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-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl94
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl59
4 files changed, 240 insertions, 47 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 589ace086d..968a5f6b3d 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 getKern(int i)
-{
- return kern[i];
-}
-
vec4 getPosition(vec2 pos_screen)
{
float depth = texture2DRect(depthMap, pos_screen.xy).r;
@@ -64,38 +59,38 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
-vec2 encode_normal(vec3 n)
-{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec2 fenc = enc*4-2;
- float f = dot(fenc,fenc);
- float g = sqrt(1-f/4);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1-f/2;
- return n;
-}
+#ifdef SINGLE_FP_ONLY
+vec2 encode_normal(vec3 n)
+{
+ vec2 sn;
+ sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
+ return sn;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec3 n;
+ n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
+ n.z = sqrt(1.0f - dot(n.xy,n.xy));
+ return n;
+}
+#else
+vec2 encode_normal(vec3 n)
+{
+ float f = sqrt(8 * n.z + 8);
+ return n.xy / f + 0.5;
+}
+
+vec3 decode_normal (vec2 enc)
+{
+ vec2 fenc = enc*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
#endif
void main()
@@ -110,7 +105,7 @@ void main()
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
- vec2 defined_weight = getKern(0).xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
vec4 col = defined_weight.xyxx * ccol;
// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
@@ -120,28 +115,33 @@ void main()
float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
tc_mod -= floor(tc_mod);
tc_mod *= 2.0;
- tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 );
+ tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc + getKern(i).z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
+
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
- defined_weight += getKern(i).xy;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
}
}
+
for (int i = 1; i < 4; i++)
{
- vec2 samptc = tc - getKern(i).z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
+ vec2 samptc = tc - kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
+
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*getKern(i).xyxx;
- defined_weight += getKern(i).xy;
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
new file mode 100644
index 0000000000..6523a06d22
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @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 sampler2D depthMap;
+
+uniform float delta;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ vec4 depth1 =
+ vec4(texture2D(depthMap, tc0).r,
+ texture2D(depthMap, tc1).r,
+ texture2D(depthMap, tc2).r,
+ texture2D(depthMap, tc3).r);
+
+ vec4 depth2 =
+ vec4(texture2D(depthMap, tc4).r,
+ texture2D(depthMap, tc5).r,
+ texture2D(depthMap, tc6).r,
+ texture2D(depthMap, tc7).r);
+
+ depth1 = min(depth1, depth2);
+ float depth = min(depth1.x, depth1.y);
+ depth = min(depth, depth1.z);
+ depth = min(depth, depth1.w);
+ depth = min(depth, texture2D(depthMap, tc8).r);
+
+ gl_FragDepth = depth;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
new file mode 100644
index 0000000000..2f89b8ed72
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
@@ -0,0 +1,67 @@
+/**
+ * @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 sampler2DRect depthMap;
+
+uniform float delta;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ vec4 depth1 =
+ vec4(texture2DRect(depthMap, tc0).r,
+ texture2DRect(depthMap, tc1).r,
+ texture2DRect(depthMap, tc2).r,
+ texture2DRect(depthMap, tc3).r);
+
+ vec4 depth2 =
+ vec4(texture2DRect(depthMap, tc4).r,
+ texture2DRect(depthMap, tc5).r,
+ texture2DRect(depthMap, tc6).r,
+ texture2DRect(depthMap, tc7).r);
+
+ depth1 = min(depth1, depth2);
+ float depth = min(depth1.x, depth1.y);
+ depth = min(depth, depth1.z);
+ depth = min(depth, depth1.w);
+ depth = min(depth, texture2DRect(depthMap, tc8).r);
+
+ gl_FragDepth = depth;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
new file mode 100644
index 0000000000..71d80911d6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
@@ -0,0 +1,59 @@
+/**
+ * @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;
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+uniform vec2 delta;
+
+VARYING vec2 tc0;
+VARYING vec2 tc1;
+VARYING vec2 tc2;
+VARYING vec2 tc3;
+VARYING vec2 tc4;
+VARYING vec2 tc5;
+VARYING vec2 tc6;
+VARYING vec2 tc7;
+VARYING vec2 tc8;
+
+void main()
+{
+ gl_Position = vec4(position, 1.0);
+
+ vec2 tc = (position.xy*0.5+0.5)*screen_res;
+ tc0 = tc+vec2(-delta.x,-delta.y);
+ tc1 = tc+vec2(0,-delta.y);
+ tc2 = tc+vec2(delta.x,-delta.y);
+ tc3 = tc+vec2(-delta.x,0);
+ tc4 = tc+vec2(0,0);
+ tc5 = tc+vec2(delta.x,0);
+ tc6 = tc+vec2(-delta.x,delta.y);
+ tc7 = tc+vec2(0,delta.y);
+ tc8 = tc+vec2(delta.x,delta.y);
+}
+