diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
24 files changed, 64 insertions, 377 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 73e5b401c0..afe504743d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -27,19 +27,15 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #if !defined(HAS_DIFFUSE_LOOKUP) uniform sampler2D diffuseMap; #endif -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_position; +in vec4 vertex_color; +in vec2 vary_texcoord0; #ifdef WATER_FOG vec4 applyWaterFogView(vec3 pos, vec4 color); @@ -68,7 +64,7 @@ void main() #ifdef HAS_DIFFUSE_LOOKUP vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 color = texture(diffuseMap, vary_texcoord0.xy); #endif float final_alpha = color.a * vertex_color.a; @@ -91,7 +87,10 @@ void main() color.a = final_alpha; #endif - frag_color.rgb = srgb_to_linear(color.rgb); +#ifndef IS_HUD + color.rgb = srgb_to_linear(color.rgb); +#endif + frag_color.rgb = color.rgb; frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl index f693323d45..850f7ebb38 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl @@ -22,85 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -/*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -#ifndef HAS_DIFFUSE_LOOKUP -uniform sampler2D diffuseMap; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; - -uniform samplerCube environmentMap; +//debug stub -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); +out vec4 frag_color; -// See: -// class1\deferred\fullbrightShinyF.glsl -// class1\lighting\lightFullbrightShinyF.glsl void main() { -#ifdef HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy); -#else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); -#endif - - color.rgb *= vertex_color.rgb; - - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position.xyz; - - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - - //color.rgb = srgb_to_linear(color.rgb); - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); - } - -/* - // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. - else - { - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - float env_intensity = vertex_color.a; - color.rgb = mix(color.rgb, envColor.rgb, env_intensity); - } -*/ - - color.a = 1.0; - - //color.rgb = linear_to_srgb(color.rgb); - - frag_color = color; + frag_color = vec4(0.25, 0.5, 0, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 0bb48061e0..b2c83a0f44 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -31,9 +31,6 @@ out vec4 frag_color; uniform float minimum_alpha; -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; -uniform int no_atmo; - vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -51,12 +48,8 @@ void default_lighting() color *= vertex_color; - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - } + color.rgb = atmosLighting(color.rgb); + color.rgb = scaleSoftClip(color.rgb); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index ad2170bbd3..00749213db 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -32,9 +32,6 @@ out vec4 frag_color; uniform float minimum_alpha; uniform float texture_gamma; // either 1.0 or 2.2; see: "::TEXTURE_GAMMA" -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -54,16 +51,8 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(texture_gamma)); - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - color.rgb = fullbrightAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - } - - //*TODO: Are we missing an inverse pow() here? - // class1\lighting\lightFullbrightF.glsl has: - // color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 89be8195f0..b9dc332043 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -34,9 +34,6 @@ VARYING vec2 vary_texcoord0; uniform float texture_gamma; -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; -uniform int no_atmo; - vec3 fullbrightAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -46,12 +43,8 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(texture_gamma)); - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - color.rgb = fullbrightAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - } + color.rgb = fullbrightAtmosTransport(color.rgb); + color.rgb = fullbrightScaleSoftClip(color.rgb); color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index 5e966293c6..092a7088da 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -35,9 +35,6 @@ VARYING vec3 vary_texcoord1; uniform samplerCube environmentMap; -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightScaleSoftClip(vec3 light); @@ -49,23 +46,11 @@ void fullbright_shiny_lighting() vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_color.rgb; - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low color.rgb = fullbrightShinyAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); - } -/* - // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects. - else - { - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a*0.75); // MAGIC NUMBER SL-12574; ALM: Off, Quality > Low - } -*/ color.a = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index f621a00785..cbbb206bc1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -23,15 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; uniform samplerCube environmentMap; @@ -39,7 +34,7 @@ vec3 scaleSoftClip(vec3 light); vec3 atmosLighting(vec3 light); vec4 applyWaterFog(vec4 color); -void shiny_lighting() +vec4 shiny_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); color.rgb *= vertex_color.rgb; @@ -51,6 +46,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = 1.0; - frag_color = color; + return color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl index 2b6f414005..f2a4665514 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl @@ -23,15 +23,10 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; uniform samplerCube environmentMap; uniform sampler2D diffuseMap; @@ -52,6 +47,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = 1.0; - frag_color = color; + return color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl deleted file mode 100644 index f8f88e2577..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file shinyF.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 - * $/LicenseInfo$ - */ - - - -void shiny_lighting(); - -void main() -{ - shiny_lighting(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl deleted file mode 100644 index 3ad7bcaa50..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ /dev/null @@ -1,78 +0,0 @@ -/** - * @file shinyV.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; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - -#ifdef HAS_SKIN -mat4 getObjectSkinnedTransform(); -uniform mat4 projection_matrix; -#endif - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - -#ifdef HAS_SKIN - mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; - vec4 pos = mat * vert; - gl_Position = projection_matrix * pos; - vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); -#else - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); -#endif - vec3 ref = reflect(pos.xyz, -norm); - - vary_texcoord0 = (texture_matrix0*vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = calcLighting(pos.xyz, norm, diffuse_color); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl deleted file mode 100644 index 1e72e23eef..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/shinyWaterF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file shinyWaterF.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 - * $/LicenseInfo$ - */ - - - -void shiny_lighting_water(); - -void main() -{ - shiny_lighting_water(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 2025174f7d..ad8179af29 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -28,9 +28,6 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - ATTRIBUTE vec3 position; void passTextureIndex(); ATTRIBUTE vec2 texcoord0; @@ -58,30 +55,21 @@ void main() passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 1) - { - vertex_color = diffuse_color; - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - } - else - { + #ifdef HAS_SKIN - mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; - vec4 pos = mat * vert; - vec3 norm = normalize((mat*vec4(normal.xyz+vert.xyz,1.0)).xyz-pos.xyz); + vec4 pos = mat * vert; + vec3 norm = normalize((mat*vec4(normal.xyz+vert.xyz,1.0)).xyz-pos.xyz); - gl_Position = projection_matrix * pos; + gl_Position = projection_matrix * pos; #else - vec4 pos = (modelview_matrix * vert); - vec3 norm = normalize(normal_matrix * normal); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vert); + vec3 norm = normalize(normal_matrix * normal); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif - calcAtmospherics(pos.xyz); - - vertex_color = calcLighting(pos.xyz, norm, diffuse_color); - } + calcAtmospherics(pos.xyz); + vertex_color = calcLighting(pos.xyz, norm, diffuse_color); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 206a51db27..fd69165945 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient() { - if (no_atmo == 1) return vec3(0.16); return light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index c266f9732f..4179eaa9eb 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -25,11 +25,9 @@ uniform vec4 sunlight_color; uniform vec4 light_ambient; -uniform int no_atmo; vec3 atmosAmbient() { - if (no_atmo == 1) return vec3(0.66); return light_ambient.rgb; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index fc51e81177..b1db147572 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; - vec3 scaleSoftClipFrag(vec3 light) { // For compatibility with lower cards. Do nothing. diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl index a937d9fa99..fb864d1951 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl @@ -23,8 +23,6 @@ * $/LicenseInfo$ */ -uniform int no_atmo; - vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { /* stub function for fallback compatibility on class1 hardware */ diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 7435f1c0e1..e2694e060e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -300,6 +300,9 @@ void main() #endif // #else // FOR_IMPOSTOR +#ifdef IS_HUD + color.rgb = linear_to_srgb(color.rgb); +#endif frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index 1463d507bc..6668a00841 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -27,17 +27,11 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); vec3 scaleSoftClipFrag(vec3 light); -uniform int no_atmo; - vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { - if (no_atmo == 1) - { - return light; - } light *= atten.r; light += additive; return light * 2.0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index ba02070e45..f9f625ecdb 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -45,7 +45,6 @@ uniform float max_y; uniform vec3 glow; uniform float scene_light_strength; uniform mat3 ssao_effect_mat; -uniform int no_atmo; uniform float sun_moon_glow_factor; float getAmbientClamp() { return 1.0f; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl index 5788871744..800d08047a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl @@ -26,11 +26,9 @@ // Output variables uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosFragAmbient(vec3 light, vec3 amblit) { - if (no_atmo == 1) return light; return amblit + light / 2.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl index 9c42b84eca..257a76c663 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl @@ -33,11 +33,9 @@ vec3 getAtmosAttenuation(); vec3 getPositionEye(); uniform float scene_light_strength; -uniform int no_atmo; vec3 atmosAmbient() { - if (no_atmo == 1) return vec3(0.16); return getAmblitColor(); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl index a32a572461..9a9b179e6a 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl @@ -23,7 +23,6 @@ * $/LicenseInfo$ */ uniform float gamma; -uniform int no_atmo; vec3 getAtmosAttenuation(); vec3 getAdditiveColor(); @@ -33,10 +32,6 @@ vec3 linear_to_srgb(vec3 col); vec3 scaleSoftClipFragLinear(vec3 light) { // identical to non-linear version and that's probably close enough - if (no_atmo == 1) - { - return light; - } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side @@ -45,10 +40,6 @@ vec3 scaleSoftClipFragLinear(vec3 light) vec3 scaleSoftClipFrag(vec3 light) { - if (no_atmo == 1) - { - return light; - } //soft clip effect: light = 1. - clamp(light, vec3(0.), vec3(1.)); light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index ecf0430a88..c509d865ba 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -30,8 +30,6 @@ vec3 getAdditiveColor(); vec3 getAtmosAttenuation(); -uniform int no_atmo; - vec3 srgb_to_linear(vec3 col); vec3 linear_to_srgb(vec3 col); diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 160d360256..b90de7609b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -43,9 +43,6 @@ VARYING vec3 vary_position; uniform samplerCube environmentMap; -// render_hud_attachments() -> HUD objects set LLShaderMgr::NO_ATMO; used in LLDrawPoolAlpha::beginRenderPass() -uniform int no_atmo; - vec3 fullbrightShinyAtmosTransport(vec3 light); vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); vec3 fullbrightScaleSoftClip(vec3 light); @@ -59,12 +56,8 @@ vec3 srgb_to_linear(vec3 c); void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity); -void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); -// See: -// class1\deferred\fullbrightShinyF.glsl -// class1\lighting\lightFullbrightShinyF.glsl void main() { #ifdef HAS_DIFFUSE_LOOKUP @@ -76,32 +69,32 @@ void main() color.rgb *= vertex_color.rgb; // SL-9632 HUDs are affected by Atmosphere - if (no_atmo == 0) - { - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - vec3 pos = vary_position; - calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); - - float env_intensity = vertex_color.a; - - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; - vec3 norm = normalize(vary_texcoord1.xyz); - vec4 spec = vec4(0,0,0,0); - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity); - applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); - - color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); - color.rgb = fullbrightScaleSoftClip(color.rgb); - } +#ifndef IS_HUD + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + vec3 pos = vary_position; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false); + + float env_intensity = vertex_color.a; + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + vec3 norm = normalize(vary_texcoord1.xyz); + vec4 spec = vec4(0,0,0,0); + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity); + applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); + + color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten); + color.rgb = fullbrightScaleSoftClip(color.rgb); + color.rgb = srgb_to_linear(color.rgb); +#endif color.a = 1.0; - - color.rgb = srgb_to_linear(color.rgb); + frag_color = color; } |