aa549a47 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 171a0e76f7..3b12a07a27 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -4,11 +4,12 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
-uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -22,7 +23,7 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
-varying vec3 vary_light;
+varying vec3 vary_pointlight_col;
uniform mat4 inv_proj;
@@ -44,18 +45,19 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
vec4 pos = vec4(vary_position, 1.0);
+ vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
+
vec4 col = vec4(vary_ambient + vary_directional.rgb, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
+ vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- //gl_FragColor = gl_Color;
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
gl_FragColor = color;
//gl_FragColor = vec4(1,0,1,1);
//gl_FragColor = vec4(1,0,1,1)*shadow;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
new file mode 100644
index 0000000000..65d9209983
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -0,0 +1,112 @@
+/**
+ * @file alphaSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+mat4 getObjectSkinnedTransform();
+void calcAtmospherics(vec3 inPositionEye);
+
+float calcDirectionalLight(vec3 n, vec3 l);
+
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+varying vec3 vary_position;
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_normal;
+varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
+
+uniform float near_clip;
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
+
+void main()
+{
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ mat4 trans = getObjectSkinnedTransform();
+ trans = gl_ModelViewMatrix * trans;
+
+ pos = trans * gl_Vertex;
+
+ norm = gl_Vertex.xyz + gl_Normal.xyz;
+ norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
+
+ vec4 frag_pos = gl_ProjectionMatrix * pos;
+ gl_Position = frag_pos;
+
+ vary_position = pos.xyz;
+ vary_normal = norm;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(vec3(0.));
+
+ vary_ambient = col.rgb*gl_Color.rgb;
+ vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+
+ col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+
+ gl_FrontColor = col;
+
+ gl_FogFragCoord = pos.z;
+
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index fabbce0824..2691fc8ded 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -5,11 +5,12 @@
* $/LicenseInfo$
*/
+#version 120
+
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -21,11 +22,42 @@ varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
+varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
+
void main()
{
//transform vertex
@@ -36,33 +68,35 @@ void main()
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
- vary_position = pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias);
+ float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
+ vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
calcAtmospherics(pos.xyz);
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(vec3(0.));
vary_light = gl_LightSource[0].position.xyz;
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb*gl_Color.rgb;
gl_FrontColor = col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
new file mode 100644
index 0000000000..164322c3a7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
@@ -0,0 +1,18 @@
+/**
+ * @file avatarShadowF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+uniform sampler2D diffuseMap;
+
+
+void main()
+{
+ //gl_FragColor = vec4(1,1,1,gl_Color.a * texture2D(diffuseMap, gl_TexCoord[0].xy).a);
+ gl_FragColor = vec4(1,1,1,1);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
new file mode 100644
index 0000000000..5ae41cb730
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
@@ -0,0 +1,27 @@
+/**
+ * @file attachmentShadowV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ //transform vertex
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ gl_FrontColor = gl_Color;
+
+ vec4 p = gl_ProjectionMatrix * vec4(pos, 1.0);
+ p.z = max(p.z, -p.w+0.01);
+ gl_Position = p;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 82ce6d7377..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-uniform sampler2D diffuseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec4 vary_position;
-varying vec3 vary_normal;
-
-void main()
-{
- float shadow = 1.0;
- vec4 pos = vary_position;
- vec3 norm = normalize(vary_normal);
-
- vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
- if (pos.z > -shadow_clip.w)
- {
-
- if (pos.z < -shadow_clip.z)
- {
- vec4 lpos = shadow_matrix[3]*pos;
- shadow = shadow2DProj(shadowMap3, lpos).x;
- }
- else if (pos.z < -shadow_clip.y)
- {
- vec4 lpos = shadow_matrix[2]*pos;
- shadow = shadow2DProj(shadowMap2, lpos).x;
- }
- else if (pos.z < -shadow_clip.x)
- {
- vec4 lpos = shadow_matrix[1]*pos;
- shadow = shadow2DProj(shadowMap1, lpos).x;
- }
- else
- {
- vec4 lpos = shadow_matrix[0]*pos;
- shadow = shadow2DProj(shadowMap0, lpos).x;
- }
- }
-
-
- vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index 21ddc2fad8..a012cb5030 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -17,10 +19,43 @@ vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 scaleDownLight(vec3 light);
vec3 scaleUpLight(vec3 light);
-varying vec4 vary_position;
+varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
-varying vec3 vary_normal;
+varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
+
+uniform float near_clip;
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
void main()
{
@@ -40,9 +75,10 @@ void main()
norm.z = dot(trans[2].xyz, gl_Normal);
norm = normalize(norm);
- gl_Position = gl_ProjectionMatrix * pos;
- vary_position = pos;
- vary_normal = norm;
+ vec4 frag_pos = gl_ProjectionMatrix * pos;
+ gl_Position = frag_pos;
+
+ vary_position = pos.xyz;
calcAtmospherics(pos.xyz);
@@ -50,18 +86,20 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
@@ -71,7 +109,8 @@ void main()
gl_FrontColor = col;
gl_FogFragCoord = pos.z;
-
+
+ vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index e376892e0a..9748727147 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index d88e3ecfd8..1b7ae06888 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 2af8c8f5f7..cf6579a40d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index 988226fb7c..69c93799b5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 258a9b7c40..d9f021b114 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -37,44 +39,49 @@ vec4 getPosition(vec2 pos_screen)
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ vec2 tc = vary_fragcoord.xy;
+ vec3 norm = texture2DRect(normalMap, tc).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
+ vec3 pos = getPosition(tc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
dlt /= max(-pos.z*dist_factor, 1.0);
vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
-
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+ // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+ tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+
for (int i = 1; i < 4; i++)
{
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
for (int i = 1; i < 4; i++)
{
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
+ vec2 samptc = tc - kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
+ if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
defined_weight += kern[i].xy;
}
}
-
-
col /= defined_weight.xyxx;
+ col.y *= col.y;
gl_FragColor = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index b1b3f55f00..c2d05c601a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 35f334d58e..37bfaac32c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
new file mode 100644
index 0000000000..d884f2e4a5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file bumpV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+varying vec3 vary_mat0;
+varying vec3 vary_mat1;
+varying vec3 vary_mat2;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+
+ vec3 n = normalize((mat * vec4(gl_Normal.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+ vec3 b = normalize((mat * vec4(gl_MultiTexCoord2.xyz+gl_Vertex.xyz, 1.0)).xyz-pos.xyz);
+ vec3 t = cross(b, n);
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+ gl_FrontColor = gl_Color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 6c8550cb5b..9b109b2db6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_mat0;
varying vec3 vary_mat1;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 9bd622a506..35cfb80c93 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
new file mode 100644
index 0000000000..9a45c03237
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file diffuseSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+varying vec3 vary_normal;
+
+mat4 getObjectSkinnedTransform();
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vary_normal = norm.xyz;
+
+ gl_FrontColor = gl_Color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index bd58096317..03d3322cb6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index f53e15c6cc..3429877397 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index dc8b2c6be4..6c38d220e2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
index e64e29a0d2..75b555e8ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
index 543527612e..8dc1410ea5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/giV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 7f365fedc8..e3c15a2ab2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
@@ -12,7 +14,7 @@ uniform sampler2D specularMap;
void main()
{
vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy);
- gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005);
+ gl_FragData[0] = vec4(col.rgb, col.a * 0.005);
gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy);
gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 4fc27d4412..37148b3f1a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index acb3014d18..78df54d5dc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -5,6 +5,8 @@
* $/LicenseInfo$
*/
+#version 120
+
uniform sampler2DRect diffuseMap;
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index 6368def830..0c820bfc6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -5,6 +5,9 @@
* $/LicenseInfo$
*/
+#version 120
+
+
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 6fca08ae6a..609fc4f14f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -5,6 +5,8 @@
* $/LicenseInfo$
*/
+#version 120
+
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
@@ -21,8 +23,9 @@ uniform float sun_wash;
uniform int light_count;
-uniform vec4 light[16];
-uniform vec4 light_col[16];
+#define MAX_LIGHT_COUNT 16
+uniform vec4 light[MAX_LIGHT_COUNT];
+uniform vec4 light_col[MAX_LIGHT_COUNT];
varying vec4 vary_fragcoord;
uniform vec2 screen_res;
@@ -61,50 +64,56 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
-
- for (int i = 0; i < light_count; ++i)
+
+ // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
+ for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
{
+ bool light_contrib = (i < light_count);
+
vec3 lv = light[i].xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= light[i].w;
if (dist2 > 1.0)
{
- continue;
+ light_contrib = false;
}
float da = dot(norm, lv);
if (da < 0.0)
{
- continue;
+ light_contrib = false;
}
-
- lv = normalize(lv);
- da = dot(norm, lv);
-
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
-
- float lit = da * dist_atten;
- vec3 col = light_col[i].rgb*lit*diff;
- //vec3 col = vec3(dist2, light_col[i].a, lit);
-
- if (spec.a > 0.0)
+ if (light_contrib)
{
- //vec3 ref = dot(pos+lv, norm);
+ lv = normalize(lv);
+ da = dot(norm, lv);
+
+ float fa = light_col[i].a+1.0;
+ float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= noise;
+
+ float lit = da * dist_atten;
- float sa = dot(normalize(lv+npos),norm);
+ vec3 col = light_col[i].rgb*lit*diff;
+ //vec3 col = vec3(dist2, light_col[i].a, lit);
- if (sa > 0.0)
+ if (spec.a > 0.0)
{
- sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
- sa *= noise;
- col += da*sa*light_col[i].rgb*spec.rgb;
+ //vec3 ref = dot(pos+lv, norm);
+
+ float sa = dot(normalize(lv+npos),norm);
+
+ if (sa > 0.0)
+ {
+ sa = texture2D(lightFunc,vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);
+ sa *= noise;
+ col += da*sa*light_col[i].rgb*spec.rgb;
+ }
}
+
+ out_col += col;
}
-
- out_col += col;
}
if (dot(out_col, out_col) <= 0.0)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index b1b3f55f00..2e3e84dd15 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -1,17 +1,20 @@
/**
- * @file blurLightF.glsl
+ * @file multiPointLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
+#version 120
+
+varying vec4 vary_fragcoord;
void main()
{
//transform vertex
- gl_Position = ftransform();
vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = pos;
+
+ gl_Position = pos;
+ gl_FrontColor = gl_Color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 43da16436b..22ed9dcd40 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+ #version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index e056c3e896..8e74feb615 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -5,6 +5,8 @@
* $/LicenseInfo$
*/
+#version 120
+
varying vec4 vary_light;
varying vec4 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 650e1a91a8..77f1b2224c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -4,54 +4,134 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
+uniform sampler2DRect edgeMap;
+uniform sampler2DRect depthMap;
+uniform sampler2DRect normalMap;
+uniform sampler2D bloomMap;
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
-
-uniform vec3 gi_quad;
+uniform float depth_cutoff;
+uniform float norm_cutoff;
+uniform float focal_distance;
+uniform float blur_constant;
+uniform float tan_pixel_angle;
+uniform float magnification;
+uniform mat4 inv_proj;
uniform vec2 screen_res;
+
varying vec2 vary_fragcoord;
-void main()
+float getDepth(vec2 pos_screen)
{
- vec2 tc = vary_fragcoord.xy;
- vec3 lum = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
- float luminance = lum.r;
- luminance = luminance*lum_quad.y+lum_quad.z;
+ float z = texture2DRect(depthMap, pos_screen.xy).a;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ return p.z/p.w;
+}
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+float calc_cof(float depth)
+{
+ float sc = abs(depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
+}
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
+void dofSampleNear(inout vec4 diff, inout float w, float cur_sc, vec2 tc)
+{
+ float d = getDepth(tc);
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
+ float sc = calc_cof(d);
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
+ float wg = 0.25;
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+}
+
+void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, vec2 tc)
+{
+ float d = getDepth(tc);
+
+ float sc = calc_cof(d);
+
+ if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius
+ || d < cur_depth) //sampled pixel is further away than current pixel
+ {
+ float wg = 0.25;
- sun_col *= 1.0/min(luminance, 1.0);
- gi_col *= 1.0/luminance;
+ vec4 s = texture2DRect(diffuseRect, tc);
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+ }
+}
+
+
+void main()
+{
+ vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 col = sun_col.rgb+gi_col+local_col;
+ vec2 tc = vary_fragcoord.xy;
- gl_FragColor.rgb = col.rgb;
- col.rgb = max(col.rgb-vec3(1.0,1.0,1.0), vec3(0.0, 0.0, 0.0));
+ float depth = getDepth(tc);
- gl_FragColor.a = 0.0; // max(dot(col.rgb,col.rgb)*lum_quad.x, sun_col.a);
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- //gl_FragColor.rgb = vec3(lum_lod);
+ {
+ float w = 1.0;
+
+ float sc = calc_cof(depth);
+ sc = min(abs(sc), 10.0);
+
+ float fd = depth*0.5f;
+
+ float PI = 3.14159265358979323846264;
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ //if (depth < focal_distance)
+ {
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSample(diff, w, sc, depth, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ }
+ sc -= 1.0;
+ }
+ }
+
+ diff /= w;
+ }
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor = diff + bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
new file mode 100644
index 0000000000..ab48d08bbb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -0,0 +1,24 @@
+/**
+ * @file postDeferredF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+#version 120
+
+#extension GL_ARB_texture_rectangle : enable
+
+uniform sampler2DRect diffuseRect;
+uniform sampler2D bloomMap;
+
+uniform vec2 screen_res;
+varying vec2 vary_fragcoord;
+
+void main()
+{
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ gl_FragColor = diff + bloom;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 0ec81dcb02..12983baa94 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index e8e58f50e1..63b3c9f205 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
index e5f6217644..ae57227fe5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 378a3295ec..6674c4a5aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 666f909f01..db3bddc6be 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec4 post_pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 5fbeceba81..29340c7e9f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -268,14 +270,10 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, 1.0);
vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
col *= diffuse.rgb;
@@ -285,7 +283,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
/*
// screen-space cheap fakey reflection map
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 9d187b46e2..8f0bcca76b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
index d4d686bbb7..00093836a2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
//class 1, no shadow, no SSAO, should never be called
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index cdbed4b791..cd91351ad4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -13,8 +15,6 @@ uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
// Inputs
uniform mat4 shadow_matrix[6];
@@ -51,57 +51,49 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
- float angle_hidden = 0.0;
- int points = 0;
+ float angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 9d092d9cea..9beb513ad8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec4 vary_light;
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 9ba508a30c..0edae47918 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index 789e53b789..a6163063be 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index 1c1725a95c..c54d9a1e3e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index 45832e350f..29689ecbaf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_normal;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index ea531de24a..e76f598d09 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
index e002d75ebe..649e392630 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 2d40a19fa6..f2023fa5ea 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index fe45898ed2..0ca0608b45 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -5,6 +5,7 @@
* $/LicenseInfo$
*/
+#version 120
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 5b4e8b3ecc..65fc2e9f99 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform float glowStrength;
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 97696e4719..0bd44cec90 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec2 glowDelta;
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 3a852239fb..ac00f15b35 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D detail0;
uniform sampler2D detail1;
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 0d781fd849..1e19ee7699 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 99c340d91a..34f78565a5 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// this class1 shader is just a copy of terrainF
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 66458ec66d..0dfac84a6e 100644
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 5f1fbee1df..4e9c09b1ea 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index e5eb25f3fa..a34cf23790 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 applyWaterFog(vec4 color)
{
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 608a7a5807..161c794c68 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 5ac9e96601..6f821f893d 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index c5f69c4ad4..d1c98bf70c 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index ad128dae8d..9c59e8c3ad 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
index 1742b9fc1c..1fee99c446 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
index 68b6603b4a..fb5da21c72 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
new file mode 100644
index 0000000000..1bdaccf9b8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl
@@ -0,0 +1,17 @@
+/**
+ * @file lightFullbrightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+
+#version 120
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+void fullbright_shiny_lighting_water()
+{
+ gl_FragColor = texture2D(diffuseMap, gl_TexCoord[0].xy);
+}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
index 693ed289f2..2e94d3bbf1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl
@@ -5,6 +5,8 @@
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
index b888e70325..714f9a2551 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 4b6d95e177..65b45f8081 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l)
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
index b127b1f8ea..7f65ea76f7 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
index 05ad3256af..8f13e6dc04 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index b1a7cb46ff..56f31f6a79 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index f6afa6a3ae..64d549ff52 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
index e5e6ddc2d8..c5d084c132 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index a0649aea88..732d246471 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -4,6 +4,9 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index c7d40d853f..73e1a1ec26 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
index 9da4c2c92b..afc3dc89bf 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void fullbright_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
index 1c8a9a1a30..3dc4294f67 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void fullbright_shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
new file mode 100644
index 0000000000..f0baeeeee5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file shinySimpleSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
index 032def63b3..02367b9439 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
new file mode 100644
index 0000000000..5daf66fb31
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl
@@ -0,0 +1,15 @@
+/**
+ * @file fullbrightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+void fullbright_shiny_lighting_water();
+
+void main()
+{
+ fullbright_shiny_lighting_water();
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
new file mode 100644
index 0000000000..02ff3cc2a9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file fullbrightSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ //transform vertex
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ calcAtmospherics(pos.xyz);
+
+ gl_FrontColor = gl_Color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
index 914e417ca0..38e07dbd80 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
index df76e9e1eb..afaac4f69c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void fullbright_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
index 6bcd44506d..2cf7a69baa 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void shiny_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
new file mode 100644
index 0000000000..4146646058
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file shinySimpleSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ vec3 ref = reflect(pos.xyz, -norm.xyz);
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ gl_TexCoord[1] = gl_TextureMatrix[1]*vec4(ref,1.0);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
index 074892c98e..6ea83b721d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
@@ -12,7 +14,7 @@ uniform vec4 origin;
void main()
{
//transform vertex
- gl_Position = ftransform(); //gl_ModelViewProjectionMatrix * gl_Vertex;
+ gl_Position = ftransform();
vec4 pos = (gl_ModelViewMatrix * gl_Vertex);
vec3 norm = normalize(gl_NormalMatrix * gl_Normal);
diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
index 54b30573e7..e3babe2210 100644
--- a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void shiny_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
index 61c2ce4272..d449d37c0c 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void default_lighting();
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
new file mode 100644
index 0000000000..be38a14d52
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file simpleSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+mat4 getObjectSkinnedTransform();
+
+attribute vec4 object_weight;
+
+void main()
+{
+ //transform vertex
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ vec4 norm = gl_Vertex;
+ norm.xyz += gl_Normal.xyz;
+ norm.xyz = (mat*norm).xyz;
+ norm.xyz = normalize(norm.xyz-pos.xyz);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 color = calcLighting(pos.xyz, norm.xyz, gl_Color, vec4(0.));
+ gl_FrontColor = color;
+
+ gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0);
+
+ gl_FogFragCoord = pos.z;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
index ced1a4be01..0d8e14e2e3 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
index 5e44212aed..68bd81e029 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void default_lighting_water();
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 7a05b8c8c6..f337bde329 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec3 atmosLighting(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 874f2b4843..4b402a7028 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec3 atmosAmbient(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 7ead9ddf26..20948b1e46 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void setPositionEye(vec3 v);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index f6032f8d41..8a2c2a7186 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index a696ddf607..a1dd4ed5fe 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index 4a1899798a..7aed1fd3b5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
index b78b90545e..6780dc4d3e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec3 atmosTransport(vec3 light)
{
diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
index 47300f0b39..172c2ca078 100644
--- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e2d7cd94da..6dfc1b952c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -12,7 +14,6 @@ uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -27,7 +28,7 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
-varying vec3 vary_light;
+varying vec3 vary_pointlight_col;
uniform float shadow_bias;
@@ -68,8 +69,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
- vec3 samp_pos = getPosition(frag).xyz;
-
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);
@@ -106,16 +105,21 @@ void main()
}
}
+ vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);
+
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
+ vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
+ color.rgb += diff.rgb * vary_pointlight_col.rgb;
+
//gl_FragColor = gl_Color;
gl_FragColor = color;
- //gl_FragColor = vec4(1,0,1,1)*shadow;
+ //gl_FragColor.r = 0.0;
+ //gl_FragColor = vec4(1,shadow,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
new file mode 100644
index 0000000000..dfb36980b0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -0,0 +1,115 @@
+/**
+ * @file alphaSkinnedV.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
+void calcAtmospherics(vec3 inPositionEye);
+
+float calcDirectionalLight(vec3 n, vec3 l);
+mat4 getObjectSkinnedTransform();
+vec3 atmosAmbient(vec3 light);
+vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
+
+varying vec3 vary_ambient;
+varying vec3 vary_directional;
+varying vec3 vary_fragcoord;
+varying vec3 vary_position;
+varying vec3 vary_pointlight_col;
+
+uniform float near_clip;
+uniform float shadow_offset;
+uniform float shadow_bias;
+
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
+
+void main()
+{
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = gl_ModelViewMatrix * mat;
+
+ vec3 pos = (mat*gl_Vertex).xyz;
+
+ gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0);
+
+ vec4 n = gl_Vertex;
+ n.xyz += gl_Normal.xyz;
+ n.xyz = (mat*n).xyz;
+ n.xyz = normalize(n.xyz-pos.xyz);
+
+ vec3 norm = n.xyz;
+
+ float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
+ vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
+
+ calcAtmospherics(pos.xyz);
+
+ //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
+ vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
+
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
+ // Add windlight lights
+ col.rgb = atmosAmbient(vec3(0.));
+
+ vary_ambient = col.rgb*gl_Color.rgb;
+ vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
+
+ col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+
+ gl_FrontColor = col;
+
+ gl_FogFragCoord = pos.z;
+
+ pos.xyz = (gl_ModelViewProjectionMatrix * gl_Vertex).xyz;
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 45f727951e..f6160815eb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -4,12 +4,13 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -20,12 +21,42 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
-varying vec3 vary_light;
+varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
+
void main()
{
//transform vertex
@@ -44,25 +75,25 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
-
- vary_light = gl_LightSource[0].position.xyz;
+ col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional.rgb = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
- col.rgb = min(col.rgb*gl_Color.rgb, 1.0);
+ col.rgb = col.rgb*gl_Color.rgb;
gl_FrontColor = col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
deleted file mode 100644
index 5ecbbd2c4f..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaF.glsl
+++ /dev/null
@@ -1,98 +0,0 @@
-/**
- * @file avatarAlphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2D diffuseMap;
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
-uniform sampler2D noiseMap;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 screen_res;
-uniform vec2 shadow_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-varying vec3 vary_ambient;
-varying vec3 vary_directional;
-varying vec3 vary_position;
-varying vec3 vary_normal;
-
-uniform float shadow_bias;
-
-float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- float cs = shadow2DRect(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs);
- shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs);
-
- return shadow/5.0;
-}
-
-void main()
-{
- float shadow = 1.0;
- vec4 pos = vec4(vary_position, 1.0);
- vec3 norm = normalize(vary_normal);
-
- //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
-
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- if (spos.z < -shadow_clip.z)
- {
- lpos = shadow_matrix[3]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap3, lpos, 1.5);
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
- else if (spos.z < -shadow_clip.y)
- {
- lpos = shadow_matrix[2]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap2, lpos, 1.5);
- }
- else if (spos.z < -shadow_clip.x)
- {
- lpos = shadow_matrix[1]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap1, lpos, 1.5);
- }
- else
- {
- lpos = shadow_matrix[0]*spos;
- lpos.xy *= shadow_res;
- shadow = pcfShadow(shadowMap0, lpos, 1.5);
- }
- }
-
-
- vec4 col = vec4(vary_ambient + vary_directional*shadow, gl_Color.a);
- vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy) * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
-
- gl_FragColor = color;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index d7d1111ba8..0ae09df0c6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
@@ -20,12 +22,43 @@ vec3 scaleUpLight(vec3 light);
varying vec3 vary_position;
varying vec3 vary_ambient;
varying vec3 vary_directional;
-varying vec3 vary_normal;
+varying vec3 vary_fragcoord;
+varying vec3 vary_pointlight_col;
uniform float near_clip;
uniform float shadow_offset;
uniform float shadow_bias;
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+{
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 0.0;
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float dist2 = d*d/(la*la);
+ da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+ }
+
+ return da;
+}
+
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
@@ -48,7 +81,6 @@ void main()
float dp_directional_light = max(0.0, dot(norm, gl_LightSource[0].position.xyz));
vary_position = pos.xyz + gl_LightSource[0].position.xyz * (1.0-dp_directional_light)*shadow_offset;
- vary_normal = norm;
calcAtmospherics(pos.xyz);
@@ -56,18 +88,20 @@ void main()
vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
- col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
- col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
- col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a);
- col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a);
- col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
- col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
- col.rgb = scaleDownLight(col.rgb);
+ // Collect normal lights
+ col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].quadraticAttenuation, gl_LightSource[2].specular.a);
+ col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].quadraticAttenuation ,gl_LightSource[3].specular.a);
+ col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].quadraticAttenuation, gl_LightSource[4].specular.a);
+ col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].quadraticAttenuation, gl_LightSource[5].specular.a);
+ col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].quadraticAttenuation, gl_LightSource[6].specular.a);
+ col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].quadraticAttenuation, gl_LightSource[7].specular.a);
+ vary_pointlight_col = col.rgb*gl_Color.rgb;
+
+ col.rgb = vec3(0,0,0);
+
// Add windlight lights
- col.rgb += atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(vec3(0.));
vary_ambient = col.rgb*gl_Color.rgb;
vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
@@ -77,7 +111,7 @@ void main()
gl_FrontColor = col;
gl_FogFragCoord = pos.z;
-
+ vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
deleted file mode 100644
index 258a9b7c40..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl
+++ /dev/null
@@ -1,81 +0,0 @@
-/**
- * @file blurLightF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-
-uniform float dist_factor;
-uniform float blur_size;
-uniform vec2 delta;
-uniform vec3 kern[4];
-uniform float kern_scale;
-
-varying vec2 vary_fragcoord;
-
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- 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;
-}
-
-void main()
-{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
- vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec4 ccol = texture2DRect(lightMap, vary_fragcoord.xy).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
-
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy + kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
- for (int i = 1; i < 4; i++)
- {
- vec2 tc = vary_fragcoord.xy - kern[i].z*dlt;
- vec3 samppos = getPosition(tc).xyz;
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
- if (d*d <= 0.003)
- {
- col += texture2DRect(lightMap, tc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
-
-
- col /= defined_weight.xyxx;
-
- gl_FragColor = col;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
index ff32a15c54..3155f3f929 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeF.glsl
@@ -4,14 +4,14 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform float gi_dist_cutoff;
-
varying vec2 vary_fragcoord;
uniform float depth_cutoff;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
index 74f2bd9818..b3413c301f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/edgeV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl
deleted file mode 100644
index 757e3e7aab..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredF.glsl
+++ /dev/null
@@ -1,59 +0,0 @@
-/**
- * @file postDeferredF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect localLightMap;
-uniform sampler2DRect sunLightMap;
-uniform sampler2DRect giLightMap;
-uniform sampler2D luminanceMap;
-uniform sampler2DRect lightMap;
-
-uniform vec3 gi_lum_quad;
-uniform vec3 sun_lum_quad;
-uniform vec3 lum_quad;
-uniform float lum_lod;
-uniform vec4 ambient;
-
-uniform vec3 gi_quad;
-
-uniform vec2 screen_res;
-varying vec2 vary_fragcoord;
-
-void main()
-{
- vec2 tc = vary_fragcoord.xy;
- vec3 lcol = texture2DLod(luminanceMap, tc/screen_res, lum_lod).rgb;
-
- float lum = sqrt(lcol.r)*lum_quad.x+lcol.r*lcol.r*lum_quad.y+lcol.r*lum_quad.z;
-
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
-
- float ambocc = texture2DRect(lightMap, vary_fragcoord.xy).g;
-
- vec3 gi_col = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
- gi_col = gi_col*gi_col*gi_quad.x + gi_col*gi_quad.y+gi_quad.z*ambocc*ambient.rgb;
- gi_col *= diff;
-
- vec4 sun_col = texture2DRect(sunLightMap, vary_fragcoord.xy);
-
- vec3 local_col = texture2DRect(localLightMap, vary_fragcoord.xy).rgb;
-
-
- float sun_lum = 1.0-lum;
- sun_lum = sun_lum*sun_lum*sun_lum_quad.x + sun_lum*sun_lum_quad.y+sun_lum_quad.z;
-
- float gi_lum = lum;
- gi_lum = gi_lum*gi_lum*gi_lum_quad.x+gi_lum*gi_lum_quad.y+gi_lum_quad.z;
- gi_col *= 1.0/gi_lum;
-
- vec3 col = sun_col.rgb*(1.0+max(sun_lum,0.0))+gi_col+local_col;
-
- gl_FragColor.rgb = col.rgb;
- gl_FragColor.a = max(sun_lum*min(sun_col.r+sun_col.g+sun_col.b, 1.0), sun_col.a);
-
- //gl_FragColor.rgb = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl
deleted file mode 100644
index 0ec81dcb02..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/postDeferredV.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-/**
- * @file postDeferredV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * $/LicenseInfo$
- */
-
-varying vec2 vary_fragcoord;
-uniform vec2 screen_res;
-
-void main()
-{
- //transform vertex
- gl_Position = ftransform();
- vec4 pos = gl_ModelViewProjectionMatrix * gl_Vertex;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 1067be1e6e..0160e84278 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 9d187b46e2..8f0bcca76b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index d0e242c2d4..50b9ef276e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -4,7 +4,7 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
-
+
#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index f565d3bdb9..4369b3b34f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -17,9 +19,6 @@ uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-uniform sampler2D lightFunc;
// Inputs
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 4e33a1af45..847b36b1ac 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -4,6 +4,8 @@
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
@@ -19,8 +21,6 @@ uniform sampler2DShadow shadowMap4;
uniform sampler2DShadow shadowMap5;
uniform sampler2D noiseMap;
-uniform sampler2D lightFunc;
-
// Inputs
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
@@ -60,58 +60,50 @@ vec4 getPosition(vec2 pos_screen)
float calcAmbientOcclusion(vec4 pos, vec3 norm)
{
float ret = 1.0;
-
- float dist = dot(pos.xyz,pos.xyz);
-
- if (dist < 64.0*64.0)
- {
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
- float angle_hidden = 0.0;
- int points = 0;
+ float angle_hidden = 0.0;
+ int points = 0;
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
- //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces
- // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor)
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
- ret = (1.0 - (float(points != 0) * angle_hidden));
- ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0);
- }
+ ret = (1.0 - (float(points != 0) * angle_hidden));
return min(ret, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 9d092d9cea..9beb513ad8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec4 vary_light;
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
index 4173709298..a4ad0bfa15 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect RenderTexture;
uniform float bloomStrength;
diff --git a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
index f66609527d..d471a6c5e5 100644
--- a/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/blurV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec2 texelSize;
uniform vec2 blurDirection;
diff --git a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
index df41dae757..66880b958e 100644
--- a/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/colorFilterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect RenderTexture;
uniform float brightness;
diff --git a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
index e836caf93f..c35c500d62 100644
--- a/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/drawQuadV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void main(void)
{
diff --git a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
index 06d5fc9797..e77baa5bee 100644
--- a/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/extractF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect RenderTexture;
uniform float extractLow;
diff --git a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
index 0a2767ad02..8e0eec6f5e 100644
--- a/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/nightVisionF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect RenderTexture;
uniform sampler2D NoiseTexture;
diff --git a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
index 29ad9a995b..98a50e22fc 100644
--- a/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class2/effects/simpleF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect RenderTexture;
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
index 32259acf1b..bbb8951f3a 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
index 2234f0bd89..84906c16bf 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
void calcAtmospherics(vec3 inPositionEye);
diff --git a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
index 1650912fc8..7590c542ef 100644
--- a/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/terrainWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D detail_0;
uniform sampler2D detail_1;
diff --git a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
index 9e936a3790..900f1a6cb8 100644
--- a/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/underWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
index e477107c0b..f4f6b6e90f 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec3 scaleSoftClip(vec3 inColor);
vec3 atmosTransport(vec3 inColor);
diff --git a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
index 7bcdcf5d5b..9f3328cbf0 100644
--- a/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class2/environment/waterFogF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec4 lightnorm;
uniform vec4 waterPlane;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
index 269d11a085..342bc2ab66 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
index 9ffe3c6f4a..dad18b5883 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
index b7181dec3a..73ff81e03a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
new file mode 100644
index 0000000000..9b4b584369
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightShinyWaterF.glsl
@@ -0,0 +1,31 @@
+/**
+ * @file lightFullbrightShinyWaterF.glsl
+ *
+ * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+#version 120
+
+uniform sampler2D diffuseMap;
+uniform samplerCube environmentMap;
+
+vec3 fullbrightShinyAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+vec4 applyWaterFog(vec4 color);
+
+void fullbright_shiny_lighting_water()
+{
+ vec4 color = texture2D(diffuseMap, gl_TexCoord[0].xy);
+ color.rgb *= gl_Color.rgb;
+
+ vec3 envColor = textureCube(environmentMap, gl_TexCoord[1].xyz).rgb;
+ color.rgb = mix(color.rgb, envColor.rgb, gl_Color.a);
+
+ color.rgb = fullbrightShinyAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+ color.a = max(color.a, gl_Color.a);
+
+ gl_FragColor = applyWaterFog(color);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
index ee38790cc4..3d46c8d874 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightFullbrightWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
index b96b5d75bc..ebe21320b4 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
uniform samplerCube environmentMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
index 0f5b2d6fcf..7f48e2cf1d 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightShinyWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
index 6400b45d9e..ad1dc4da77 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightSpecularV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// All lights, no specular highlights
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
index 89ef510d7c..a0f6e019ef 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// All lights, no specular highlights
diff --git a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
index 016258bd18..97eba92d7b 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/lightWaterF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
index 8cfeeb1cf9..fde32ed035 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
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);
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index a512b9d6fb..8fe49e3be0 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
index c428bbb28e..4cebb06df0 100644
--- a/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/objects/shinyV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 8baff24dbd..77d15fba9a 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
index 6883edc1f1..8c5b864cbe 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// Output variables
vec3 getSunlitColor();
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index f5c513bbdd..8d365c15ca 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// varying param funcs
void setSunlitColor(vec3 v);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index d0b60e918e..cf9ef30632 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 4b4baf50d0..398f1556a0 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec3 vary_PositionEye;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 2a559440fc..13207997b2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 865c0e9da8..267ef36d4d 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
//////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index ce4bd2358f..a658edd21f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec4 gamma;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index b69a88a45f..77ca4868a6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 397db01378..03bca8f27e 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index b30313bdc8..7f1ad4d5b4 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
//////////////////////////////////////////////////////////
// The fragment shader for the terrain atmospherics
diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
index c85ba0c734..a003e2a1f1 100644
--- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getSkinnedTransform();
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
index d26b244fa3..fc370ef367 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2DRect giLightMap;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
index e5f6217644..ae57227fe5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giDownsampleV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
index 735150a78c..951e3e97ae 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
index e0f4a3e4f5..b2f8b2c633 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
index fbf2c17370..19c4e07b8b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giFinalV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
index 543527612e..8dc1410ea5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/giV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
index d9483bc6e4..5f3bf68b24 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
index 6368def830..a24eda35dc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/luminanceV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
index 51ab579e3c..ab99a88971 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredF.glsl
@@ -4,7 +4,9 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
-
+
+#version 120
+
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect diffuseRect;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
index 0ec81dcb02..12983baa94 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postDeferredV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
index 24fa07f251..f037754708 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
index e5f6217644..ae57227fe5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/postgiV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
varying vec2 vary_fragcoord;
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index a2db247331..ce32f66000 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
#extension GL_ARB_texture_rectangle : enable
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
index 9d187b46e2..8f0bcca76b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform vec2 screen_res;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
index 1c1725a95c..c54d9a1e3e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeF.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
uniform sampler2D diffuseMap;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index 2b44aedd5a..04533fdce1 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
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);
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 329b0c4305..73bc18b866 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -4,6 +4,8 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* $/LicenseInfo$
*/
+
+#version 120
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);