diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
42 files changed, 653 insertions, 108 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 7613e50dca..35c5a38081 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -7,7 +7,7 @@ -attribute vec4 object_weight;   +attribute vec4 weight4;    uniform mat4 matrixPalette[32]; @@ -15,8 +15,8 @@ mat4 getObjectSkinnedTransform()  {  	int i;  -	vec4 w = fract(object_weight); -	vec4 index = floor(object_weight); +	vec4 w = fract(weight4); +	vec4 index = floor(weight4);  	float scale = 1.0/(w.x+w.y+w.z+w.w);  	w *= scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..5d1306bfc9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,63 @@ +/**  + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform vec2 screen_res; + +vec3 atmosLighting(vec3 light); +vec3 scaleSoftClip(vec3 light); + +varying vec3 vary_ambient; +varying vec3 vary_directional; +varying vec3 vary_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform mat4 inv_proj; + +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()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	vec4 pos = vec4(vary_position, 1.0); +	 +	vec4 diff= texture2D(diffuseMap,gl_TexCoord[0].xy); + +	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); + +	color.rgb += diff.rgb * vary_pointlight_col.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 842931ec17..468d7332a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -7,7 +7,6 @@  attribute vec3 position;  attribute vec3 normal; -attribute vec4 diffuse_color;  attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -86,9 +85,7 @@ void main()  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);  	// 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); @@ -98,17 +95,17 @@ void main()  	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*diffuse_color.rgb; +	vary_pointlight_col = col.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); +	vary_ambient = col.rgb; +	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); -	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); +	col.rgb = min(col.rgb, 1.0);  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 3268618093..d8e8f6088d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -13,7 +13,7 @@ varying vec3 vary_normal;  void main()   { -	vec4 diff = gl_Color*texture2D(diffuseMap, gl_TexCoord[0].xy); +	vec4 diff = texture2D(diffuseMap, gl_TexCoord[0].xy);  	if (diff.a < 0.2)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 78986ab12e..c693725074 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -13,7 +13,6 @@ varying vec4 post_pos;  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);  	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index cf6fc1c0ed..35d0bb5603 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -11,10 +11,8 @@ mat4 getSkinnedTransform();  attribute vec3 position;  attribute vec3 normal; -attribute vec4 diffuse_color;  attribute vec2 texcoord0; -  varying vec4 post_pos;  void main() @@ -40,8 +38,6 @@ void main()  	post_pos = pos;  	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -	 -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index e66f8c8483..9ef11109ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -6,7 +6,6 @@   */  attribute vec3 position; -attribute vec4 diffuse_color;  attribute vec3 normal;  attribute vec2 texcoord0; @@ -38,8 +37,6 @@ void main()  	vary_normal = norm;  	gl_Position = gl_ProjectionMatrix * pos; -		 -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index 338d0ebb2b..26355731ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -1,5 +1,5 @@  /**  - * @file diffuseF.glsl + * @file diffuseAlphaMaskF.glsl   *   * $LicenseInfo:firstyear=2007&license=viewerlgpl$   * $/LicenseInfo$ @@ -15,7 +15,7 @@ varying vec3 vary_normal;  void main()   { -	vec4 col = gl_Color * texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color; +	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy) * gl_Color;  	if (col.a < minimum_alpha || col.a > maximum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl new file mode 100644 index 0000000000..dfc1b52c2e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -0,0 +1,30 @@ +/**  + * @file diffuseAlphaMaskNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec3 vary_normal; + +void main()  +{ +	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); +	 +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(col.rgb, 0.0); +	gl_FragData[1] = vec4(0,0,0,0); // spec +	vec3 nvn = normalize(vary_normal); +	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl new file mode 100644 index 0000000000..ff9578e253 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -0,0 +1,23 @@ +/**  + * @file diffuseNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +varying vec3 vary_normal; +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	vary_normal = normalize(gl_NormalMatrix * normal); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl new file mode 100644 index 0000000000..5a9a6196f3 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -0,0 +1,28 @@ +/**  + * @file emissiveF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +#extension GL_ARB_texture_rectangle : enable + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + + +void main()  +{ +	float shadow = 1.0; + +	vec4 color = diffuseLookup(gl_TexCoord[0].xy)*gl_Color; +	 +	color.rgb = fullbrightAtmosTransport(color.rgb); + +	color.rgb = fullbrightScaleSoftClip(color.rgb); + +	gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl new file mode 100644 index 0000000000..9841943fe6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -0,0 +1,38 @@ +/**  + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +vec3 atmosAmbient(vec3 light); +vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); + +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz, 1.0); +	vec4 pos = (gl_ModelViewMatrix * vert); +	vary_texture_index = position.w; + +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	 +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	calcAtmospherics(pos.xyz); +	 +	gl_FrontColor = vec4(0,0,0,emissive); + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index 7db577c07a..bb0497b309 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -7,7 +7,6 @@  attribute vec3 position; -attribute vec4 diffuse_color;  varying vec4 vary_fragcoord; @@ -18,5 +17,4 @@ void main()  	vary_fragcoord = pos;  	gl_Position = pos; -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 0d25d7792d..6c08f7b51f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -37,7 +37,10 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -92,7 +95,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  vec4 getPosition(vec2 pos_screen)  { -	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	float depth = texture2DRect(depthMap, pos_screen.xy).r;  	vec2 sc = pos_screen.xy*2.0;  	sc /= screen_res;  	sc -= vec2(1.0,1.0); @@ -111,9 +114,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -127,16 +130,16 @@ void main()  	vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0));  	if (proj_tc.z < 0.0)  	{ -		discard; +		//discard;  	}  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  	if (dist_atten <= 0.0)  	{ -		discard; +		//discard;  	}  	lv = proj_origin-pos.xyz; @@ -164,7 +167,7 @@ void main()  			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -181,7 +184,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -214,7 +217,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5efa3200d4..601bb17bc7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -20,7 +20,10 @@ uniform sampler2DRect depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -49,9 +52,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos; +	vec3 lv = center.xyz-pos;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -72,11 +75,11 @@ void main()  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	float lit = da * dist_atten * noise; -	col = gl_Color.rgb*lit*col; +	col = color.rgb*lit*col;  	vec4 spec = texture2DRect(specularRect, frag.xy);  	if (spec.a > 0.0) @@ -86,7 +89,7 @@ void main()  		{  			sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0);  			sa *= noise; -			col += da*sa*gl_Color.rgb*spec.rgb; +			col += da*sa*color.rgb*spec.rgb;  		}  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index ac3170d16d..a09cfa2661 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -6,10 +6,7 @@   */  attribute vec3 position; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light;  varying vec4 vary_fragcoord;  void main() @@ -18,12 +15,5 @@ void main()  	vec4 pos = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0);  	vary_fragcoord = pos; -	vec4 tex = vec4(texcoord0,0,1); -	tex.w = 1.0; -	 -	vary_light = vec4(texcoord0,0,1); -	  	gl_Position = pos; -		 -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3ba5ee5bd2..35ab77d3cc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -306,5 +306,6 @@ void main()  	}  	gl_FragColor.rgb = col; +  	gl_FragColor.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9aaffc15bf..ed67dc32d5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -13,7 +13,6 @@ uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; -uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc;  uniform sampler2D projectionMap; @@ -32,7 +31,10 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -varying vec4 vary_light; +uniform vec3 center; +uniform vec3 color; +uniform float falloff; +uniform float size;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -60,9 +62,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -82,7 +84,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);  	lv = proj_origin-pos.xyz; @@ -108,7 +110,7 @@ void main()  			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -127,7 +129,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -156,7 +158,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 665d8126a0..6bbf86177a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -25,7 +25,6 @@ uniform float ssao_factor;  uniform float ssao_factor_inv;  varying vec2 vary_fragcoord; -varying vec4 vary_light;  uniform mat4 inv_proj;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 65fa288e88..d39bfef4ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -6,11 +6,7 @@   */  attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0; -varying vec4 vary_light;  varying vec2 vary_fragcoord;  uniform vec2 screen_res; @@ -22,10 +18,4 @@ void main()  	gl_Position = pos;   	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = vec4(texcoord0,0,1); -	tex.w = 1.0; -	 -	vary_light = vec4(texcoord0,0,1); -		 -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index de7e038402..08a3bc251a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -11,10 +11,18 @@ uniform sampler2D diffuseMap;  varying vec3 vary_normal; +uniform float minimum_alpha; +uniform float maximum_alpha; +  void main()   {  	vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); -	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, col.a <= 0.5 ? 0.0 : 0.005); +	if (col.a < minimum_alpha || col.a > maximum_alpha) +	{ +		discard; +	} + +	gl_FragData[0] = vec4(gl_Color.rgb*col.rgb, 0.0);  	gl_FragData[1] = vec4(0,0,0,0);  	vec3 nvn = normalize(vary_normal);  	gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl new file mode 100644 index 0000000000..9f0b902c96 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -0,0 +1,27 @@ +/**  + * @file treeShadowF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +uniform float minimum_alpha; +uniform float maximum_alpha; + +uniform sampler2D diffuseMap; + +varying vec4 post_pos; + +void main()  +{ +	float alpha = texture2D(diffuseMap, gl_TexCoord[0].xy).a; + +	if (alpha < minimum_alpha || alpha > maximum_alpha) +	{ +		discard; +	} + +	gl_FragColor = vec4(1,1,1,1); +	 +	gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl new file mode 100644 index 0000000000..42ce2f5226 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -0,0 +1,23 @@ +/**  + * @file treeShadowV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; +attribute vec2 texcoord0; + +varying vec4 post_pos; + +void main() +{ +	//transform vertex +	vec4 pos = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	 +	post_pos = pos; +	 +	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +	 +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 07e56e84db..f56f389348 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -10,7 +10,6 @@ attribute vec3 position;  attribute vec3 normal;  attribute vec2 texcoord0; -  varying vec3 vary_normal;  void main() diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl new file mode 100644 index 0000000000..a5442c9bf4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -0,0 +1,13 @@ +/**  + * @file onetexturenocolorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +uniform sampler2D tex0; + +void main()  +{ +	gl_FragColor = texture2D(tex0, gl_TexCoord[0].xy); +} diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl new file mode 100644 index 0000000000..7df45e90e6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl @@ -0,0 +1,18 @@ +/**  + * @file onetexturenocolorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + +attribute vec3 position; +attribute vec2 texcoord0; + + +void main() +{ +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); +	gl_TexCoord[0] = vec4(texcoord0,0,1); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index ebf2361da4..9d129caf21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -14,7 +14,7 @@ attribute vec2 texcoord0;  void main()  {  	gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1); -	gl_TexCoord[0] = vec4(texcoord0,0,1); +	gl_TexCoord[0] =  gl_TextureMatrix[0] * vec4(texcoord0,0,1);  	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/objects.zip b/indra/newview/app_settings/shaders/class1/objects.zipBinary files differ new file mode 100644 index 0000000000..7e43660731 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects.zip diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl new file mode 100644 index 0000000000..78668711ac --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -0,0 +1,33 @@ +/**  + * @file emissiveSkinnedV.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + + +attribute vec3 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); +mat4 getObjectSkinnedTransform(); + +void main() +{ +	//transform vertex +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	mat4 mat = getObjectSkinnedTransform(); +	 +	mat = gl_ModelViewMatrix * mat; +	vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; +	 +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(0,0,0,emissive); +	 +	gl_Position = gl_ProjectionMatrix*vec4(pos, 1.0); +		 +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl new file mode 100644 index 0000000000..05d7cc397f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -0,0 +1,29 @@ +/** + * @file emissiveV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec4 position; +attribute float emissive; +attribute vec2 texcoord0; + +void calcAtmospherics(vec3 inPositionEye); + +varying float vary_texture_index; + +void main() +{ +	//transform vertex +	vary_texture_index = position.w; +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +	 +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(0,0,0,emissive); + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl new file mode 100644 index 0000000000..57d98038e0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl @@ -0,0 +1,27 @@ +/** + * @file fullbrightNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +   +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	vec4 pos = (gl_ModelViewMatrix * vert); +	gl_Position = gl_ModelViewProjectionMatrix*vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); + +	calcAtmospherics(pos.xyz); + +	gl_FrontColor = vec4(1,1,1,1); + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl new file mode 100644 index 0000000000..54c262885e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -0,0 +1,30 @@ +/**  + * @file simpleNoColorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +attribute vec3 position; +attribute vec3 normal; +attribute vec2 texcoord0; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 pos = (gl_ModelViewMatrix * vec4(position.xyz, 1.0)); +	gl_Position = gl_ModelViewProjectionMatrix * vec4(position.xyz, 1.0); +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0,0,1); +		 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl new file mode 100644 index 0000000000..1e9e7f4b0b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl @@ -0,0 +1,35 @@ +/**  + * @file treeV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	 +	gl_Position = gl_ModelViewProjectionMatrix*vert; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); +	 +	vec4 pos = (gl_ModelViewMatrix * vert); +	 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl new file mode 100644 index 0000000000..294a000ab5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -0,0 +1,121 @@ +/**  + * @file alphaNonIndexedNoColorF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DRect depthMap; +uniform sampler2D diffuseMap; + +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_fragcoord; +varying vec3 vary_position; +varying vec3 vary_pointlight_col; + +uniform float shadow_bias; + +uniform mat4 inv_proj; + +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.xyz /= pos.w; +	pos.w = 1.0; +	return pos; +} + +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()  +{ +	vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; +	frag *= screen_res; +	 +	float shadow = 1.0; +	vec4 pos = vec4(vary_position, 1.0); +	 +	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 diff = texture2D(diffuseMap,gl_TexCoord[0].xy); + +	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0); +	vec4 color = diff * col; +	 +	color.rgb = atmosLighting(color.rgb); + +	color.rgb = scaleSoftClip(color.rgb); + +	color.rgb += diff.rgb * vary_pointlight_col.rgb; + +	gl_FragColor = color; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 97fe7029e1..a446239a22 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -68,11 +68,11 @@ void main()  	mat = gl_ModelViewMatrix * mat; -	vec3 pos = (mat*position).xyz; +	vec3 pos = (mat*vec4(position, 1.0)).xyz;  	gl_Position = gl_ProjectionMatrix * vec4(pos, 1.0); -	vec4 n = position; +	vec4 n = vec4(position, 1.0);  	n.xyz += normal.xyz;  	n.xyz = (mat*n).xyz;  	n.xyz = normalize(n.xyz-pos.xyz); diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 65c3e5da10..8102578bb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -8,7 +8,6 @@  attribute vec3 position;  attribute vec3 normal; -attribute vec4 diffuse_color;  attribute vec2 texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); @@ -89,9 +88,7 @@ void main()  	calcAtmospherics(pos.xyz); -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); +	vec4 col = vec4(0.0, 0.0, 0.0, 1.0);  	// 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); @@ -101,17 +98,17 @@ void main()  	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*diffuse_color.rgb; +	vary_pointlight_col = col.rgb;  	col.rgb = vec3(0,0,0);  	// Add windlight lights  	col.rgb = atmosAmbient(vec3(0.)); -	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); +	vary_ambient = col.rgb; +	vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), 0.0)); -	col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); +	col.rgb = min(col.rgb, 1.0);  	gl_FrontColor = col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index f54186ffca..a16be0c8b4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -36,7 +36,10 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -varying vec4 vary_light; +uniform vec3 center; +uniform float size; +uniform vec3 color; +uniform float falloff;  varying vec4 vary_fragcoord;  uniform vec2 screen_res; @@ -110,9 +113,9 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; +	vec3 lv = center.xyz-pos.xyz;  	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; +	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard; @@ -143,7 +146,7 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = gl_Color.a+1.0; +	float fa = falloff+1.0;  	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);  	if (dist_atten <= 0.0)  	{ @@ -175,7 +178,7 @@ void main()  			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise; @@ -192,7 +195,7 @@ void main()  		amb_da = min(amb_da, 1.0-lit); -		col += amb_da*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; +		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -225,7 +228,7 @@ void main()  					stc.y > 0.0)  				{  					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f0c9b01671..cbac299e44 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -47,7 +47,8 @@ uniform mat3 ssao_effect_mat;  uniform mat4 inv_proj;  uniform vec2 screen_res; -varying vec4 vary_light; +uniform vec3 sun_dir; +  varying vec2 vary_fragcoord;  vec3 vary_PositionEye; @@ -264,7 +265,7 @@ void main()  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm  	//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; -	float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);  	vec4 diffuse = texture2DRect(diffuseRect, tc); @@ -291,7 +292,7 @@ void main()  			// the old infinite-sky shiny reflection  			//  			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); -			float sa = dot(refnormpersp, vary_light.xyz); +			float sa = dot(refnormpersp, sun_dir.xyz);  			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;  			// add the two types of shiny together diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index d2e3415d91..9534f1d79c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -7,12 +7,11 @@  attribute vec3 position; -attribute vec2 texcoord0;  uniform vec2 screen_res; -varying vec4 vary_light;  varying vec2 vary_fragcoord; +  void main()  {  	//transform vertex @@ -21,6 +20,4 @@ void main()  	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -		 -	vary_light = vec4(texcoord0,0,1);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index d53850b489..699fcdb0f3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -30,7 +30,7 @@ uniform float ssao_factor;  uniform float ssao_factor_inv;  varying vec2 vary_fragcoord; -varying vec4 vary_light; +uniform vec3 sun_dir;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -167,10 +167,10 @@ void main()  	}*/  	float shadow = 1.0; -	float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); +	float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));  	vec3 shadow_pos = pos.xyz + displace*norm; -	vec3 offset = vary_light.xyz * (1.0-dp_directional_light); +	vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);  	vec4 spos = vec4(shadow_pos+offset*shadow_offset, 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 6795b55dc6..39cca9589e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -6,9 +6,6 @@   */  attribute vec3 position; -attribute vec3 normal; -attribute vec4 diffuse_color; -attribute vec2 texcoord0;  varying vec4 vary_light; @@ -23,10 +20,4 @@ void main()  	gl_Position = pos;   	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 -	vec4 tex = vec4(texcoord0,0,1); -	tex.w = 1.0; -	 -	vary_light = vec4(texcoord0,0,1); -		 -	gl_FrontColor = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl new file mode 100644 index 0000000000..d2a83c9724 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/objects/simpleNonIndexedV.glsl @@ -0,0 +1,36 @@ +/**  + * @file simpleNonIndexedV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + + +attribute vec3 position; +attribute vec2 texcoord0; +attribute vec3 normal; +attribute vec4 diffuse_color; + +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); +void calcAtmospherics(vec3 inPositionEye); + +void main() +{ +	//transform vertex +	vec4 vert = vec4(position.xyz,1.0); +	 +	gl_Position = gl_ModelViewProjectionMatrix*vert; +	gl_TexCoord[0] = gl_TextureMatrix[0] * vec4(texcoord0, 0, 1); +	 +	vec4 pos = (gl_ModelViewMatrix * vert); +	 +	vec3 norm = normalize(gl_NormalMatrix * normal); + +	calcAtmospherics(pos.xyz); + +	vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); +	gl_FrontColor = color; + +	gl_FogFragCoord = pos.z; +} | 
