diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
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); +} + | 
