diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
17 files changed, 549 insertions, 68 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl index cb87b754b4..1113a9845b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -31,6 +31,8 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +uniform float minimum_alpha; +  uniform sampler2DRect depthMap;  uniform sampler2D diffuseMap; @@ -70,9 +72,15 @@ void main()  	vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); +	if (diff.a < minimum_alpha) +	{ +		discard; +	} +  	vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);  	vec4 color = diff * col; +	  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 75de47614c..bff87cb6aa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -55,8 +55,6 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -uniform int proj_shadow_idx; -uniform float shadow_fade;  uniform vec3 center;  uniform vec3 color; @@ -143,7 +141,8 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	norm = vec3((norm.xy-0.5)*2.0, norm.z);  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 19800a8b8e..f671d5b750 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -42,12 +42,13 @@ uniform sampler2DRect depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; -uniform vec3 center;  uniform vec3 color;  uniform float falloff;  uniform float size;  VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; +  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -74,7 +75,7 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = center.xyz-pos; +	vec3 lv = trans_center.xyz-pos;  	float dist2 = dot(lv,lv);  	dist2 /= size;  	if (dist2 > 1.0) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index cb14e6d4e8..9491421236 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -24,16 +24,22 @@   */  uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix;  ATTRIBUTE vec3 position; +uniform vec3 center; +uniform float size; +  VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec3 p = position*sqrt(size)+center; +	vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0);  	vary_fragcoord = pos; -		 +	trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz;  	gl_Position = pos;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl new file mode 100644 index 0000000000..6195e2f1ec --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -0,0 +1,44 @@ +/**  + * @file shadowCubeV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec4 post_pos; + +uniform vec3 box_center; +uniform vec3 box_size; + +void main() +{ +	//transform vertex +	vec3 p = position*box_size+box_center; +	vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); +	 +	post_pos = pos; +	 +	gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 7ed8ed3370..cca63872de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -24,18 +24,21 @@   */ -#extension GL_ARB_texture_rectangle : enable -  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color;  #else  #define frag_color gl_FragColor  #endif +//class 1 -- no shadows + +#extension GL_ARB_texture_rectangle : enable +  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap;  uniform sampler2DRect normalMap; +uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap; @@ -46,6 +49,7 @@ uniform vec3 proj_n;  uniform float proj_focus; //distance from plane to begin blurring  uniform float proj_lod;  //(number of mips in proj map)  uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod;  uniform float proj_ambiance;  uniform float near_clip;  uniform float far_clip; @@ -53,19 +57,66 @@ uniform float far_clip;  uniform vec3 proj_origin; //origin of projection to be used for angular attenuation  uniform float sun_wash; -uniform vec3 center;  uniform vec3 color;  uniform float falloff;  uniform float size;  VARYING vec4 vary_fragcoord; +VARYING vec3 trans_center; +  uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  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); @@ -84,16 +135,16 @@ void main()  	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = center.xyz-pos.xyz; +	vec3 lv = trans_center.xyz-pos.xyz;  	float dist2 = dot(lv,lv);  	dist2 /= size;  	if (dist2 > 1.0)  	{  		discard;  	} -	 +		  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; -	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	norm = vec3((norm.xy-0.5)*2.0, norm.z);  	norm = normalize(norm);  	float l_dist = -dot(lv, proj_n); @@ -107,7 +158,11 @@ void main()  	proj_tc.xyz /= proj_tc.w;  	float fa = falloff+1.0; -	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +	float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); +	if (dist_atten <= 0.0) +	{ +		discard; +	}  	lv = proj_origin-pos.xyz;  	lv = normalize(lv); @@ -125,32 +180,32 @@ void main()  		proj_tc.y > 0.0)  	{  		float lit = 0.0; +		float amb_da = proj_ambiance; +		  		if (da > 0.0)  		{  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);  			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise;  			col = lcol*lit*diff_tex; +			amb_da += (da*0.5)*proj_ambiance;  		} -		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		float lod = diff * proj_lod; -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); -		float amb_da = proj_ambiance; -		 +		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); +							  		amb_da += (da*da*0.5+0.5)*proj_ambiance; -			 +				  		amb_da *= dist_atten * noise; -		 +			  		amb_da = min(amb_da, 1.0-lit); -		 +			  		col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;  	} @@ -168,18 +223,22 @@ void main()  		{  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; +			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.z+proj_near; -					 +				stc.xy /= stc.w; + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);  					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;  				}  			} diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl new file mode 100644 index 0000000000..ac2bc8703b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl @@ -0,0 +1,46 @@ +/**  + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec4 color; +uniform vec4 clip_plane; + +VARYING vec3 vary_position; + + +void main()  +{ +	if (dot(vary_position,clip_plane.xyz)+clip_plane.w < 0.0) +	{ +		discard; +	} + +	frag_color = color; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl new file mode 100644 index 0000000000..e376b25a71 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl @@ -0,0 +1,38 @@ +/**  + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; +uniform mat4 modelview_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec3 vary_position; + +void main() +{ +	vary_position = (modelview_matrix*vec4(position.xyz,1.0)).xyz; +	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl new file mode 100644 index 0000000000..5c479d27a9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl @@ -0,0 +1,38 @@ +/**  + * @file occlusionCubeV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +uniform vec3 box_center; +uniform vec3 box_size; + +void main() +{ +	vec3 p = position*box_size+box_center; +	gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index 7c0699d72f..ca29bf3143 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE ivec4 texture_index; +ATTRIBUTE int texture_index; -VARYING_FLAT ivec4 vary_texture_index; +VARYING_FLAT int vary_texture_index;  void passTextureIndex()  { diff --git a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl new file mode 100644 index 0000000000..44f1aa34a0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl @@ -0,0 +1,36 @@ +/** + * @file binormalV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; + +ATTRIBUTE vec3 binormal; + +VARYING vec4 binormal_out; + +void main() +{ +	binormal_out = vec4(normal_matrix * binormal, 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/transform/colorV.glsl b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl new file mode 100644 index 0000000000..59c4a7d895 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl @@ -0,0 +1,36 @@ +/** + * @file colorV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform int color_in; + +ATTRIBUTE vec3 position; + +VARYING int color_out; + +void main() +{ +	color_out = color_in; +} + diff --git a/indra/newview/app_settings/shaders/class1/transform/normalV.glsl b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl new file mode 100644 index 0000000000..a213aa0ae8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl @@ -0,0 +1,36 @@ +/** + * @file normalV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; + +ATTRIBUTE vec3 normal; + +VARYING vec4 normal_out; + +void main() +{ +	normal_out = vec4(normalize(normal_matrix * normal), 0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl new file mode 100644 index 0000000000..01eed18de4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl @@ -0,0 +1,40 @@ +/** + * @file positionV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_matrix; + +uniform int texture_index_in; + +ATTRIBUTE vec3 position; + +VARYING vec3 position_out; +VARYING int texture_index_out; + +void main() +{ +	texture_index_out = texture_index_in; +	position_out = (modelview_matrix*vec4(position, 1.0)).xyz; +} + diff --git a/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl new file mode 100644 index 0000000000..0e074f3cec --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl @@ -0,0 +1,35 @@ +/** + * @file texcoordV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + *  + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + *  + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + *  + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + *  + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + + +ATTRIBUTE vec2 texcoord0; + +VARYING vec2 texcoord_out; + +void main() +{ +	texcoord_out = texcoord0; +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index ba6f3ace53..2093fc37dc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -31,6 +31,8 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif +uniform float minimum_alpha; +  uniform sampler2DRectShadow shadowMap0;  uniform sampler2DRectShadow shadowMap1;  uniform sampler2DRectShadow shadowMap2; @@ -97,6 +99,13 @@ void main()  	float shadow = 0.0;  	vec4 pos = vec4(vary_position, 1.0); +	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); + +	if (diff.a < minimum_alpha) +	{ +		discard; +	} +	  	vec4 spos = pos;  	if (spos.z > -shadow_clip.w) @@ -164,8 +173,6 @@ void main()  		shadow = 1.0;  	} -	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); -  	vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);  	vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 99a277fbfc..ab077d9e02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -31,8 +31,6 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -VARYING vec4 vertex_color; -  uniform sampler2DRect diffuseRect;  uniform sampler2DRect specularRect;  uniform sampler2DRect depthMap; @@ -49,6 +47,7 @@ uniform vec3 proj_n;  uniform float proj_focus; //distance from plane to begin blurring  uniform float proj_lod;  //(number of mips in proj map)  uniform float proj_range; //range between near clip and far clip plane of projection +uniform float proj_ambient_lod;  uniform float proj_ambiance;  uniform float near_clip;  uniform float far_clip; @@ -58,16 +57,65 @@ uniform float sun_wash;  uniform int proj_shadow_idx;  uniform float shadow_fade; -VARYING vec4 vary_light; +uniform float size; +uniform vec3 color; +uniform float falloff; +VARYING vec3 trans_center;  VARYING vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float det = max(1.0-lod/(proj_lod*0.5), 0.0); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); +	 +	return ret; +} + +vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); +	 +	float det = min(lod/(proj_lod*0.5), 1.0); +	 +	float d = min(dist.x, dist.y); +	 +	float edge = 0.25*det; +		 +	ret *= clamp(d/edge, 0.0, 1.0); +	 +	return ret; +} + +vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) +{ +	vec4 ret = texture2DLod(projectionMap, tc, lod); +	 +	vec2 dist = tc-vec2(0.5); +	 +	float d = dot(dist,dist); +		 +	ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0); +	 +	return ret; +} + +  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); @@ -85,6 +133,15 @@ void main()  	frag.xyz = frag.xyz*0.5+0.5;  	frag.xy *= screen_res; +	vec3 pos = getPosition(frag.xy).xyz; +	vec3 lv = trans_center.xyz-pos.xyz; +	float dist2 = dot(lv,lv); +	dist2 /= size; +	if (dist2 > 1.0) +	{ +		discard; +	} +	  	float shadow = 1.0;  	if (proj_shadow_idx >= 0) @@ -96,15 +153,6 @@ void main()  		shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);  	} -	vec3 pos = getPosition(frag.xy).xyz; -	vec3 lv = vary_light.xyz-pos.xyz; -	float dist2 = dot(lv,lv); -	dist2 /= vary_light.w; -	if (dist2 > 1.0) -	{ -		discard; -	} -	  	vec3 norm = texture2DRect(normalMap, frag.xy).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm @@ -119,8 +167,12 @@ void main()  	proj_tc.xyz /= proj_tc.w; -	float fa = vertex_color.a+1.0; -	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 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; +	}  	lv = proj_origin-pos.xyz;  	lv = normalize(lv); @@ -138,37 +190,33 @@ void main()  		proj_tc.y > 0.0)  	{  		float lit = 0.0; +		float amb_da = proj_ambiance; +		  		if (da > 0.0)  		{  			float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);  			float lod = diff * proj_lod; -			vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); +			vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); -			vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a; +			vec3 lcol = color.rgb * plcol.rgb * plcol.a;  			lit = da * dist_atten * noise;  			col = lcol*lit*diff_tex*shadow; -		} -		 -		float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); -		float lod = diff * proj_lod; -		vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); -		//float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); -		float amb_da = proj_ambiance; -		if (da > 0.0) -		{  			amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;  		} +		//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); +		vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); +							  		amb_da += (da*da*0.5+0.5)*proj_ambiance; -			 +				  		amb_da *= dist_atten * noise; -		 +			  		amb_da = min(amb_da, 1.0-lit); -		 -		col += amb_da*vertex_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;  	} @@ -185,19 +233,23 @@ void main()  		{  			vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; -			vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; +			vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));  			if (stc.z > 0.0)  			{ -				stc.xy /= stc.z+proj_near; -					 +				stc.xy /= stc.w; + +				float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); +				 +				stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); +								  				if (stc.x < 1.0 &&  					stc.y < 1.0 &&  					stc.x > 0.0 &&  					stc.y > 0.0)  				{ -					vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); -					col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow; +					vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); +					col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;  				}  			}  		} | 
