diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
25 files changed, 290 insertions, 323 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dc484317e9..d3a05c34c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,6 +86,14 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -95,7 +103,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float dist = length(lv); float da = 1.0; - /*if (dist > la) + /*if (dist > inverted_la) { return col; } @@ -113,9 +121,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; }*/ - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { - dist /= la; + dist /= inverted_la; //normalize light vector lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 506118d381..6a93bc2fd2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -105,9 +105,9 @@ void main() vec4 vert = vec4(position.xyz, 1.0); pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -#endif +#endif //IS_AVATAR_SKIN -#endif +#endif // HAS_SKIN #ifdef USE_INDEXED_TEX passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index ef49b6f4e8..1b16e4eb09 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -40,11 +40,11 @@ VARYING vec4 post_pos; VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +uniform vec4 color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; + float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a; if (alpha < 0.05) // treat as totally transparent { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index d1d7ece6fe..1c5b142ebd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -30,7 +30,6 @@ uniform float shadow_target_width; mat4 getSkinnedTransform(); void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; @@ -41,7 +40,6 @@ VARYING vec4 post_pos; VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; void main() { @@ -68,7 +66,6 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; #if !DEPTH_CLAMP post_pos = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl deleted file mode 100644 index 10144f3e16..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file bumpV.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 projection_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; - -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - - vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 b = cross(n, t) * tangent.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); - - gl_Position = projection_matrix*vec4(pos, 1.0); - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 9f9749394e..d90891aa20 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -39,16 +39,32 @@ VARYING vec3 vary_mat2; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + gl_Position = projection_matrix*vec4(pos, 1.0); + + vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vec3 n = normalize(normal_matrix * normal); vec3 t = normalize(normal_matrix * tangent.xyz); +#endif + vec3 b = cross(n, t) * tangent.w; - + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 3c026796c8..d64bcefade 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -39,14 +39,28 @@ VARYING vec2 vary_texcoord0; void passTextureIndex(); +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { - //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; + vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_normal = normalize(normal_matrix * normal); +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; passTextureIndex(); - vary_normal = normalize(normal_matrix * normal); - + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 8f6eb79668..2c139430e7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -25,7 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -47,19 +46,32 @@ VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; VARYING vec4 vary_position; +#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; + vary_position = 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); vary_position = 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; + vary_texcoord1 = transpose(normal_matrix) * ref.xyz; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index bdf3546aa5..e71636f2c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -45,15 +45,26 @@ VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); passTextureIndex(); +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vert; + gl_Position = projection_matrix * pos; +#else + vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif #ifdef WATER_FOG vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e1f7031af6..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,6 +91,14 @@ float getAmbientClamp(); vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float dist = length(lv); float da = 1.0; - dist /= la; + dist /= inverted_la; - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { //normalize light vector lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl index 2487110624..2b17aea75a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl @@ -1,8 +1,9 @@ /** - * @file diffuseSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * @file shadowAlphaMaskSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * 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 @@ -22,38 +23,48 @@ * $/LicenseInfo$ */ -uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +uniform float shadow_target_width; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -VARYING vec3 vary_normal; +VARYING vec4 post_pos; +VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +void passTextureIndex(); + mat4 getObjectSkinnedTransform(); void main() { - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vec4 norm = vec4(position.xyz, 1.0); - norm.xyz += normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; - vary_normal = norm.xyz; - - vertex_color = diffuse_color; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + post_pos = pos; + +#if !defined(DEPTH_CLAMP) + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif - gl_Position = projection_matrix*vec4(pos, 1.0); + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index df31b5a79f..bdf8e0854d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -1,6 +1,7 @@ /** - * @file simpleSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * @file shadowSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * @@ -22,44 +23,30 @@ * $/LicenseInfo$ */ -uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +VARYING vec4 post_pos; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); void main() { //transform vertex - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 norm = vec4(position.xyz, 1.0); - norm.xyz += normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); - - calcAtmospherics(pos.xyz); + vec4 pos = (mat*vec4(position.xyz, 1.0)); + pos = projection_matrix*pos; + + post_pos = pos; + +#if !defined(DEPTH_CLAMP) + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif - vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color); - vertex_color = color; - - gl_Position = projection_matrix*vec4(pos, 1.0); - - } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index 9064904191..d9ca6d3a46 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -1,7 +1,7 @@ /** - * @file emissiveSkinnedV.glsl + * @file treeShadowV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * @@ -23,34 +23,31 @@ * $/LicenseInfo$ */ -uniform mat4 projection_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; - +uniform mat4 projection_matrix; + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 emissive; ATTRIBUTE vec2 texcoord0; -VARYING vec4 vertex_color; +VARYING vec4 post_pos; VARYING vec2 vary_texcoord0; - -void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); void main() { //transform vertex - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - mat4 mat = getObjectSkinnedTransform(); + mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vertex_color = emissive; - - calcAtmospherics(pos.xyz); - - gl_Position = projection_matrix*vec4(pos, 1.0); + vec4 pos = mat * vec4(position.xyz, 1.0); + pos = projection_matrix * pos; + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugSkinnedV.glsl new file mode 100644 index 0000000000..74f22aec4f --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/debugSkinnedV.glsl @@ -0,0 +1,41 @@ +/** + * @file debugSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ + * 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 projection_matrix; +uniform mat4 modelview_matrix; + +mat4 getObjectSkinnedTransform(); + +ATTRIBUTE vec3 position; + +void main() +{ + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + + gl_Position = projection_matrix*vec4(pos, 1.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 9bf7b60eb7..0b362cf46c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -31,10 +31,23 @@ ATTRIBUTE vec2 texcoord0; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vec4(position.xyz,1.0); + gl_Position = projection_matrix * pos; +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl index eff75435a9..7305065a05 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl @@ -1,6 +1,7 @@ /** - * @file fullbrightSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * @file occlusionSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * @@ -23,35 +24,17 @@ */ uniform mat4 projection_matrix; -uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -void calcAtmospherics(vec3 inPositionEye); mat4 getObjectSkinnedTransform(); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - void main() { - //transform vertex - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - mat4 mat = getObjectSkinnedTransform(); - mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - gl_Position = projection_matrix*vec4(pos, 1.0); - - } + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index 5fcdf3107c..89be8195f0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -56,5 +56,6 @@ void fullbright_lighting() color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); frag_color = color; + } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index a7738087dc..ee9970bc70 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -33,10 +33,23 @@ ATTRIBUTE vec2 texcoord1; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; +#else gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl index e984deb0c8..d762239e51 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl @@ -37,20 +37,30 @@ VARYING vec2 vary_texcoord0; void calcAtmospherics(vec3 inPositionEye); - - +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif void main() { //transform vertex passTextureIndex(); + +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); +#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + calcAtmospherics(pos.xyz); vertex_color = emissive; - - } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl deleted file mode 100644 index 1e244d9dfd..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinySkinnedV.glsl +++ /dev/null @@ -1,71 +0,0 @@ -/** - * @file shinySimpleSkinnedV.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 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; - - -void calcAtmospherics(vec3 inPositionEye); -mat4 getObjectSkinnedTransform(); - -void main() -{ - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - mat4 mvp = modelview_matrix * projection_matrix; - vary_position = mvp * vec4(position, 1.0); - - vec4 norm = vec4(position.xyz, 1.0); - norm.xyz += normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); - - vec3 ref = reflect(pos.xyz, -norm.xyz); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; - - gl_Position = projection_matrix*vec4(pos, 1.0); - - -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl index 34bd8d445a..ace2574ac2 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl @@ -25,7 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -46,20 +45,32 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; +#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; + vary_texcoord1 = transpose(normal_matrix) * ref; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl index fc20d3270e..5af42f1fcf 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl @@ -33,26 +33,33 @@ ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec3 normal; ATTRIBUTE vec4 diffuse_color; - void calcAtmospherics(vec3 inPositionEye); - VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); passTextureIndex(); - vec4 pos = (modelview_matrix * vert); +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vert; + gl_Position = projection_matrix * pos; +#else + vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); vertex_color = diffuse_color; - - } diff --git a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl deleted file mode 100644 index 727bae19c0..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/shinySimpleSkinnedV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shinySimpleSkinnedV.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 projection_matrix; -uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -void calcAtmospherics(vec3 inPositionEye); -mat4 getObjectSkinnedTransform(); - -void main() -{ - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 norm = vec4(position.xyz, 1.0); - norm.xyz += normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); - - vec3 ref = reflect(pos.xyz, -norm.xyz); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm.xyz, diffuse_color); - vertex_color = color; - - gl_Position = projection_matrix*vec4(pos, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl index 4ba8194d03..097e42d233 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/shinyV.glsl @@ -25,7 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -45,19 +44,32 @@ 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; + vary_texcoord0 = (texture_matrix0*vec4(texcoord0,0,1)).xy; + vary_texcoord1 = transpose(normal_matrix) * ref; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl index 9ef7704b70..2025174f7d 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl @@ -44,12 +44,16 @@ void calcAtmospherics(vec3 inPositionEye); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); passTextureIndex(); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; @@ -58,11 +62,23 @@ void main() 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; + + vec4 pos = mat * vert; + vec3 norm = normalize((mat*vec4(normal.xyz+vert.xyz,1.0)).xyz-pos.xyz); + + 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); +#endif calcAtmospherics(pos.xyz); |