diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
330 files changed, 6876 insertions, 13915 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 767fad016c..374469ce2f 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@ */ -ATTRIBUTE vec4 weight; +in vec4 weight; uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 0543a26642..9adc68e62b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,12 +25,12 @@ uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index fac1599c6b..837074f08c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,13 +28,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor); void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 90bf2851c9..0817076dd5 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -22,7 +22,7 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec4 weight4; +in vec4 weight4; uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl deleted file mode 100644 index 78b5328c9a..0000000000 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file pickAvatarV.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; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -mat4 getSkinnedTransform(); - -void main() -{ - vec4 pos; - vec4 pos_in = vec4(position, 1.0); - mat4 trans = getSkinnedTransform(); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - vertex_color = diffuse_color; - vary_texcoord0 = texcoord0; - gl_Position = projection_matrix * pos; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 6a93bc2fd2..4c9d813c9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -33,19 +33,19 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; #ifdef USE_INDEXED_TEX void passTextureIndex(); #endif -ATTRIBUTE vec3 normal; +in vec3 normal; #ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; +in vec4 diffuse_color; #endif -ATTRIBUTE vec2 texcoord0; +in vec2 texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -55,15 +55,15 @@ mat4 getSkinnedTransform(); #endif #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; +out vec3 vary_fragcoord; +out vec3 vary_position; #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; +out vec4 vertex_color; #endif -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +out vec2 vary_texcoord0; +out vec3 vary_norm; uniform float near_clip; diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..da467cd5da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,8 +24,8 @@ */ uniform sampler2D noiseMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; uniform float ssao_radius; uniform float ssao_max_radius; @@ -38,16 +38,12 @@ uniform vec2 screen_res; vec2 getScreenCoordinateAo(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } return sc - vec2(1.0, 1.0); } float getDepthAo(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } @@ -75,7 +71,7 @@ vec2 getKern(int i) kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875; kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000; - return kern[i]; + return kern[i] / screen_res; } //calculate decreases in ambient lighting when crowded out (SSAO) @@ -83,8 +79,8 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { float ret = 1.0; vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; - + vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy; + float angle_hidden = 0.0; float points = 0; @@ -95,7 +91,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen) { vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect); vec3 samppos_world = getPositionAo(samppos_screen).xyz; - + vec3 diff = pos_world - samppos_world; float dist2 = dot(diff, diff); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl deleted file mode 100644 index c64b6ba240..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file attachmentAlphaMaskShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 float minimum_alpha; - -uniform sampler2D diffuseMap; - -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) // treat as semi-transparent - { - //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); - -#if !DEPTH_CLAMP - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl deleted file mode 100644 index b54c580ce9..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file attachmentAlphaShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 float minimum_alpha; -uniform sampler2D diffuseMap; - -VARYING float pos_w; -VARYING float target_pos_x; - -#if !DEPTH_CLAMP -VARYING vec4 post_pos; -#endif - -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void main() -{ - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < minimum_alpha) - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = vec4(1,1,1,1); - -#if !DEPTH_CLAMP - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl deleted file mode 100644 index 31b93dc36a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file attachmentShadowV.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 modelview_matrix; -uniform mat4 texture_matrix0; -uniform float shadow_target_width; - -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void passTextureIndex(); - -#if !DEPTH_CLAMP -VARYING vec4 post_pos; -#endif -VARYING vec2 vary_texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec4 vertex_color; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 p = projection_matrix * vec4(pos, 1.0); - - pos_w = p.w; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; - -#if !DEPTH_CLAMP - p.z = max(p.z, -p.w+0.01); - post_pos = p; - gl_Position = p; -#else - gl_Position = p; -#endif - - passTextureIndex(); -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl deleted file mode 100644 index 0fa0edfd67..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file attachmentShadowV.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 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - - vec4 p = projection_matrix * vec4(pos, 1.0); -#if !defined(DEPTH_CLAMP) - p.z = max(p.z, -p.w+0.01); - gl_Position = p; -#else - gl_Position = p; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index b8ce54bcb1..f1dc1159d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -1,5 +1,5 @@ /** - * @file treeShadowF.glsl + * @file avatarAlphaMaskShadowF.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,26 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP -VARYING vec4 post_pos; -#endif - -VARYING float target_pos_x; -VARYING float pos_w; -VARYING vec2 vary_texcoord0; +in float target_pos_x; +in float pos_w; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < 0.05) // treat as totally transparent { @@ -58,8 +50,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !DEPTH_CLAMP - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl deleted file mode 100644 index bbdc8fdd1c..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl +++ /dev/null @@ -1,112 +0,0 @@ -/** - * @file avatarAlphaNoColorV.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; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - - -uniform float near_clip; - -uniform vec4 color; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - vary_norm = norm; - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(); - - vary_ambient = col.rgb*color.rgb; - vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - - col.rgb = col.rgb * color.rgb; - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 1b16e4eb09..097e28aa0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -23,28 +23,20 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -#if !DEPTH_CLAMP -VARYING vec4 post_pos; -#endif - -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +in float pos_w; +in float target_pos_x; +in vec2 vary_texcoord0; uniform vec4 color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a; if (alpha < 0.05) // treat as totally transparent { @@ -60,9 +52,4 @@ void main() } frag_color = vec4(1,1,1,1); - -#if !DEPTH_CLAMP - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index 1c5b142ebd..57e0b2b59f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file avatarShadowV.glsl + * @file avatarAlphaShadowV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -30,16 +30,13 @@ uniform float shadow_target_width; mat4 getSkinnedTransform(); void passTextureIndex(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -#if !DEPTH_CLAMP -VARYING vec4 post_pos; -#endif -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +out float pos_w; +out float target_pos_x; +out vec2 vary_texcoord0; void main() { @@ -66,13 +63,7 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#if !DEPTH_CLAMP - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif passTextureIndex(); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 01ffb862f7..83b0ba096c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,14 +27,14 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 60d83cc623..6ebe4ce251 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -25,24 +25,20 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif uniform sampler2D diffuseMap; uniform float minimum_alpha; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 diff = texture(diffuseMap, vary_texcoord0.xy); if (diff.a < minimum_alpha) { @@ -52,6 +48,6 @@ void main() frag_data[0] = vec4(diff.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 50020a50d8..0c386ade6c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -25,24 +25,12 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index 91b25613e0..5c64d48399 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,13 +27,9 @@ uniform mat4 projection_matrix; mat4 getSkinnedTransform(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif +in vec3 position; +in vec3 normal; +in vec2 texcoord0; void main() { @@ -53,13 +49,7 @@ void main() norm = normalize(norm); pos = projection_matrix * pos; -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 1bd8fee7c9..bc0c11ec46 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,16 +25,16 @@ uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; mat4 getSkinnedTransform(); -ATTRIBUTE vec4 weight; +in vec4 weight; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 596d0274af..08baf98686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,26 +23,21 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; +uniform sampler2D normalMap; +uniform sampler2D lightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; +uniform vec2 screen_res; uniform vec3 kern[4]; uniform float kern_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); @@ -52,8 +47,8 @@ void main() vec2 tc = vary_fragcoord.xy; vec3 norm = getNorm(tc); vec3 pos = getPosition(tc).xyz; - vec4 ccol = texture2DRect(lightMap, tc).rgba; - + vec4 ccol = texture(lightMap, tc).rgba; + vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); @@ -64,43 +59,57 @@ void main() float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large - float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) + tc *= screen_res; + float tc_mod = 0.5*(tc.x + tc.y); tc_mod -= floor(tc_mod); tc_mod *= 2.0; tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); - for (int i = 1; i < 4; i++) + // TODO: move this to kern instead of building kernel per pixel + vec3 k[7]; + k[0] = kern[0]; + k[2] = kern[1]; + k[4] = kern[2]; + k[6] = kern[3]; + + k[1] = (k[0]+k[2])*0.5f; + k[3] = (k[2]+k[4])*0.5f; + k[5] = (k[4]+k[6])*0.5f; + + for (int i = 1; i < 7; i++) { - vec2 samptc = tc + kern[i].z*dlt; + vec2 samptc = tc + k[i].z*dlt*2.0; + samptc /= screen_res; 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)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } - for (int i = 1; i < 4; i++) + for (int i = 1; i < 7; i++) { - vec2 samptc = tc - kern[i].z*dlt; + vec2 samptc = tc - k[i].z*dlt*2.0; + samptc /= screen_res; 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)*kern[i].xyxx; - defined_weight += kern[i].xy; + col += texture(lightMap, samptc)*k[i].xyxx; + defined_weight += k[i].xy; } } col /= defined_weight.xyxx; - col.y *= col.y; + //col.y *= col.y; - frag_color = col; + frag_color = max(col, vec4(0)); #ifdef IS_AMD_CARD // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 212f7e56ad..5abaa1f2a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,17 +23,15 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; +in vec3 position; -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index b5677a07ee..35f483f633 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -25,28 +25,24 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; uniform sampler2D diffuseMap; uniform sampler2D bumpMap; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +in vec3 vary_mat0; +in vec3 vary_mat1; +in vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if(col.a < minimum_alpha) { @@ -54,7 +50,7 @@ void main() } col *= vertex_color; - vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; + vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; vec3 tnorm = vec3(dot(norm,vary_mat0), dot(norm,vary_mat1), @@ -64,5 +60,6 @@ void main() frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index d90891aa20..3af2eab1e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,17 +27,17 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; +in vec4 tangent; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_mat0; +out vec3 vary_mat1; +out vec3 vary_mat2; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl deleted file mode 100644 index 0157d166e0..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,127 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale >= 0.0001) - { - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index ae1ac5de7f..f6870c3ff0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -24,41 +24,34 @@ */ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; +in vec3 vary_CloudColorSun; +in vec3 vary_CloudColorAmbient; +in float vary_CloudDensity; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; +uniform vec3 cloud_pos_density1; +uniform vec3 cloud_pos_density2; uniform float cloud_scale; uniform float cloud_variance; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; +in vec2 vary_texcoord2; +in vec2 vary_texcoord3; +in float altitude_blend_factor; vec4 cloudNoise(vec2 uv) { - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 a = texture(cloud_noise_texture, uv); + vec4 b = texture(cloud_noise_texture_next, uv); vec4 cloud_noise_sample = mix(a, b, blend_factor); return cloud_noise_sample; } @@ -69,8 +62,8 @@ void main() vec2 uv1 = vary_texcoord0.xy; vec2 uv2 = vary_texcoord1.xy; - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; + vec3 cloudColorSun = vary_CloudColorSun; + vec3 cloudColorAmbient = vary_CloudColorAmbient; float cloudDensity = vary_CloudDensity; vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; @@ -115,17 +108,15 @@ void main() alpha2 = 1. - alpha2 * alpha2; // Combine - vec4 color; + vec3 color; color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color.rgb= max(vec3(0), color.rgb); + color.rgb = clamp(color.rgb, vec3(0), vec3(1)); color.rgb *= 2.0; - color.rgb = scaleSoftClip(color.rgb); /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, alpha1); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0,0,0,1); - - gl_FragDepth = 0.99995f; + frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = vec4(color.rgb, alpha1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 8e0a001403..98314d39d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,34 +25,34 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; ////////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; +out vec3 vary_CloudColorSun; +out vec3 vary_CloudColorAmbient; +out float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; +out vec2 vary_texcoord2; +out vec2 vary_texcoord3; +out float altitude_blend_factor; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -60,10 +60,10 @@ uniform float cloud_shadow; uniform float density_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform vec3 cloud_color; uniform float cloud_scale; @@ -114,17 +114,17 @@ void main() float rel_pos_len = length(rel_pos); // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; + vec3 sunlight = sunlight_color; + vec3 light_atten; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -155,18 +155,18 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; + vec3 tmpAmbient = ambient_color; tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= (1. - cloud_shadow); // Haze color below cloud - vec4 additiveColorBelowCloud = + vec3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); // CLOUDS - sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP + sunlight = sunlight_color; off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); sunlight *= exp(-light_atten * off_axis); @@ -178,7 +178,7 @@ void main() combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds vary_CloudColorSun *= combined_haze; vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); + vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); // Make a nice cloud density based on the cloud_shadow value that was passed in. vary_CloudDensity = 2. * (cloud_shadow - 0.25); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 079d8458c9..d95a33a6be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -23,19 +23,12 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; -uniform sampler2D bloomMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform float depth_cutoff; uniform float norm_cutoff; @@ -48,7 +41,7 @@ uniform float max_cof; uniform mat4 inv_proj; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; float calc_cof(float depth) { @@ -69,19 +62,18 @@ void main() { vec2 tc = vary_fragcoord.xy; - float z = texture2DRect(depthMap, tc).r; + float z = texture(depthMap, tc).r; z = z*2.0-1.0; vec4 ndc = vec4(0.0, 0.0, z, 1.0); vec4 p = inv_proj*ndc; float depth = p.z/p.w; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); float sc = calc_cof(depth); sc = min(sc, max_cof); sc = max(sc, -max_cof); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - frag_color.rgb = diff.rgb + bloom.rgb; + frag_color.rgb = diff.rgb; frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index e27bbce094..f9ebf33b4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -23,25 +23,128 @@ * $/LicenseInfo$ */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; + +/* Parts of this file are taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +uniform sampler2D normalMap; +uniform sampler2D depthMap; +uniform sampler2D projectionMap; // rgba +uniform sampler2D brdfLut; + +// projected lighted params +uniform mat4 proj_mat; //screen space to light space projector +uniform vec3 proj_n; // projector normal +uniform vec3 proj_p; //plane projection is emitting from (in screen space) +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_ambiance; + +// light params +uniform vec3 color; // light_color +uniform float size; // light_size uniform mat4 inv_proj; uniform vec2 screen_res; -vec2 getScreenCoordinate(vec2 screenpos) +const float M_PI = 3.14159265; +const float ONE_OVER_PI = 0.3183098861; + +vec3 srgb_to_linear(vec3 cs); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); + +float calcLegacyDistanceAttenuation(float distance, float falloff) { - vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) + float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0); + dist_atten *= dist_atten; + + // Tweak falloff slightly to match pre-EEP attenuation + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; + return dist_atten; +} + +// In: +// lv unnormalized surface to light vector +// n normal of the surface +// pos unnormalized camera to surface vector +// Out: +// l normalized surace to light vector +// nl diffuse angle +// nh specular angle +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, + out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist) +{ + l = normalize(lv); + h = normalize(l + v); + nh = clamp(dot(n, h), 0.0, 1.0); + nl = clamp(dot(n, l), 0.0, 1.0); + nv = clamp(dot(n, v), 0.0, 1.0); + vh = clamp(dot(v, h), 0.0, 1.0); + + lightDist = length(lv); +} + +// In: +// light_center +// pos +// Out: +// dist +// l_dist +// lv +// proj_tc Projector Textue Coordinates +bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ) +{ + lv = light_center - pos.xyz; + dist = length(lv); + bool clipped = (dist >= size); + if ( !clipped ) { - sc /= screen_res; + dist /= size; + + l_dist = -dot(lv, proj_n); + vec4 projected_point = (proj_mat * vec4(pos.xyz, 1.0)); + clipped = (projected_point.z < 0.0); + projected_point.xyz /= projected_point.w; + proj_tc = projected_point; } + + return clipped; +} + +vec2 getScreenCoordinate(vec2 screenpos) +{ + vec2 sc = screenpos.xy * 2.0; return sc - vec2(1.0, 1.0); } +// See: https://aras-p.info/texts/CompactNormalStorage.html +// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection vec3 getNorm(vec2 screenpos) { - vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; + vec2 enc = texture(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); @@ -51,12 +154,160 @@ vec3 getNorm(vec2 screenpos) return n; } +vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags) +{ + vec2 enc = packedNormalEnvIntensityFlags.xy; + 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 normalize(n); // TODO: Is this normalize redundant? +} + +// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w +// See: C++: addDeferredAttachments(), GLSL: softenLightF +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity) +{ + vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy); + n = getNormalFromPacked( packedNormalEnvIntensityFlags ); + envIntensity = packedNormalEnvIntensityFlags.z; + return packedNormalEnvIntensityFlags; +} + +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar) +{ + d = d * 2.0 - 1.0; + return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear)); +} + +float linearDepth01(float d, float znear, float zfar) +{ + return linearDepth(d, znear, zfar) / zfar; +} + float getDepth(vec2 pos_screen) { - float depth = texture2DRect(depthMap, pos_screen).r; + float depth = texture(depthMap, pos_screen).r; return depth; } +vec4 getTexture2DLodAmbient(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + 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 getTexture2DLodDiffuse(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + 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; +} + +// lit This is set by the caller: if (nl > 0.0) { lit = attenuation * nl * noise; } +// Uses: +// color Projected spotlight color +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv) +{ + vec4 amb_plcol = getTexture2DLodAmbient(projected_uv, proj_lod); + vec3 amb_rgb = amb_plcol.rgb * amb_plcol.a; + + amb_da += proj_ambiance; + amb_da += (nl*nl*0.5+0.5) * proj_ambiance; + amb_da *= attenuation * noise; + amb_da = min(amb_da, 1.0-lit); + + return (amb_da * color.rgb * amb_rgb); +} + +// Returns projected light in Linear +// Uses global spotlight color: +// color +// NOTE: projected.a will be pre-multiplied with projected.rgb +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); + + return color.rgb * plcol.rgb * plcol.a; +} + +vec4 texture2DLodSpecular(vec2 tc, float lod) +{ +#ifndef FXAA_GLSL_120 + vec4 ret = textureLod(projectionMap, tc, lod); +#else + vec4 ret = texture(projectionMap, tc); +#endif + ret.rgb = srgb_to_linear(ret.rgb); + + 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); + d *= min(1, d * (proj_lod - lod)); // BUG? extra factor compared to diffuse causes N repeats + float edge = 0.25*det; + ret *= clamp(d/edge, 0.0, 1.0); + + return ret; +} + +// See: clipProjectedLightVars() +vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n ) +{ + vec3 slit = vec3(0); + vec3 ref = reflect(normalize(pos), n); + + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float l_dist = length(pdelta); + float ds = dot(ref, proj_n); + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + if (stc.z > 0.0) + { + stc /= stc.w; + slit = getProjectedLightDiffuseColor( l_dist, stc.xy ); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + } + } + return slit; // specular light +} + +vec3 getProjectedLightSpecularColor(float light_distance, vec2 projected_uv) +{ + float diff = clamp((light_distance - proj_focus)/proj_range, 0.0, 1.0); + float lod = diff * proj_lod; + vec4 plcol = getTexture2DLodDiffuse(projected_uv.xy, lod); // NOTE: Using diffuse due to texture2DLodSpecular() has extra: d *= min(1, d * (proj_lod - lod)); + + return color.rgb * plcol.rgb * plcol.a; +} + vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); @@ -68,12 +319,246 @@ vec4 getPosition(vec2 pos_screen) return pos; } +// get position given a normalized device coordinate +vec3 getPositionWithNDC(vec3 ndc) +{ + vec4 pos = inv_proj * vec4(ndc, 1.0); + return pos.xyz / pos.w; +} + vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; + vec3 ndc = vec3(sc.x, sc.y, 2.0*depth-1.0); + return vec4(getPositionWithNDC(ndc), 1.0); +} + +vec2 getScreenCoord(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + return screen; +} + +vec2 getScreenXY(vec4 clip) +{ + vec4 ndc = clip; + ndc.xyz /= clip.w; + vec2 screen = vec2( ndc.xy * 0.5 ); + screen += 0.5; + screen *= screen_res; + return screen; +} + +// Color utils + +vec3 colorize_dot(float x) +{ + if (x > 0.0) return vec3( 0, x, 0 ); + if (x < 0.0) return vec3(-x, 0, 0 ); + return vec3( 0, 0, 1 ); } + +vec3 hue_to_rgb(float hue) +{ + if (hue > 1.0) return vec3(0.5); + vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2); + return clamp(rgb, 0.0, 1.0); +} + +// PBR Utils + +vec2 BRDF(float NoV, float roughness) +{ + return texture(brdfLut, vec2(NoV, roughness)).rg; +} + +// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRough) +{ + // retrieve a scale and bias to F0. See [1], Figure 3 + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec3 diffuseLight = irradiance; + vec3 specularLight = radiance; + + vec3 diffuse = diffuseLight * diffuseColor; + vec3 specular = specularLight * (specularColor * brdf.x + brdf.y); + + return (diffuse + specular) * ao; +} + + +// Encapsulate the various inputs used by the various functions in the shading equation +// We store values in this struct to simplify the integration of alternative implementations +// of the shading terms, outlined in the Readme.MD Appendix. +struct PBRInfo +{ + float NdotL; // cos angle between normal and light direction + float NdotV; // cos angle between normal and view direction + float NdotH; // cos angle between normal and half vector + float LdotH; // cos angle between light direction and half vector + float VdotH; // cos angle between view direction and half vector + float perceptualRoughness; // roughness value, as authored by the model creator (input to shader) + float metalness; // metallic value at the surface + vec3 reflectance0; // full reflectance color (normal incidence angle) + vec3 reflectance90; // reflectance color at grazing angle + float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2]) + vec3 diffuseColor; // color contribution from diffuse lighting + vec3 specularColor; // color contribution from specular lighting +}; + +// Basic Lambertian diffuse +// Implementation from Lambert's Photometria https://archive.org/details/lambertsphotome00lambgoog +// See also [1], Equation 1 +vec3 diffuse(PBRInfo pbrInputs) +{ + return pbrInputs.diffuseColor / M_PI; +} + +// The following equation models the Fresnel reflectance term of the spec equation (aka F()) +// Implementation of fresnel from [4], Equation 15 +vec3 specularReflection(PBRInfo pbrInputs) +{ + return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0); +} + +// This calculates the specular geometric attenuation (aka G()), +// where rougher material will reflect less light back to the viewer. +// This implementation is based on [1] Equation 4, and we adopt their modifications to +// alphaRoughness as input as originally proposed in [2]. +float geometricOcclusion(PBRInfo pbrInputs) +{ + float NdotL = pbrInputs.NdotL; + float NdotV = pbrInputs.NdotV; + float r = pbrInputs.alphaRoughness; + + float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL))); + float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV))); + return attenuationL * attenuationV; +} + +// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D()) +// Implementation from "Average Irregularity Representation of a Roughened Surface for Ray Reflection" by T. S. Trowbridge, and K. P. Reitz +// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3. +float microfacetDistribution(PBRInfo pbrInputs) +{ + float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness; + float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0; + return roughnessSq / (M_PI * f * f); +} + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l) //surface point to light +{ + // make sure specular highlights from punctual lights don't fall off of polished surfaces + perceptualRoughness = max(perceptualRoughness, 8.0/255.0); + + float alphaRoughness = perceptualRoughness * perceptualRoughness; + + // Compute reflectance. + float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b); + + // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect. + // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%. + float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0); + vec3 specularEnvironmentR0 = specularColor.rgb; + vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90; + + vec3 h = normalize(l+v); // Half vector between both l and v + vec3 reflection = -normalize(reflect(v, n)); + reflection.y *= -1.0f; + + float NdotL = clamp(dot(n, l), 0.001, 1.0); + float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0); + float NdotH = clamp(dot(n, h), 0.0, 1.0); + float LdotH = clamp(dot(l, h), 0.0, 1.0); + float VdotH = clamp(dot(v, h), 0.0, 1.0); + + PBRInfo pbrInputs = PBRInfo( + NdotL, + NdotV, + NdotH, + LdotH, + VdotH, + perceptualRoughness, + metallic, + specularEnvironmentR0, + specularEnvironmentR90, + alphaRoughness, + diffuseColor, + specularColor + ); + + // Calculate the shading terms for the microfacet specular shading model + vec3 F = specularReflection(pbrInputs); + float G = geometricOcclusion(pbrInputs); + float D = microfacetDistribution(pbrInputs); + + // Calculation of analytical lighting contribution + vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs); + vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV); + // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law) + vec3 color = NdotL * (diffuseContrib + specContrib); + + return clamp(color, vec3(0), vec3(10)); +} + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor) +{ + vec3 f0 = vec3(0.04); + diffuseColor = baseColor*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + specularColor = mix(f0, baseColor, metallic); +} + +vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v, vec3 norm, float perceptualRoughness, vec3 light_dir, vec3 sunlit, float scol, vec3 radiance, vec3 irradiance, vec3 colorEmissive, float ao, vec3 additive, vec3 atten) +{ + vec3 color = vec3(0); + + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + + color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness); + + color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials + + color += colorEmissive; + + return color; +} + +uniform vec4 waterPlane; +uniform float waterSign; + +// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign +void waterClip(vec3 pos) +{ + // TODO: make this less branchy + if (waterSign > 0) + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0) + { + discard; + } + } + else + { + if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0) + { + discard; + } + } + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index b328ee9483..6f3b94f734 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -25,25 +25,21 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color; if (col.a < minimum_alpha) { @@ -53,6 +49,7 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index fc5c86b4d6..e5f2af2c53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -25,18 +25,14 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; -VARYING vec3 vary_normal; +in vec3 vary_normal; uniform float minimum_alpha; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); @@ -52,5 +48,6 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 1bb8eb8bd0..234f096ed5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -25,24 +25,20 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { @@ -52,6 +48,7 @@ void main() frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 8319e61242..68fb8bf499 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -25,27 +25,24 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); void main() { - vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; + vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb; frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index ccd1df84f9..93d561504e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -25,15 +25,11 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); @@ -48,5 +44,6 @@ void main() frag_data[0] = vec4(col, 0.0); frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 9461e3e32e..13cc612fab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,13 +27,13 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index d64bcefade..2402cc3b70 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,15 +27,15 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 8d48bb016b..3b9b8ae696 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -23,18 +23,12 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect lightMap; +uniform sampler2D diffuseRect; +uniform sampler2D lightMap; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -44,14 +38,14 @@ uniform float res_scale; uniform float dof_width; uniform float dof_height; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; -vec4 dofSample(sampler2DRect tex, vec2 tc) +vec4 dofSample(sampler2D tex, vec2 tc) { tc.x = min(tc.x, dof_width); tc.y = min(tc.y, dof_height); - return texture2DRect(tex, tc); + return texture(tex, tc); } void main() @@ -60,7 +54,7 @@ void main() vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); - vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); + vec4 diff = texture(lightMap, vary_fragcoord.xy); float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +63,10 @@ void main() float sc = a/res_scale; vec4 col; - col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc)); - col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)); + col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); + col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res); diff = mix(diff, col*0.25, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index f0522850de..c95f791dbf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,31 +23,17 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void main() { - float shadow = 1.0; - - vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - frag_color = color; + // NOTE: when this shader is used, only alpha is being written to + float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a; + frag_color = max(vec4(0, 0, 0, a), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 08b1147ab0..5a0913a970 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,18 +27,18 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 emissive; -ATTRIBUTE vec2 texcoord0; +in vec4 emissive; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 44f2a73e1f..9ac4ceb37e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -1,9 +1,9 @@ /** - * @file shadowAlphaMaskF.glsl + * @file exposureF.glsl * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -22,34 +22,40 @@ * 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 -uniform sampler2D diffuseMap; +uniform sampler2D emissiveRect; +uniform sampler2D exposureMap; -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif +uniform float dt; +uniform vec2 noiseVec; -VARYING float pos_w; +uniform vec3 dynamic_exposure_params; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +float lum(vec3 col) +{ + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); +} void main() { - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + vec2 tc = vec2(0.5,0.5); - frag_color = vec4(alpha, alpha, alpha, 1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif + float L = textureLod(emissiveRect, tc, 8).r; + float max_L = dynamic_exposure_params.x; + L = clamp(L, 0.0, max_L); + L /= max_L; + L = pow(L, 2.0); + float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L); + + float prev = texture(exposureMap, vec2(0.5,0.5)).r; + + s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04)); + + frag_color = max(vec4(s, s, s, dt), vec4(0.0)); } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 57420158ca..a6fab10791 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,66 +23,76 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[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; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif +in vec3 vary_position; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif +#ifdef IS_ALPHA +uniform vec4 waterPlane; +void waterClip(vec3 pos); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); +#endif + void main() { + +#ifdef IS_ALPHA + waterClip(vary_position.xyz); +#endif + #ifdef HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy); + 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; + float final_alpha = color.a * vertex_color.a; #ifdef HAS_ALPHA_MASK - if (color.a < minimum_alpha) - { - discard; - } + if (color.a < minimum_alpha) + { + discard; + } #endif - color.rgb *= vertex_color.rgb; + color.rgb *= vertex_color.rgb; + + vec3 pos = vary_position; + + color.a = final_alpha; +#ifndef IS_HUD + color.rgb = srgb_to_linear(color.rgb); +#ifdef IS_ALPHA + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); + + color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb; + +#endif -#ifdef WATER_FOG - vec3 pos = vary_position; - vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); - color.rgb = fogged.rgb; - color.a = fogged.a; -#else - color.a = final_alpha; #endif - frag_color.rgb = color.rgb; - frag_color.a = color.a; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl deleted file mode 100644 index 9fcee04c32..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl +++ /dev/null @@ -1,106 +0,0 @@ -/** - * @file fullbrightShinyF.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 - * $/LicenseInfo$ - */ - -/*[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 vec4 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); - -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); - -// 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/vary_position.w; - - 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; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 3bd6b693fa..5795384b47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -36,16 +36,16 @@ uniform vec4 origin; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec4 vary_position; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec3 vary_texcoord1; +out vec3 vary_position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -62,17 +62,18 @@ void main() mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; vec4 pos = mat * vert; - vary_position = gl_Position = projection_matrix * pos; + 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); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vec3 norm = normalize(normal_matrix * normal); #endif - vec3 ref = reflect(pos.xyz, -norm); + vary_position = pos.xyz; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz; + + vary_texcoord1 = norm; 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 e71636f2c9..77e63e6360 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,22 +28,20 @@ uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec4 diffuse_color; +in vec2 texcoord0; void calcAtmospherics(vec3 inPositionEye); vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); -#ifdef WATER_FOG -VARYING vec3 vary_position; -#endif +out vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); @@ -66,9 +64,7 @@ void main() gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); #endif -#ifdef WATER_FOG vary_position = pos.xyz; -#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 226e63cdda..cd56ed0adf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -28,11 +28,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif #define FXAA_PC 1 //#define FXAA_GLSL_130 1 @@ -2092,12 +2088,13 @@ half4 FxaaPixelShader( #endif uniform sampler2D diffuseMap; +uniform sampler2D depthMap; uniform vec2 rcp_screen_res; uniform vec4 rcp_frame_opt; uniform vec4 rcp_frame_opt2; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +in vec2 vary_fragcoord; +in vec2 vary_tc; void main() { @@ -2120,8 +2117,7 @@ void main() - //diff = texture2D(diffuseMap, vary_tc); - - frag_color = diff; - + frag_color = diff; + + gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl new file mode 100644 index 0000000000..e40d070268 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -0,0 +1,141 @@ +/** + * @file class1/deferred/genbrdflut.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/* Taken from Sascha Willem's Vulkan GLTF refernce implementation +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ + +/*[EXTRA_CODE_HERE]*/ + +in vec2 vary_uv; + +out vec4 outColor; + +#define NUM_SAMPLES 1024u + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Geometric Shadowing function +float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness) +{ + float k = (roughness * roughness) / 2.0; + float GL = dotNL / (dotNL * (1.0 - k) + k); + float GV = dotNV / (dotNV * (1.0 - k) + k); + return GL * GV; +} + +vec2 BRDF(float NoV, float roughness) +{ + // Normal always points along z-axis for the 2D lookup + const vec3 N = vec3(0.0, 0.0, 1.0); + vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV); + + vec2 LUT = vec2(0.0); + for(uint i = 0u; i < NUM_SAMPLES; i++) { + vec2 Xi = hammersley2d(i, NUM_SAMPLES); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + + float dotNL = max(dot(N, L), 0.0); + float dotNV = max(dot(N, V), 0.0); + float dotVH = max(dot(V, H), 0.0); + float dotNH = max(dot(H, N), 0.0); + + if (dotNL > 0.0) { + float G = G_SchlicksmithGGX(dotNL, dotNV, roughness); + float G_Vis = (G * dotVH) / (dotNH * dotNV); + float Fc = pow(1.0 - dotVH, 5.0); + LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis); + } + } + return LUT / float(NUM_SAMPLES); +} + +void main() +{ + outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl index eefefa640d..3a1572996f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -1,9 +1,9 @@ /** - * @file multiPointLightV.glsl + * @file class3\deferred\genbrdflutV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -25,15 +25,15 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec4 vary_fragcoord; +out vec2 vary_uv; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_fragcoord = pos; + vary_uv = position.xy*0.5+0.5; - gl_Position = pos; + gl_Position = vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 90566393d2..748fcbed80 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -23,20 +23,17 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform vec4 color; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a58cc3d12d..aae595f619 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform float minimum_alpha; @@ -38,23 +34,25 @@ uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform sampler2D specularMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; vec3 linear_to_srgb(vec3 c); +vec2 encode_normal (vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; } - vec4 norm = texture2D(normalMap, vary_texcoord0.xy); - vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + vec4 norm = texture(normalMap, vary_texcoord0.xy); + vec4 spec = texture(specularMap, vary_texcoord0.xy); frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; - frag_data[2] = norm; + frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 42266e9378..444c54a31e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,10 +26,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl deleted file mode 100644 index 49bfa660f8..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl +++ /dev/null @@ -1,30 +0,0 @@ -/** - * @file class1/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen) -{ - return ambient; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index be1003a7e0..c8afacf9bb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -1,9 +1,9 @@ /** * @file luminanceF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -22,19 +22,31 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ + /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR +// take a luminance sample of diffuseRect and emissiveRect + out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseMap; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; + +uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; + +float lum(vec3 col) +{ + vec3 l = vec3(0.2126, 0.7152, 0.0722); + return dot(l, col); +} void main() { - frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); + vec2 tc = vary_fragcoord*0.6+0.2; + tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky + vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + float L = lum(c); + frag_color = vec4(max(L, 0.0)); } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl deleted file mode 100644 index f2dc60aa5d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ /dev/null @@ -1,45 +0,0 @@ -/** - * @file giV.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; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec2 vary_fragcoord; -VARYING vec4 vertex_color; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index b30d7655db..4dee23372f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -1,9 +1,9 @@ /** * @file materialF.glsl * -* $LicenseInfo:firstyear=2007&license=viewerlgpl$ +* $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code -* Copyright (C) 2007, Linden Research, Inc. +* Copyright (C) 2023, 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 @@ -25,429 +25,26 @@ /*[EXTRA_CODE_HERE]*/ -//class1/deferred/materialF.glsl +// debug stub -// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. - -#define DIFFUSE_ALPHA_MODE_NONE 0 #define DIFFUSE_ALPHA_MODE_BLEND 1 -#define DIFFUSE_ALPHA_MODE_MASK 2 -#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 - -uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise -uniform int sun_up_factor; - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); - -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 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cs); #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else -#define frag_color gl_FragColor -#endif - -#ifdef HAS_SUN_SHADOW -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +out vec4 frag_data[4]; #endif -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -// Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; - -VARYING vec3 vary_position; - -uniform mat4 proj_mat; -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -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 - vec3 lv = lp.xyz - v; - - //get distance - float dist = length(lv); - float da = 1.0; - - dist /= inverted_la; - - if (dist > 0.0 && inverted_la > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0f; - - if (dist_atten <= 0.0) - { - return col; - } - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= dot(n, lv); - - float lit = 0.0f; - - float amb_da = ambiance; - if (da >= 0) - { - lit = max(da * dist_atten, 0.0); - col = lit * light_col * diffuse; - amb_da += (da*0.5 + 0.5) * ambiance; - } - amb_da += (da*da*0.5 + 0.5) * ambiance; - amb_da *= dist_atten; - amb_da = min(amb_da, 1.0f - lit); - - // SL-10969 need to see why these are blown out - //col.rgb += amb_da * light_col * diffuse; - - if (spec.a > 0.0) - { - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv + npos); - float nh = dot(n, h); - float nv = dot(n, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 speccol = lit*scol*light_col.rgb*spec.rgb; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); - } - } - } - - return max(col, vec3(0.0, 0.0, 0.0)); -} - -#else -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif -#endif - -uniform sampler2D diffuseMap; //always in sRGB space - -#ifdef HAS_NORMAL_MAP -uniform sampler2D bumpMap; -#endif - -#ifdef HAS_SPECULAR_MAP -uniform sampler2D specularMap; - -VARYING vec2 vary_texcoord2; -#endif - -uniform float env_intensity; -uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) -uniform float minimum_alpha; -#endif - -#ifdef HAS_NORMAL_MAP -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec2 vary_texcoord1; -#else -VARYING vec3 vary_normal; -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec2 encode_normal(vec3 n); - void main() { - vec2 pos_screen = vary_texcoord0.xy; - - vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); - diffcol.rgb *= vertex_color.rgb; - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) - - // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points - float bias = 0.001953125; // 1/512, or half an 8-bit quantization (SL-18637) - if (diffcol.a < minimum_alpha-bias) - { - discard; - } -#endif - -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - -#ifdef HAS_SPECULAR_MAP - vec4 spec = texture2D(specularMap, vary_texcoord2.xy); - spec.rgb *= specular_color.rgb; -#else - vec4 spec = vec4(specular_color.rgb, 1.0); -#endif - -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - - norm.xyz = norm.xyz * 2 - 1; - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); - vec3 tnorm = vary_normal; -#endif - - norm.xyz = normalize(tnorm.xyz); - - vec2 abnormal = encode_normal(norm.xyz); - - vec4 final_color = diffcol; - -#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) - final_color.a = emissive_brightness; -#else - final_color.a = max(final_color.a, emissive_brightness); -#endif - - vec4 final_specular = spec; - -#ifdef HAS_SPECULAR_MAP - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0); - final_specular.a = specular_color.a * norm.a; -#else - vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); - final_specular.a = specular_color.a; -#endif - #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - - //forward rendering, output just lit sRGBA - vec3 pos = vary_position; - - float shadow = 1.0f; - -#ifdef HAS_SUN_SHADOW - shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen); -#endif - - spec = final_specular; - vec4 diffuse = final_color; - float envIntensity = final_normal.z; - - vec3 color = vec3(0,0,0); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - - float bloom = 0.0; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); - - // This call breaks the Mac GLSL compiler/linker for unknown reasons (17Mar2020) - // The call is either a no-op or a pure (pow) gamma adjustment, depending on GPU level - // TODO: determine if we want to re-apply the gamma adjustment, and if so understand & fix Mac breakage - //color = fullbrightScaleSoftClip(color); - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - //we're in sRGB space, so gamma correct this dot product so - // lighting from the sun stays sharp - float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0); - da = pow(da, 1.0 / 1.3); - - color = amblit; - - //darken ambient for normals perpendicular to light vector so surfaces in shadow - // and facing away from light still have some definition to them. - // do NOT gamma correct this dot product so ambient lighting stays soft - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(da, shadow) * sunlit; - - color *= ambient; - - color += sun_contrib; - - color *= gamma_diff.rgb; - - float glare = 0.0; - - if (spec.a > 0.0) // specular reflection - { - /* // Reverting this specular calculation to previous 'dumbshiny' version - DJH 6/17/2020 - // Preserving the refactored version as a comment for potential reconsideration, - // overriding the general rule to avoid pollutiong the source with commented code. - // - // If you're reading this in 2021+, feel free to obliterate. - - vec3 npos = -normalize(pos.xyz); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(light_dir.xyz + npos); - float nh = dot(norm.xyz, h); - float nv = dot(norm.xyz, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); - vec3 sp = sun_contrib*scol / 6.0f; - sp = clamp(sp, vec3(0), vec3(1)); - bloom = dot(sp, sp) / 4.0; - color += sp * spec.rgb; - } - */ - - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - - glare = max(spec_contrib.r, spec_contrib.g); - glare = max(glare, spec_contrib.b); - - color += spec_contrib; - } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - - if (envIntensity > 0.0) - { - //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - - color = mix(color, reflected_color, envIntensity); - - float cur_glare = max(reflected_color.r, reflected_color.g); - cur_glare = max(cur_glare, reflected_color.b); - cur_glare *= envIntensity*4.0; - glare += cur_glare; - } - - color = atmosFragLighting(color, additive, atten); - color = scaleSoftClipFrag(color); - - //convert to linear before adding local lights - color = srgb_to_linear(color); - - vec3 npos = normalize(-pos.xyz); - - vec3 light = vec3(0, 0, 0); - - final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 - -#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color += light; - - glare = min(glare, 1.0); - float al = max(diffcol.a, glare)*vertex_color.a; - - //convert to srgb as this color is being written post gamma correction - color = linear_to_srgb(color); - -#ifdef WATER_FOG - vec4 temp = applyWaterFogView(pos, vec4(color, al)); - color = temp.rgb; - al = temp.a; -#endif - - frag_color = vec4(color, al); - + frag_color = vec4(0.5, 0, 1, 0.5); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer - - // deferred path - frag_data[0] = final_color; //gbuffer is sRGB - frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. - frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + frag_data[3] = vec4(0); #endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 7e29ada205..7cdddfe8db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -1,5 +1,5 @@ /** - * @file bumpV.glsl + * @file materialV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -43,38 +43,38 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; #endif -VARYING vec3 vary_position; +out vec3 vary_position; #endif uniform mat4 texture_matrix0; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; #ifdef HAS_NORMAL_MAP -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord1; +in vec4 tangent; +in vec2 texcoord1; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +out vec3 vary_tangent; +flat out float vary_sign; +out vec3 vary_normal; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord1; #else -VARYING vec3 vary_normal; +out vec3 vary_normal; #endif #ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; -VARYING vec2 vary_texcoord2; +in vec2 texcoord2; +out vec2 vary_texcoord2; #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { @@ -111,24 +111,21 @@ void main() vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); #ifdef HAS_NORMAL_MAP 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); + + vary_tangent = t; + vary_sign = tangent.w; + vary_normal = n; #else //HAS_NORMAL_MAP -vary_normal = n; + vary_normal = n; #endif //HAS_NORMAL_MAP #else //HAS_SKIN vec3 n = normalize(normal_matrix * normal); #ifdef HAS_NORMAL_MAP vec3 t = normalize(normal_matrix * tangent.xyz); - vec3 b = cross(n,t)*tangent.w; - //vec3 t = cross(b,n) * binormal.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); + + vary_tangent = t; + vary_sign = tangent.w; + vary_normal = n; #else //HAS_NORMAL_MAP vary_normal = n; #endif //HAS_NORMAL_MAP diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 35068899ee..183354b9bd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -23,29 +23,16 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform vec4 color; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; uniform vec3 moon_dir; uniform float moon_brightness; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; - -vec3 srgb_to_linear(vec3 c); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); +in vec2 vary_texcoord0; void main() { @@ -54,20 +41,24 @@ void main() if( moon_dir.z > 0 ) fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); -// c.rgb = srgb_to_linear(c.rgb); - c.rgb *= moonlight_color.rgb; - c.rgb *= moon_brightness; + vec4 c = texture(diffuseMap, vary_texcoord0.xy); - c.rgb *= fade; - c.a *= fade; + // SL-14113 Don't write to depth; prevent moon's quad from hiding stars which should be visible + // Moon texture has transparent pixels <0x55,0x55,0x55,0x00> + if (c.a <= 2./255.) // 0.00784 + { + discard; + } - c.rgb = scaleSoftClip(c.rgb); + c.rgb *= moon_brightness; + c.a *= fade; - frag_data[0] = vec4(c.rgb, c.a); + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0f); + frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(c.rgb, c.a); - gl_FragDepth = 0.999985f; + // Added and commented out for a ground truth. Do not uncomment - Geenz + //gl_FragDepth = 0.999985f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index c4922afd7d..c2a1dccb33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -27,18 +27,21 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); + vec4 pos = (modelview_projection_matrix * vert); - gl_Position = modelview_projection_matrix*vert; + // smash to *almost* far clip plane -- stars are still behind + // SL-19283 - finagle the moon position to be between clouds and stars. + pos.z = pos.w*0.999991; + gl_Position = pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl deleted file mode 100644 index 09c47165dd..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ /dev/null @@ -1,145 +0,0 @@ -/** - * @file class1/deferred/multiPointLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; - -uniform vec3 env_mat[3]; -uniform float sun_wash; -uniform int light_count; -uniform vec4 light[LIGHT_COUNT]; -uniform vec4 light_col[LIGHT_COUNT]; - -uniform vec2 screen_res; -uniform float far_z; -uniform mat4 inv_proj; - -VARYING vec4 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -void main() -{ -#if defined(LOCAL_LIGHT_KILL) - discard; // Bail immediately -#endif - - vec3 out_col = vec3(0, 0, 0); - vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; - vec3 pos = getPosition(frag.xy).xyz; - if (pos.z < far_z) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; - - float noise = texture2D(noiseMap, frag.xy / 128.0).b; - vec3 npos = normalize(-pos); - - // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < LIGHT_COUNT; ++i) - { - vec3 lv = light[i].xyz - pos; - float dist = length(lv); - dist /= light[i].w; - if (dist <= 1.0) - { - float da = dot(norm, lv); - if (da > 0.0) - { - lv = normalize(lv); - da = dot(norm, lv); - - float fa = light_col[i].a + 1.0; - float dist_atten = clamp(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 0.0, 1.0); - dist_atten *= dist_atten; - - // Tweak falloff slightly to match pre-EEP attenuation - // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit - dist_atten *= 2.0; - - dist_atten *= noise; - - float lit = da * dist_atten; - - vec3 col = light_col[i].rgb * lit * diff; - - if (spec.a > 0.0) - { - lit = min(da * 6.0, 1.0) * dist_atten; - vec3 h = normalize(lv + npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5) * 0.4 + 0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * da); - col += lit * scol * light_col[i].rgb * spec.rgb; - } - } - - out_col += col; - } - } - } - - frag_color.rgb = out_col; - frag_color.a = 0.0; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage - // awawy which leads to unfun crashes and artifacts. - vec4 dummy1 = light[0]; - vec4 dummy2 = light_col[0]; - vec4 dummy3 = light[LIGHT_COUNT - 1]; - vec4 dummy4 = light_col[LIGHT_COUNT - 1]; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl deleted file mode 100644 index ec3fb9c543..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,284 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - - - -//class 1 -- no shadows - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -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; -uniform vec2 screen_res; - -uniform mat4 inv_proj; -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - float envIntensity = texture2DRect(normalMap, frag.xy).z; - vec3 norm = getNorm(frag.xy); - - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - - if (dist_atten <= 0.0) - { - discard; - } - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - dist_atten *= noise; - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - - vec3 dlit = vec3(0, 0, 0); - - - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - 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 = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - lit = da * dist_atten; - - col = dlit*lit*diff_tex; - amb_da += (da*0.5)*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*amb_plcol.rgb*amb_plcol.a; - } - - - vec4 spec = texture2DRect(specularRect, frag.xy); - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity; - } - } - } - } -#endif - - //output linear, sum of lights will be gamma corrected later - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 7a941674b8..05dced0026 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -23,19 +23,13 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D alphaMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; uniform float stepX; uniform float stepY; @@ -43,12 +37,12 @@ uniform float norm_scale; void main() { - float c = texture2D(alphaMap, vary_texcoord0).r; + float c = texture(alphaMap, vary_texcoord0).r; - vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); - vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); - vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); - vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); + vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); + vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); + vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); + vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl index 9bceae05b7..7896659ad3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -23,11 +23,11 @@ * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_texcoord0; +out vec2 vary_fragcoord; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl index 41673d1669..79425ad716 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl @@ -1,9 +1,9 @@ /** - * @file treeShadowF.glsl + * @file pbrShadowAlphaBlendF.glsl * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,37 +23,34 @@ * $/LicenseInfo$ */ -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float d, float a); +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; +uniform float minimum_alpha; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap,vary_texcoord0.xy).a; - if (alpha < minimum_alpha) - { - discard; - } + alpha *= vertex_color.a; - frag_color = computeMoments(length(pos), 1.0); + if (alpha < 0.05) // treat as totally transparent + { + discard; + } -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0); -#endif + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) + { + discard; + } + } + frag_color = vec4(1,1,1,1); } - diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 7a35905280..1d1545be7e 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -1,9 +1,9 @@ /** - * @file pickAvatarF.glsl + * @file pbrShadowAlphaMaskF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,18 +23,24 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; uniform sampler2D diffuseMap; +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; +uniform float minimum_alpha; + void main() { - frag_color = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); + float alpha = texture(diffuseMap,vary_texcoord0.xy).a; + + if (alpha < minimum_alpha) + { + discard; + } + + frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl index 5af42f1fcf..4fb5fbcf06 100644 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl @@ -1,9 +1,9 @@ -/** - * @file fullbrightV.glsl +/** + * @file pbrShadowAlphaMaskV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -24,42 +24,52 @@ */ uniform mat4 texture_matrix0; +#if defined(HAS_SKIN) uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; +#endif -void calcAtmospherics(vec3 inPositionEye); +uniform vec4[2] texture_base_color_transform; +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +uniform float shadow_target_width; -#ifdef HAS_SKIN -mat4 getObjectSkinnedTransform(); -uniform mat4 projection_matrix; -#endif +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec4 post_pos; +out float target_pos_x; +out vec4 vertex_color; +out vec2 vary_texcoord0; + +void passTextureIndex(); void main() { - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); -#ifdef HAS_SKIN + //transform vertex +#if defined(HAS_SKIN) + vec4 pre_pos = vec4(position.xyz, 1.0); mat4 mat = getObjectSkinnedTransform(); mat = modelview_matrix * mat; - vec4 pos = mat * vert; - gl_Position = projection_matrix * pos; + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; #else - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec4 pre_pos = vec4(position.xyz, 1.0); + vec4 pos = modelview_projection_matrix * pre_pos; #endif - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); - vertex_color = diffuse_color; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + post_pos = pos; + + gl_Position = pos; + + passTextureIndex(); + + vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 0e074f3cec..2ccd3fd962 100644 --- a/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -1,9 +1,9 @@ -/** - * @file texcoordV.glsl +/** + * @file pbralphaF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,13 +23,11 @@ * $/LicenseInfo$ */ + // debug stub -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 texcoord_out; +out vec4 frag_color; void main() { - texcoord_out = texcoord0; + frag_color = vec4(1.0, 0, 0.5, 0.5); } - diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl new file mode 100644 index 0000000000..6b960fae33 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -0,0 +1,159 @@ +/** + * @file class1\deferred\pbralphaV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + + +#ifndef IS_HUD + +// default alpha implementation + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif +uniform mat4 texture_matrix0; + +#if !defined(HAS_SKIN) +uniform mat4 modelview_matrix; +#endif + +out vec3 vary_position; + +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_normal_transform; +uniform vec4[2] texture_metallic_roughness_transform; +uniform vec4[2] texture_emissive_transform; + +out vec3 vary_fragcoord; + +uniform float near_clip; + +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +out vec3 vary_tangent; +flat out float vary_sign; +out vec3 vary_normal; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + vary_position = pos; + vec4 vert = projection_matrix * vec4(pos,1.0); +#else + //transform vertex + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + gl_Position = vert; + + vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + +#ifdef HAS_SKIN + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; +#else //HAS_SKIN + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif //HAS_SKIN + + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); + vary_sign = tangent.w; + vary_normal = n; + + vertex_color = diffuse_color; + +#if !defined(HAS_SKIN) + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; +#endif +} + +#else + +// fullbright HUD alpha implementation + +uniform mat4 modelview_projection_matrix; + +uniform mat4 texture_matrix0; + +uniform mat4 modelview_matrix; + +out vec3 vary_position; + +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; + +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + + +void main() +{ + //transform vertex + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = vert; + vary_position = vert.xyz; + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + + vertex_color = diffuse_color; +} + +#endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl new file mode 100644 index 0000000000..b74b2e6a83 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -0,0 +1,67 @@ +/** + * @file pbrglowF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +// forward fullbright implementation for HUDs + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform vec3 emissiveColor; +uniform sampler2D emissiveMap; + +out vec4 frag_color; + +in vec3 vary_position; +in vec4 vertex_emissive; + +in vec2 base_color_texcoord; +in vec2 emissive_texcoord; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +void main() +{ + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + + float lum = max(max(emissive.r, emissive.g), emissive.b); + lum *= vertex_emissive.a; + + // HUDs are rendered after gamma correction, output in sRGB space + frag_color.rgb = vec3(0); + frag_color.a = lum; +} + diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl index d762239e51..82a50a115c 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -1,9 +1,9 @@ -/** - * @file emissiveV.glsl +/** + * @file pbgglowV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,44 +23,50 @@ * $/LicenseInfo$ */ -uniform mat4 texture_matrix0; + +#ifdef HAS_SKIN uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else uniform mat4 modelview_projection_matrix; +#endif -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec4 emissive; -ATTRIBUTE vec2 texcoord0; +uniform mat4 texture_matrix0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; -void calcAtmospherics(vec3 inPositionEye); +in vec3 position; +in vec4 emissive; -#ifdef HAS_SKIN -mat4 getObjectSkinnedTransform(); -uniform mat4 projection_matrix; -#endif +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_emissive; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); 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; + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + + gl_Position = projection_matrix*vec4(pos,1.0); #else - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); + //transform vertex + 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 = emissive; + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + + vertex_emissive = emissive; } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl new file mode 100644 index 0000000000..faa273b834 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -0,0 +1,153 @@ +/** + * @file pbropaqueF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + + +#ifndef IS_HUD + +// deferred opaque implementation + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness + +out vec4 frag_data[4]; + +in vec3 vary_position; +in vec4 vertex_color; +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; + +in vec2 base_color_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec2 encode_normal(vec3 n); +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform mat3 normal_matrix; + +void main() +{ + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); + + // from mikktspace.com + vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + // RGB = Occlusion, Roughness, Metal + // default values, see LLViewerTexture::sDefaultPBRORMImagep + // occlusion 1.0 + // roughness 0.0 + // metal 0.0 + vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb; + + spec.g *= roughnessFactor; + spec.b *= metallicFactor; + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + + tnorm *= gl_FrontFacing ? 1.0 : -1.0; + + //spec.rgb = vec3(1,1,0); + //col = vec3(0,0,0); + //emissive = vary_tangent.xyz*0.5+0.5; + //emissive = vec3(sign*0.5+0.5); + //emissive = vNt * 0.5 + 0.5; + //emissive = tnorm*0.5+0.5; + // See: C++: addDeferredAttachments(), GLSL: softenLightF + frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse + frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal. + frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags + frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive +} + +#else + +// forward fullbright implementation for HUDs + +uniform sampler2D diffuseMap; //always in sRGB space + +uniform vec3 emissiveColor; +uniform sampler2D emissiveMap; + +out vec4 frag_color; + +in vec3 vary_position; +in vec4 vertex_color; + +in vec2 base_color_texcoord; +in vec2 emissive_texcoord; + +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +void main() +{ + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + if (basecolor.a < minimum_alpha) + { + discard; + } + + vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); + + vec3 emissive = emissiveColor; + emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + + col += emissive; + + // HUDs are rendered after gamma correction, output in sRGB space + frag_color.rgb = linear_to_srgb(col); + frag_color.a = 0.0; +} + +#endif + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl new file mode 100644 index 0000000000..160ae7a215 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -0,0 +1,139 @@ +/** + * @file pbropaqueV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + + +#ifndef IS_HUD + +//deferred opaque implementation + +#ifdef HAS_SKIN +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif +uniform mat4 texture_matrix0; + +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_normal_transform; +uniform vec4[2] texture_metallic_roughness_transform; +uniform vec4[2] texture_emissive_transform; + +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +out vec3 vary_tangent; +flat out float vary_sign; +out vec3 vary_normal; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + +void main() +{ +#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); + +#else + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +#endif + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + +#ifdef HAS_SKIN + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; +#else //HAS_SKIN + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif + + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); + vary_sign = tangent.w; + vary_normal = n; + + vertex_color = diffuse_color; +} + +#else + +// fullbright HUD implementation + +uniform mat4 modelview_projection_matrix; + +uniform mat4 texture_matrix0; + +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; + +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; + +out vec2 base_color_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + +void main() +{ + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + + vertex_color = diffuse_color; +} + +#endif + + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl deleted file mode 100644 index 18616a9bb3..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ /dev/null @@ -1,132 +0,0 @@ -/** - * @file pointLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; - -uniform vec3 env_mat[3]; -uniform float sun_wash; - -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; -uniform vec4 viewport; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = trans_center.xyz-pos; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = getNorm(frag.xy); - - float da = dot(norm, lv); - if (da < 0.0) - { - discard; - } - - lv = normalize(lv); - da = dot(norm, lv); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - - vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; - - float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - float lit = da * dist_atten * noise; - - col = color.rgb*lit*col; - - vec4 spec = texture2DRect(specularRect, frag.xy); - if (spec.a > 0.0) - { - lit = min(da*6.0, 1.0) * dist_atten; - - vec3 npos = -normalize(pos); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5; - float gtdenom = 2 * nh; - float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh))); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += lit*scol*color.rgb*spec.rgb; - } - } - - if (dot(col, col) <= 0.0) - { - discard; - } - - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f06f8c870b..86e3f1acda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -23,28 +23,22 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +57,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc) void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc) { - vec4 s = texture2DRect(diffuseRect, tc); + vec4 s = texture(diffuseRect, tc); float wg = 0.25; @@ -79,7 +73,7 @@ void main() { vec2 tc = vary_fragcoord.xy; - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); { float w = 1.0; @@ -93,14 +87,14 @@ void main() { while (sc > 0.5) { - int its = int(max(1.0,(sc*3.7))); + int its = int(max(1.0,(sc*3.7))); for (int i=0; i<its; ++i) { float ang = sc+i*2*PI/its; // sc is added for rotary perturbance float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -117,7 +111,7 @@ void main() float samp_x = sc*sin(ang); float samp_y = sc*cos(ang); // you could test sample coords against an interesting non-circular aperture shape here, if desired. - dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); + dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res)); } sc -= 1.0; } @@ -125,6 +119,6 @@ void main() diff /= w; } - + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index cd37a34e0d..3443785e1a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -23,30 +23,164 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; +uniform sampler2D exposureMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; -uniform float display_gamma; +in vec2 vary_fragcoord; vec3 linear_to_srgb(vec3 cl); +//=============================================================== +// tone mapping taken from Khronos sample implementation +//=============================================================== + +// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT +const mat3 ACESInputMat = mat3 +( + 0.59719, 0.07600, 0.02840, + 0.35458, 0.90834, 0.13383, + 0.04823, 0.01566, 0.83777 +); + + +// ODT_SAT => XYZ => D60_2_D65 => sRGB +const mat3 ACESOutputMat = mat3 +( + 1.60475, -0.10208, -0.00327, + -0.53108, 1.10813, -0.07276, + -0.07367, -0.00605, 1.07602 +); + +// ACES tone map (faster approximation) +// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ +vec3 toneMapACES_Narkowicz(vec3 color) +{ + const float A = 2.51; + const float B = 0.03; + const float C = 2.43; + const float D = 0.59; + const float E = 0.14; + return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0); +} + + +// ACES filmic tone map approximation +// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +vec3 RRTAndODTFit(vec3 color) +{ + vec3 a = color * (color + 0.0245786) - 0.000090537; + vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081; + return a / b; +} + + +// tone mapping +vec3 toneMapACES_Hill(vec3 color) +{ + color = ACESInputMat * color; + + // Apply RRT and ODT + color = RRTAndODTFit(color); + + color = ACESOutputMat * color; + + // Clamp to [0, 1] + color = clamp(color, 0.0, 1.0); + + return color; +} + +uniform float exposure; +uniform float gamma; + +vec3 toneMap(vec3 color) +{ +#ifndef NO_POST + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; + + color *= exposure * exp_scale; + + // mix ACES and Linear here as a compromise to avoid over-darkening legacy content + color = mix(toneMapACES_Hill(color), color, 0.3); +#endif + + return color; +} + +//=============================================================== + +//================================= +// borrowed noise from: +// <https://www.shadertoy.com/view/4dS3Wd> +// By Morgan McGuire @morgan3d, http://graphicscodex.com +// +float hash(float n) { return fract(sin(n) * 1e4); } +float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } + +float noise(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} + +float noise(vec2 x) { + vec2 i = floor(x); + vec2 f = fract(x); + + // Four corners in 2D of a tile + float a = hash(i); + float b = hash(i + vec2(1.0, 0.0)); + float c = hash(i + vec2(0.0, 1.0)); + float d = hash(i + vec2(1.0, 1.0)); + + // Simple 2D lerp using smoothstep envelope between the values. + // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), + // mix(c, d, smoothstep(0.0, 1.0, f.x)), + // smoothstep(0.0, 1.0, f.y))); + + // Same code, with the clamps in smoothstep and common subexpressions + // optimized away. + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +//============================= + + +vec3 legacyGamma(vec3 color) +{ + vec3 c = 1. - clamp(color, vec3(0.), vec3(1.)); + c = 1. - pow(c, vec3(gamma)); // s/b inverted already CPU-side + + return c; +} + void main() { //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - //diff.rgb = pow(diff.rgb, vec3(display_gamma)); + vec4 diff = texture(diffuseRect, vary_fragcoord); + +#ifdef LEGACY_GAMMA + diff.rgb = linear_to_srgb(diff.rgb); + diff.rgb = legacyGamma(diff.rgb); +#else +#ifndef NO_POST + diff.rgb = toneMap(diff.rgb); +#endif diff.rgb = linear_to_srgb(diff.rgb); - frag_color = diff; +#endif + + vec2 tc = vary_fragcoord.xy*screen_res*4.0; + vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); + vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); + diff.rgb += nz*0.003; + + frag_color = max(diff, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 058941bfb2..bace9b8c90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -23,27 +23,22 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; -uniform sampler2D bloomMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; void main() { - vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); + vec4 diff = texture(diffuseRect, vary_fragcoord.xy); - vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - frag_color = diff + bloom; + frag_color = diff; + + gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index bd0cb50464..7e8a5d68d4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,18 +23,16 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; +in vec3 position; -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 8edf5b2723..10b4b3e76c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,12 +23,10 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; +in vec3 position; -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +out vec2 vary_fragcoord; +out vec2 vary_tc; uniform vec2 tc_scale; @@ -37,8 +35,8 @@ uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = (pos.xy*0.5+0.5)*tc_scale; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl index 8e9a5fcd41..2c17de311c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl @@ -1,5 +1,6 @@ /** - * @file avatarShadowF.glsl + * @file postDeferredNoDoFF.glsl + * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. @@ -21,21 +22,20 @@ * 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 -uniform sampler2D diffuseMap; +uniform sampler2D diffuseRect; +uniform float mipLevel; -VARYING vec2 vary_texcoord0; +in vec2 vary_fragcoord; void main() { - frag_color = vec4(1,1,1,1); + vec4 diff = textureLod(diffuseRect, vary_fragcoord.xy, mipLevel); + + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl deleted file mode 100644 index cf994d3547..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file postgiF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - - #ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; -uniform sampler2D noiseMap; - -uniform vec2 kern[32]; -uniform float dist_factor; -uniform float blur_size; -uniform vec2 delta; -uniform int kern_length; -uniform float kern_scale; -uniform vec3 blur_quad; - -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec4 getPosition(vec2 pos_screen); - -void main() -{ - vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - vec3 pos = getPosition(vary_fragcoord.xy).xyz; - - vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; - vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy); - dlt /= max(-pos.z*dist_factor, 1.0); - float defined_weight = kern[0].x; - vec3 col = vec3(0.0); - - for (int i = 0; i < kern_length; i++) - { - vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; - vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; - sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm - - float d = dot(norm.xyz, sampNorm); - - if (d > 0.8) - { - vec3 samppos = getPosition(tc.xy).xyz; - samppos -= pos; - if (dot(samppos,samppos) < -0.05*pos.z) - { - col += texture2DRect(giLightMap, tc).rgb*kern[i].x; - defined_weight += kern[i].x; - } - } - } - - col /= defined_weight; - - //col = ccol; - - col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - - frag_color.rgb = col; - -#ifdef IS_AMD_CARD - // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - vec2 dummy1 = kern[0]; - vec2 dummy2 = kern[31]; -#endif -} diff --git a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl index 449d8d8b4e..1a85d70256 100644 --- a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -1,36 +1,37 @@ /** - * @file binormalV.glsl + * @file class3/deferred/screenSpaceReflUtil.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; +// debug stub -ATTRIBUTE vec4 tangent; - -VARYING vec4 tangent_out; - -void main() +float random (vec2 uv) { - tangent_out = vec4(normal_matrix * tangent.xyz), tangent.w); + return 0; } +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) +{ + collectedColor = vec4(0); + return 0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl deleted file mode 100644 index f45c343066..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaBlendV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - pos_w = pos.w; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 9b8df0a5a4..a8febabcc6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -25,26 +25,21 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 post_pos; +in float target_pos_x; +in vec4 vertex_color; +in vec2 vary_texcoord0; uniform float minimum_alpha; void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a; - // mask cutoff 0 -> no shadow SL-11051 - if (minimum_alpha == 0) + if (alpha < minimum_alpha) { discard; } @@ -53,22 +48,18 @@ void main() alpha *= vertex_color.a; #endif - if (alpha < 0.05) // treat as totally transparent - { - discard; - } + if (alpha < 0.05) // treat as totally transparent + { + discard; + } - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) - { - discard; - } - } + if (alpha < 0.88) // treat as semi-transparent + { + if (fract(0.5*floor(target_pos_x / post_pos.w )) < 0.25) + { + discard; + } + } frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl deleted file mode 100644 index 2b17aea75a..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file shadowAlphaMaskSkinnedV.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 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -mat4 getObjectSkinnedTransform(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec4 pos = mat * pre_pos; - pos = projection_matrix * pos; - - 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 - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index b6a0f0b165..26db1a5d4d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -24,34 +24,46 @@ */ uniform mat4 texture_matrix0; +#if defined(HAS_SKIN) +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +mat4 getObjectSkinnedTransform(); +#else uniform mat4 modelview_projection_matrix; +#endif + uniform float shadow_target_width; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 post_pos; +out float target_pos_x; +out vec4 vertex_color; +out vec2 vary_texcoord0; void passTextureIndex(); void main() { //transform vertex +#if defined(HAS_SKIN) + vec4 pre_pos = vec4(position.xyz, 1.0); + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; +#else vec4 pre_pos = vec4(position.xyz, 1.0); vec4 pos = modelview_projection_matrix * pre_pos; +#endif + 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 passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 0e74d2eb8a..0f5f9ed289 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -25,11 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif +in vec3 position; uniform vec3 box_center; uniform vec3 box_size; @@ -40,11 +36,5 @@ void main() vec3 p = position*box_size+box_center; vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0); -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else gl_Position = pos; -#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index 1ea96918bb..370aa75d04 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -23,22 +23,9 @@ * $/LicenseInfo$ */ -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 post_pos; void main() { frag_color = vec4(1,1,1,1); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index bdf8e0854d..9bbc63bce1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -26,9 +26,7 @@ uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; - -VARYING vec4 post_pos; +in vec3 position; mat4 getObjectSkinnedTransform(); @@ -41,12 +39,5 @@ void main() 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 - } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 4134220306..ee3a5f1f31 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -23,14 +23,20 @@ * $/LicenseInfo$ */ -uniform sampler2DRect normalMap; -uniform sampler2DRect depthMap; +uniform sampler2D normalMap; +uniform sampler2D depthMap; + +#if defined(SUN_SHADOW) uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; uniform sampler2DShadow shadowMap2; uniform sampler2DShadow shadowMap3; +#endif + +#if defined(SPOT_SHADOW) uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; +#endif uniform vec3 sun_dir; uniform vec3 moon_dir; @@ -48,40 +54,49 @@ uniform int sun_up_factor; float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, vec2 pos_screen, vec3 light_dir) { +#if defined(SUN_SHADOW) float offset = shadow_bias * bias_mul; stc.xyz /= stc.w; stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs * 4.0; - shadow += shadow2D(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3( 1.5/shadow_res.x, 0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3( 0.5/shadow_res.x, -1.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-1.5/shadow_res.x, -0.5/shadow_res.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-0.5/shadow_res.x, 1.5/shadow_res.y, 0.0)); return clamp(shadow * 0.125, 0.0, 1.0); +#else + return 1.0; +#endif } float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen) { +#if defined(SPOT_SHADOW) stc.xyz /= stc.w; stc.z += spot_shadow_bias * bias_scale; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - float cs = shadow2D(shadowMap, stc.xyz).x; + float cs = texture(shadowMap, stc.xyz); float shadow = cs; vec2 off = 1.0/proj_shadow_res; off.y *= 1.5; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x; + shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)); + shadow += texture(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)); return shadow*0.2; +#else + return 1.0; +#endif } float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) { +#if defined(SUN_SHADOW) float shadow = 0.0f; vec3 light_dir = normalize((sun_up_factor == 1) ? sun_dir : moon_dir); @@ -175,10 +190,14 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) } //shadow = min(dp_directional_light,shadow); return shadow; +#else + return 1.0; +#endif } float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) { +#if defined(SPOT_SHADOW) float shadow = 0.0f; pos += norm * spot_shadow_offset; @@ -217,5 +236,8 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) shadow = 1.0f; } return shadow; +#else + return 1.0; +#endif } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl index 72bd0f0f34..bd62954ff8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl @@ -25,21 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; - -VARYING vec4 post_pos; +in vec3 position; void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - 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 = modelview_projection_matrix*vec4(position.xyz, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index de22312d3c..9d9ba49d82 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -22,12 +22,10 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -/*[EXTRA_CODE_HERE]*/ // Inputs -VARYING vec4 vary_HazeColor; -VARYING float vary_LightNormPosDot; +in vec3 vary_HazeColor; +in float vary_LightNormPosDot; uniform sampler2D rainbow_map; uniform sampler2D halo_map; @@ -36,16 +34,15 @@ uniform float moisture_level; uniform float droplet_radius; uniform float ice_level; -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; + +vec3 srgb_to_linear(vec3 c); ///////////////////////////////////////////////////////////////////////// // The fragment shader for the sky ///////////////////////////////////////////////////////////////////////// + vec3 rainbow(float d) { // 'Interesting' values of d are -0.75 .. -0.825, i.e. when view vec nearly opposite of sun vec @@ -62,19 +59,16 @@ vec3 rainbow(float d) d = clamp(d, 0.0, 0.25) + interior_coord; float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; + return pow(texture(rainbow_map, vec2(rad+0.5, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { d = clamp(d, 0.1, 1.0); float v = sqrt(clamp(1 - (d * d), 0, 1)); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; + return texture(halo_map, vec2(0, v)).rgb * ice_level; } -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - void main() { // Potential Fill-rate optimization. Add cloud calculation @@ -82,7 +76,7 @@ void main() // the fragment) if the sky wouldn't show up because the clouds // are fully opaque. - vec4 color = vary_HazeColor; + vec3 color = vary_HazeColor; float rel_pos_lightnorm = vary_LightNormPosDot; float optic_d = rel_pos_lightnorm; @@ -90,13 +84,11 @@ void main() color.rgb += rainbow(optic_d); color.rgb += halo_22; color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - - // Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(color.rgb, 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.0,0.0,0.0,1.0); //1.0 in norm.w masks off fog + color.rgb = clamp(color.rgb, vec3(0), vec3(5)); - gl_FragDepth = 0.99999f; + frag_data[0] = vec4(0); + frag_data[1] = vec4(0); + frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog + frag_data[3] = vec4(color.rgb, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 6db4690bff..17ce2dee5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,26 +25,26 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky /////////////////////////////////////////////////////////////////////////////// // Output parameters -VARYING vec4 vary_HazeColor; -VARYING float vary_LightNormPosDot; +out vec3 vary_HazeColor; +out float vary_LightNormPosDot; // Inputs uniform vec3 camPosLocal; -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; @@ -53,10 +53,10 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float sun_moon_glow_factor; -uniform vec4 cloud_color; +uniform int cube_snapshot; // NOTE: Keep these in sync! // indra\newview\app_settings\shaders\class1\deferred\skyV.glsl @@ -91,16 +91,16 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color + // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; + vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density)); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = haze_density / combined_haze; // Compute sunlight from rel_pos & lightnorm (for long rays like sky) float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); @@ -129,20 +129,20 @@ void main() haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (sun_moon_glow_factor * (haze_glow + 0.25)); // Haze color above cloud - vec4 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + vec3 color = (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); // Final atmosphere additive color *= (1. - combined_haze); // Increase ambient when there are more clouds - vec4 ambient = ambient_color + max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; + vec3 ambient = ambient_color + max(vec3(0), (1. - ambient_color)) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage sunlight *= max(0.0, (1. - cloud_shadow)); // Haze color below cloud - vec4 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient) + vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient)); // Attenuate cloud color by atmosphere diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl deleted file mode 100644 index 7f2c603f87..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ /dev/null @@ -1,170 +0,0 @@ -/** - * @file class1/deferred/softenLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform int sun_up_factor; -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 getNorm(vec2 pos_screen); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); -float getAmbientClamp(); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0/1.3; - da = pow(da, light_gamma); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - - //convert to gamma space - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 - - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - vec3 color = vec3(0); - float bloom = 0.0; - { - float ambocc = 1.0; // no AO... - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, false); - - color.rgb = amblit; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - color.rgb *= ambient; - - vec3 sun_contrib = da * sunlit; - - color.rgb += sun_contrib; - - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit * (texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - color.rgb += spec_contrib; - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (norm.w < 0.5) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz,vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; - #endif - - } - -// linear debuggables -//color.rgb = vec3(final_da); -//color.rgb = vec3(ambient); -//color.rgb = vec3(scol); -//color.rgb = diffuse_srgb.rgb; - - // convert to linear as fullscreen lights need to sum in linear colorspace - // and will be gamma (re)corrected downstream... - - frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl deleted file mode 100644 index 694b19cdfb..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ /dev/null @@ -1,279 +0,0 @@ -/** - * @file spotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 1 -- no shadows - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -uniform vec3 proj_origin; //origin of projection to be used for angular attenuation -uniform float sun_wash; - -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; - -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - 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 dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl - diff_tex.rgb = srgb_to_linear(diff_tex.rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - vec3 dlit = vec3(0, 0, 0); - - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex; - //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*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb; - } - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * envIntensity; - } - } - } - } -#endif - - //col.r = 1.0; - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index bac79a9fdc..b35d10c8a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -25,18 +25,13 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec2 screenpos; uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; uniform float blend_factor; uniform float custom_alpha; uniform float time; @@ -46,10 +41,15 @@ float twinkle(){ return abs(d); } +// See: +// ALM off: class1/environment/starsF.glsl +// ALM on : class1/deferred/starsF.glsl void main() { - vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); + // camera above water: class1\deferred\starsF.glsl + // camera below water: class1\environment\starsF.glsl + vec4 col_a = texture(diffuseMap, vary_texcoord0.xy); + vec4 col_b = texture(diffuseMap, vary_texcoord0.xy); vec4 col = mix(col_b, col_a, blend_factor); col.rgb *= vertex_color.rgb; @@ -58,10 +58,9 @@ void main() col.a = (col.a * factor) * 32.0f; col.a *= twinkle(); - frag_data[0] = col; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - - gl_FragDepth = 0.99995f; + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index bb2a2ee72b..726508607d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -27,21 +27,23 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform float time; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec2 screenpos; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position, 1.0); -// bias z to fix SL-9806 and get stars to depth test against clouds - pos.z += 0.001f; + + // smash to far clip plane to + // avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow) + pos.z = pos.w; gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index b2fa5d8a25..fd343ed2dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -23,42 +23,31 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; vec3 srgb_to_linear(vec3 c); -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); uniform sampler2D diffuseMap; uniform sampler2D altDiffuseMap; uniform float blend_factor; // interp factor between sunDisc A/B -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +in vec2 vary_texcoord0; +in float sun_fade; void main() { - vec4 sunDiscA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunDiscB = texture2D(altDiffuseMap, vary_texcoord0.xy); + vec4 sunDiscA = texture(diffuseMap, vary_texcoord0.xy); + vec4 sunDiscB = texture(altDiffuseMap, vary_texcoord0.xy); vec4 c = mix(sunDiscA, sunDiscB, blend_factor); - //c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); // SL-9806 stars poke through //c.a *= sun_fade; - frag_data[0] = c; + frag_data[0] = vec4(0); frag_data[1] = vec4(0.0f); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); - - gl_FragDepth = 0.999988f; + frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS); + frag_data[3] = c; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index 0d117c6bc7..9a8d791a1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -27,11 +27,11 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +out vec2 vary_texcoord0; +out float sun_fade; void calcAtmospherics(vec3 eye_pos); @@ -44,6 +44,8 @@ void main() sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); + // smash to *almost* far clip plane -- behind clouds but in front of stars + pos.z = pos.w*0.999999; gl_Position = pos; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl deleted file mode 100644 index 7329efe3f7..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file sunLightF.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 - * $/LicenseInfo$ - */ - -//class 1, no shadow, no SSAO, should never be called - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -void main() -{ - frag_color = vec4(0,0,0,0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl deleted file mode 100644 index 15f141cbe5..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file sunLightSSAOF.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 - * $/LicenseInfo$ - */ - - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 1 -- no shadow, SSAO only - -uniform sampler2DRect normalMap; - -// Inputs -VARYING vec2 vary_fragcoord; - -vec3 getNorm(vec2 pos_screen); -vec4 getPosition(vec2 pos_screen); - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color[0] = 1.0; - frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color[2] = 1.0; - frag_color[3] = 1.0; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl deleted file mode 100644 index 473d6df8fa..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file sunLightF.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; - -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 6b6eed9db8..f6d509e2c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -25,11 +25,7 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D detail_0; uniform sampler2D detail_1; @@ -37,10 +33,10 @@ uniform sampler2D detail_2; uniform sampler2D detail_3; uniform sampler2D alpha_ramp; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +in vec3 pos; +in vec3 vary_normal; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; vec2 encode_normal(vec3 n); @@ -48,14 +44,14 @@ void main() { /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); + vec4 color0 = texture(detail_0, vary_texcoord0.xy); + vec4 color1 = texture(detail_1, vary_texcoord0.xy); + vec4 color2 = texture(detail_2, vary_texcoord0.xy); + vec4 color3 = texture(detail_3, vary_texcoord0.xy); - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; + float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; + float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; + float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); outColor.a = 0.0; // yes, downstream atmospherics @@ -63,6 +59,7 @@ void main() frag_data[0] = outColor; frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index f42cb6ff6d..f6d3b59e85 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,16 +27,16 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +out vec3 pos; +out vec3 vary_normal; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; uniform vec4 object_plane_s; uniform vec4 object_plane_t; diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl new file mode 100644 index 0000000000..636dfed4ba --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -0,0 +1,122 @@ +/** + * @file class1/deferred/textureUtilV.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +// This shader code is taken from the sample code on the KHR_texture_transform +// spec page page, plus or minus some sign error corrections (I think because the GLSL +// matrix constructor is backwards?): +// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform +// Previously (6494eed242b1), we passed in a single, precalculated matrix +// uniform per transform into the shaders. However, that was found to produce +// small-but-noticeable discrepancies with the GLTF sample model +// "TextureTransformTest", likely due to numerical precision differences. In +// the interest of parity with other renderers, calculate the transform +// directly in the shader. -Cosmic,2023-02-24 +vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset) +{ + mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1); + mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1); + mat3 rotation_mat = mat3( + cos(rotation),-sin(rotation), 0, + sin(rotation), cos(rotation), 0, + 0, 0, 1 + ); + + mat3 transform = offset_mat * rotation_mat * scale_mat; + + return (transform * vec3(texcoord, 1)).xy; +} + +// vertex_texcoord - The UV texture coordinates sampled from the vertex at +// runtime. Per SL convention, this is in a right-handed UV coordinate +// system. Collada models also have right-handed UVs. +// khr_gltf_transform - The texture transform matrix as defined in the +// KHR_texture_transform GLTF extension spec. It assumes a left-handed UV +// coordinate system. GLTF models also have left-handed UVs. +// sl_animation_transform - The texture transform matrix for texture +// animations, available through LSL script functions such as +// LlSetTextureAnim. It assumes a right-handed UV coordinate system. +// texcoord - The final texcoord to use for image sampling +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +{ + vec2 texcoord = vertex_texcoord; + + // Apply texture animation first to avoid shearing and other artifacts + texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; + // Convert to left-handed coordinate system. The offset of 1 is necessary + // for rotations to be applied correctly. + texcoord.y = 1.0 - texcoord.y; + texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); + // Convert back to right-handed coordinate system + texcoord.y = 1.0 - texcoord.y; + + // To make things more confusing, all SL image assets are upside-down + // We may need an additional sign flip here when we implement a Vulkan backend + + return texcoord; +} + +// Take the rotation only from both transforms and apply to the tangent. This +// accounts for the change of the topology of the normal texture when a texture +// rotation is applied to it. +// *HACK: Assume the imported GLTF model did not have both normal texture +// transforms and tangent vertices. The use of this function is inconsistent +// with the GLTF sample viewer when that is the case. See getNormalInfo in +// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl +// We may want to account for this case during GLTF model import. +// -Cosmic,2023-06-06 +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +{ + vec2 weights = vec2(0, 1); + + // Apply texture animation first to avoid shearing and other artifacts (rotation only) + mat2 sl_rot_scale; + sl_rot_scale[0][0] = sl_animation_transform[0][0]; + sl_rot_scale[0][1] = sl_animation_transform[0][1]; + sl_rot_scale[1][0] = sl_animation_transform[1][0]; + sl_rot_scale[1][1] = sl_animation_transform[1][1]; + weights = sl_rot_scale * weights; + // Remove scale + weights = normalize(weights); + + // Convert to left-handed coordinate system + weights.y = -weights.y; + + // Apply KHR_texture_transform (rotation only) + float khr_rotation = khr_gltf_transform[0].z; + mat2 khr_rotation_mat = mat2( + cos(khr_rotation),-sin(khr_rotation), + sin(khr_rotation), cos(khr_rotation) + ); + weights = khr_rotation_mat * weights; + + // Convert back to right-handed coordinate system + weights.y = -weights.y; + + // Similar to the MikkTSpace-compatible method of extracting the binormal + // from the normal and tangent, as seen in the fragment shader + vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); + + return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index 89e354558a..e2d87e68fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -25,17 +25,13 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif +out vec4 frag_data[4]; uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec3 vary_normal; +in vec2 vary_texcoord0; uniform float minimum_alpha; @@ -43,7 +39,7 @@ vec2 encode_normal(vec3 n); void main() { - vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; @@ -52,5 +48,6 @@ void main() frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); + frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); + frag_data[3] = vec4(0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index e34d75ba1d..7dcab640f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -25,22 +25,18 @@ /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR + out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; + float alpha = texture(diffuseMap, vary_texcoord0.xy).a; if (alpha < minimum_alpha) { @@ -48,6 +44,4 @@ void main() } frag_color = vec4(1,1,1,1); - - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index d9ca6d3a46..f5192c3009 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -27,11 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; mat4 getObjectSkinnedTransform(); @@ -43,11 +42,7 @@ void main() mat = modelview_matrix * mat; 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); + gl_Position = projection_matrix * pos; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl index e472a75304..3102c870fc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl @@ -26,20 +26,15 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec4 post_pos; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 3b6571a24a..ce8a10712c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; uniform mat3 normal_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl deleted file mode 100644 index 9a5debb3c1..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ /dev/null @@ -1,82 +0,0 @@ -/** - * @file underWaterF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, env intens, atmo kill -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl deleted file mode 100644 index a157e9c017..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ /dev/null @@ -1,184 +0,0 @@ -/** - * @file class1/deferred/waterF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xyz); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); - - vec4 pos = vary_position; - - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(color.rgb, color); // Effectively, color.rgbr - - - frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl deleted file mode 100644 index 8863869e44..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ /dev/null @@ -1,99 +0,0 @@ -/** - * @file waterV.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 mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec2 waveDir1; -uniform vec2 waveDir2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - calcAtmospherics(pos.xyz); - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -} diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 36563982ba..b5437d43d2 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -23,34 +23,41 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap; +#if HAS_NOISE +uniform sampler2D glowNoiseMap; +uniform vec2 screen_res; +#endif uniform float minLuminance; uniform float maxExtractAlpha; uniform vec3 lumWeights; uniform vec3 warmthWeights; uniform float warmthAmount; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy); + vec4 col = texture(diffuseMap, vary_texcoord0.xy); /// CALCULATING LUMINANCE (Using NTSC lum weights) /// http://en.wikipedia.org/wiki/Luma_%28video%29 float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); - frag_color.rgb = col.rgb; +#if HAS_NOISE + float TRUE_NOISE_RES = 128; // See mTrueNoiseMap + // *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space + vec3 glow_noise = texture(glowNoiseMap, vary_texcoord0.xy * (screen_res / TRUE_NOISE_RES)).xyz; + // Dithering. Reduces banding effects in the reduced precision glow buffer. + float NOISE_DEPTH = 64.0; + col.rgb += glow_noise / NOISE_DEPTH; + col.rgb = max(col.rgb, vec3(0)); +#endif + frag_color.rgb = col.rgb; frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 1396dc6973..ccda75596d 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -25,14 +25,13 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { - gl_Position = modelview_projection_matrix * vec4(position, 1.0); + gl_Position = vec4(position, 1.0); - vary_texcoord0.xy = texcoord0; + vary_texcoord0.xy = position.xy * 0.5 + 0.5; } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index c1f6af9f57..8718dd8b52 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform float glowStrength; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; +in vec4 vary_texcoord2; +in vec4 vary_texcoord3; void main() { @@ -47,14 +43,14 @@ void main() kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0; kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; - col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy); - col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy); - col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy); - col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy); - col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw); - col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw); - col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw); - col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw); + col += kern[0] * texture(diffuseMap, vary_texcoord0.xy); + col += kern[1] * texture(diffuseMap, vary_texcoord1.xy); + col += kern[2] * texture(diffuseMap, vary_texcoord2.xy); + col += kern[3] * texture(diffuseMap, vary_texcoord3.xy); + col += kern[4] * texture(diffuseMap, vary_texcoord0.zw); + col += kern[5] * texture(diffuseMap, vary_texcoord1.zw); + col += kern[6] * texture(diffuseMap, vary_texcoord2.zw); + col += kern[7] * texture(diffuseMap, vary_texcoord3.zw); - frag_color = vec4(col.rgb * glowStrength, col.a); + frag_color = max(vec4(col.rgb * glowStrength, col.a), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index cdb2281578..60ec4e6f3b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -25,26 +25,28 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; uniform vec2 glowDelta; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; +out vec4 vary_texcoord2; +out vec4 vary_texcoord3; void main() { - gl_Position = modelview_projection_matrix * vec4(position, 1.0); + gl_Position = vec4(position, 1.0); - vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5); - vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); - vary_texcoord2.xy = texcoord0 + glowDelta*(-1.5); - vary_texcoord3.xy = texcoord0 + glowDelta*(-0.5); - vary_texcoord0.zw = texcoord0 + glowDelta*(0.5); - vary_texcoord1.zw = texcoord0 + glowDelta*(1.5); - vary_texcoord2.zw = texcoord0 + glowDelta*(2.5); - vary_texcoord3.zw = texcoord0 + glowDelta*(3.5); + vec2 texcoord = position.xy * 0.5 + 0.5; + + + vary_texcoord0.xy = texcoord + glowDelta*(-3.5); + vary_texcoord1.xy = texcoord + glowDelta*(-2.5); + vary_texcoord2.xy = texcoord + glowDelta*(-1.5); + vary_texcoord3.xy = texcoord + glowDelta*(-0.5); + vary_texcoord0.zw = texcoord + glowDelta*(0.5); + vary_texcoord1.zw = texcoord + glowDelta*(1.5); + vary_texcoord2.zw = texcoord + glowDelta*(2.5); + vary_texcoord3.zw = texcoord + glowDelta*(3.5); } diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 4a8b892c3a..e3fd10447e 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -23,6 +23,8 @@ * $/LicenseInfo$ */ + uniform sampler2D exposureMap; + vec3 srgb_to_linear(vec3 cs) { vec3 low_range = cs / vec3(12.92); @@ -72,7 +74,7 @@ vec3 rgb2hsv(vec3 c) vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); - float e = 1.0e-10; + float e = 1.0e-3; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } @@ -82,3 +84,32 @@ vec3 hsv2rgb(vec3 c) vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } + +const mat3 inv_ACESOutputMat = mat3(0.643038, 0.0592687, 0.0059619, 0.311187, 0.931436, 0.063929, 0.0457755, 0.00929492, 0.930118 ); + +const mat3 inv_ACESInputMat = mat3( 1.76474, -0.147028, -0.0363368, -0.675778, 1.16025, -0.162436, -0.0889633, -0.0132237, 1.19877 ); + +vec3 inv_RRTAndODTFit(vec3 x) +{ + float A = 0.0245786; + float B = 0.000090537; + float C = 0.983729; + float D = 0.4329510; + float E = 0.238081; + + return (A - D * x)/(2.0 * (C * x - 1.0)) - sqrt(pow(D * x - A, vec3(2.0)) - 4.0 * (C * x - 1.0) * (B + E * x))/(2.0 * (C * x - 1.0)); +} + +// experimental inverse of ACES Hill tonemapping +vec3 inv_toneMapACES_Hill(vec3 color) +{ + color = inv_ACESOutputMat * color; + + // Apply RRT and ODT + color = inv_RRTAndODTFit(color); + + color = inv_ACESInputMat * color; + + return color; +} + diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl deleted file mode 100644 index 6b68ed4169..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file class1\environment\terrainF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec3 scaleSoftClip(vec3 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl deleted file mode 100644 index ef27848d37..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl +++ /dev/null @@ -1,88 +0,0 @@ -/** - * @file class1\environment\terrainV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - /// Potentially better without it for water. - pos /= pos.w; - - vec4 color = calcLighting(pos.xyz, norm, /*diffuse_color*/vec4(1)); - - vertex_color = color; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl deleted file mode 100644 index e53bb46177..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file class1\environment\terrainWaterF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -uniform sampler2D detail_0; -uniform sampler2D detail_1; -uniform sampler2D detail_2; -uniform sampler2D detail_3; -uniform sampler2D alpha_ramp; - -vec3 atmosLighting(vec3 light); - -vec4 applyWaterFog(vec4 color); - -void main() -{ - /// Note: This should duplicate the blending functionality currently used for the terrain rendering. - - /// TODO Confirm tex coords and bind them appropriately in vert shader. - vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); - vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); - vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); - vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); - - float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; - float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; - float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; - vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - - /// Add WL Components - outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - - outColor = applyWaterFog(outColor); - frag_color = outColor; -} diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl deleted file mode 100644 index a075cfeef2..0000000000 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterV.glsl +++ /dev/null @@ -1,84 +0,0 @@ -/** - * @file class1\environment\terrainV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; - -void calcAtmospherics(vec3 inPositionEye); -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - vec4 pos = modelview_matrix * vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, vec4(1.0)); - - vertex_color.rgb = color.rgb; - - // Transform and pass tex coords - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec4 t = vec4(texcoord1,0,1); - - vary_texcoord0.zw = t.xy; - vary_texcoord1.xy = t.xy-vec2(2.0, 0.0); - vary_texcoord1.zw = t.xy-vec2(1.0, 0.0); -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index d370997123..075397d96c 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -1,9 +1,9 @@ /** * @file waterF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -22,147 +22,13 @@ * 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 - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - vec3 n = mix(bump1, bump2, blend_factor); - return n; -} + // error fallback on compilation failure +out vec4 frag_color; -void main() +void main() { - vec4 color; - - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec2 bigwave = vec2(refCoord.w, view.w); - vec3 wave1_a = texture2D(bumpMap, bigwave ).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, bigwave ).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - color.rgb += spec * specular; - - color.rgb = atmosTransport(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - color.a = spec * sunAngle2; - - frag_color = color; - -#if defined(WATER_EDGE) - gl_FragDepth = 0.9999847f; -#endif - + frag_color = vec4(1,0,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl index df640cba05..f796bb5f3f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl @@ -30,9 +30,14 @@ uniform vec4 waterFogColor; uniform float waterFogDensity; uniform float waterFogKS; -vec3 getPositionEye(); +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); -vec4 applyWaterFogView(vec3 pos, vec4 color) +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); + +// get a water fog color that will apply the appropriate haze to a color given +// a blend function of (ONE, SOURCE_ALPHA) +vec4 getWaterFogViewNoClip(vec3 pos) { vec3 view = normalize(pos); //normalize view vector @@ -64,16 +69,76 @@ vec4 applyWaterFogView(vec3 pos, vec4 color) float L = min(t1/t2*t3, 1.0); float D = pow(0.98, l*kd); + + return vec4(srgb_to_linear(kc.rgb*L), D); +} + +vec4 getWaterFogView(vec3 pos) +{ + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return vec4(0,0,0,1); + } + + return getWaterFogViewNoClip(pos); +} + +vec4 applyWaterFogView(vec3 pos, vec4 color) +{ + vec4 fogged = getWaterFogView(pos); - color.rgb = color.rgb * D + kc.rgb * L; - color.a = kc.a + color.a; + color.rgb = color.rgb * fogged.a + fogged.rgb; return color; } -vec4 applyWaterFog(vec4 color) +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color) { - //normalize view vector - return applyWaterFogView(getPositionEye(), color); + vec4 fogged = getWaterFogViewNoClip(pos); + color.rgb *= fogged.a; + color.rgb += fogged.rgb; + return color; +} + +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color) +{ + if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0) + { + return color; + } + + return applyWaterFogViewLinearNoClip(pos, color); } +// for post deferred shaders, apply sky and water fog in a way that is consistent with +// the deferred rendering haze post effects +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color) +{ + bool eye_above_water = dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0; + bool obj_above_water = dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0; + + if (eye_above_water) + { + if (!obj_above_water) + { + color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; + } + else + { + color.rgb = atmosFragLighting(color.rgb, additive, atten); + } + } + else + { + if (obj_above_water) + { + color.rgb = atmosFragLighting(color.rgb, additive, atten); + } + else + { + color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb; + } + } + + return color; +} diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index cc41e3f740..5a3845b1a3 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -24,9 +24,10 @@ */ uniform mat4 modelview_matrix; +uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void calcAtmospherics(vec3 inPositionEye); @@ -36,10 +37,16 @@ uniform vec2 waveDir2; uniform float time; uniform vec3 eyeVec; uniform float waterHeight; +uniform vec3 lightDir; -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +out vec4 refCoord; +out vec4 littleWave; +out vec4 view; +out vec3 vary_position; +out vec3 vary_light_dir; +out vec3 vary_tangent; +out vec3 vary_normal; +out vec2 vary_fragcoord; float wave(vec2 v, float t, float f, vec2 d, float s) { @@ -52,6 +59,11 @@ void main() vec4 pos = vec4(position.xyz, 1.0); mat4 modelViewProj = modelview_projection_matrix; + vary_position = (modelview_matrix * pos).xyz; + vary_light_dir = normal_matrix * lightDir; + vary_normal = normal_matrix * vec3(0, 0, 1); + vary_tangent = normal_matrix * vec3(1, 0, 0); + vec4 oPosition; //get view vector @@ -63,12 +75,13 @@ void main() pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; view.xyz = oEyeVec; - + d = clamp(ld/1536.0-0.5, 0.0, 1.0); d *= d; oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); +// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon + oPosition = modelViewProj * oPosition; refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -83,8 +96,7 @@ void main() pos = modelview_matrix*pos; calcAtmospherics(pos.xyz); - - + //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055; //get two normal map (detail map) texture coordinates diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index f520f301d9..a46e91c394 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -23,26 +23,22 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform float minimum_alpha; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color; void main() { - vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + vec4 col = vertex_color*texture(diffuseMap, vary_texcoord0.xy); if (col.a < minimum_alpha) { discard; } - frag_color = col; + frag_color = max(col, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl index 3580d1f27b..a8dac55130 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl index 1936e0dcaa..06b19c22c9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl @@ -23,17 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec2 tc0; +in vec2 tc0; void main() { - frag_color = texture2D(diffuseMap, tc0); + frag_color = texture(diffuseMap, tc0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl index 7beb20ede4..cbcc6bef97 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl @@ -25,9 +25,9 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 tc0; +out vec2 tc0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl index ac2bc8703b..ee2d652f32 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl @@ -23,16 +23,12 @@ * $/LicenseInfo$ */ -#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; +in vec3 vary_position; void main() @@ -42,5 +38,5 @@ void main() discard; } - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl index e376b25a71..7dd2ef593f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl @@ -26,9 +26,9 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_position; +out vec3 vary_position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl index 415181126b..65d3c20091 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl @@ -1,9 +1,9 @@ /** - * @file onetexturenocolorF.glsl + * @file copyF.glsl * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,17 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif +in vec2 tc; -uniform sampler2D tex0; +uniform sampler2D depthMap; +uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +out vec4 frag_color; void main() { - frag_color = texture2D(tex0, vary_texcoord0.xy); + frag_color = texture(diffuseMap, tc); +#if defined(COPY_DEPTH) + gl_FragDepth = texture(depthMap, tc).r; +#endif } + diff --git a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl index f8f88e2577..ace5da6578 100644 --- a/indra/newview/app_settings/shaders/class1/objects/shinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl @@ -1,9 +1,9 @@ /** - * @file shinyF.glsl + * @file copyV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -22,12 +22,13 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -void shiny_lighting(); +in vec3 position; +out vec2 tc; void main() { - shiny_lighting(); + tc = position.xy * 0.5 + 0.5; + gl_Position = vec4(position, 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl deleted file mode 100644 index f6b31a5956..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file customalphaF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -uniform float custom_alpha; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb = pow(color.rgb, vec3(0.45)); - color.rgb *= vertex_color.rgb; - color.a *= max(custom_alpha, vertex_color.a); - frag_color = color; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl deleted file mode 100644 index 890474d6d8..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file customalphaV.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; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vertex_color = diffuse_color; -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index 67c6baddbb..cefa429639 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -23,15 +23,11 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform vec4 color; void main() { - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index 153998f1d5..2e32863109 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl deleted file mode 100644 index f8efd7cb4a..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl +++ /dev/null @@ -1,65 +0,0 @@ -/** - * @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; - -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 deleted file mode 100644 index cff8d9d50f..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ /dev/null @@ -1,69 +0,0 @@ -/** - * @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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; - -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 deleted file mode 100644 index 71d80911d6..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @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); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl index 345c07a354..eca591d387 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl @@ -1,9 +1,9 @@ /** - * @file shadowAlphaMaskF.glsl + * @file gaussianF.glsl * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2011, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,36 +23,31 @@ * $/LicenseInfo$ */ -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2D diffuseMap; +uniform sampler2D diffuseRect; -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif +uniform float resScale; -VARYING float pos_w; +// texture direction, will be <1, 0> or <0, 1> +uniform vec2 direction; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 pos; +in vec2 vary_texcoord0; -vec4 computeMoments(float depth, float a); +// get linear depth value given a depth buffer sample d and znear and zfar values +float linearDepth(float d, float znear, float zfar); void main() { - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; + vec3 col = vec3(0,0,0); - frag_color = computeMoments(length(pos), float a); + float w[9] = float[9]( 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 ); + + for (int i = 0; i < 9; ++i) + { + vec2 tc = vary_texcoord0 + (i-4)*direction*resScale; + col += texture(diffuseRect, tc).rgb * w[i]; + } -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif + frag_color = max(vec4(col, 0.0), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index b5bbbb5c73..fa8aa5c7fe 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -23,24 +23,16 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2D glowMap; -uniform sampler2DRect screenMap; +uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 tc; void main() { - frag_color = texture2D(glowMap, vary_texcoord0.xy) + - texture2DRect(screenMap, vary_texcoord1.xy); + frag_color = texture(diffuseRect, tc) + texture(emissiveRect, tc); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index a9e7ea1de8..3d4035620f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -23,24 +23,19 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect; uniform vec2 screen_res; -VARYING vec2 vary_tc; + +in vec2 vary_tc; void main() { - vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb; - - frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); + vec3 col = texture(diffuseRect, vary_tc).rgb; + + frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index 058f3b1b82..fa67b13e4d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -23,15 +23,14 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_tc; +out vec2 vary_tc; void main() { - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; vary_tc = pos.xy*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index f7970b7f78..8fa08a18c3 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -25,17 +25,13 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 tc; void main() { - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vary_texcoord1 = texcoord1; + gl_Position = vec4(position.xyz, 1.0); + tc = position.xy * 0.5 + 0.5; } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 6cc9bbbea2..9bba1b2e18 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -23,18 +23,14 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform vec4 color; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_color = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = max(color*texture(diffuseMap, vary_texcoord0.xy), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl index 947c2b0065..0253c7236d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl index c5d102b739..9f7ff8337a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 0b362cf46c..481b7a3b1d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -26,10 +26,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl new file mode 100644 index 0000000000..633c928e6b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl @@ -0,0 +1,38 @@ +/** + * @file irradianceGenV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * 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_matrix; + +in vec3 position; + +out vec3 vary_dir; + +void main() +{ + gl_Position = vec4(position, 1.0); + + vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz; +} + diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl index 5c479d27a9..75ff19e470 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 box_center; uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index db130e456c..f5d2804c7f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -23,13 +23,13 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif +out vec4 frag_data[4]; void main() { - frag_color = vec4(1,1,1,1); + // emissive red PBR material for debugging + frag_data[0] = vec4(0, 0, 0, 0); + frag_data[1] = vec4(0, 0, 0, 0); + frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); + frag_data[3] = vec4(1, 0, 0, 0); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl index 7305065a05..1ff9c347b6 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl @@ -26,7 +26,7 @@ uniform mat4 projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index c26fa08ddc..b44c746fa7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -25,7 +25,7 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl index f1400c9b44..a85d055a5b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl @@ -23,20 +23,16 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform float tolerance; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - frag_color = texture2D(tex0, vary_texcoord0.xy); + frag_color = texture(tex0, vary_texcoord0.xy); if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance) { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl index a33ef7e92c..1b8411603a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl deleted file mode 100644 index 6b9986c8d7..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorV.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file onetexturenocolorV.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; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position, 1); - vary_texcoord0 = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl index 7379360e17..fac22be6de 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl @@ -23,13 +23,9 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; +in vec4 vertex_color; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl index 19fa607307..4f08df839d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +in vec3 position; +in vec4 diffuse_color; -VARYING vec4 vertex_color; +out vec4 vertex_color; uniform float tint; uniform float alpha_scale; diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl index 91f252cf1e..9e77927cb8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -25,11 +25,11 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; -VARYING vec4 vertex_color; +out vec4 vertex_color; uniform float tint; uniform float ambiance; diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl new file mode 100644 index 0000000000..9ecdf0bf77 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -0,0 +1,167 @@ +/** + * @file radianceGenF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; + +in vec3 vary_dir; + +//uniform float roughness; + +uniform float mipLevel; +uniform int u_width; +uniform float max_probe_lod; + + +// ============================================================================================================= +// Parts of this file are (c) 2018 Sascha Willems +// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag +/* +MIT License + +Copyright (c) 2018 Sascha Willems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. +*/ +// ============================================================================================================= + +const float PI = 3.1415926536; + +// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ +float random(vec2 co) +{ + float a = 12.9898; + float b = 78.233; + float c = 43758.5453; + float dt= dot(co.xy ,vec2(a,b)); + float sn= mod(dt,3.14); + return fract(sin(sn) * c); +} + +vec2 hammersley2d(uint i, uint N) +{ + // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html + uint bits = (i << 16u) | (i >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + float rdi = float(bits) * 2.3283064365386963e-10; + return vec2(float(i) /float(N), rdi); +} + +// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf +vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal) +{ + // Maps a 2D point to a hemisphere with spread based on roughness + float alpha = roughness * roughness; + float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1; + float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y)); + float sinTheta = sqrt(1.0 - cosTheta * cosTheta); + vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta); + + // Tangent space + vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); + vec3 tangentX = normalize(cross(up, normal)); + vec3 tangentY = normalize(cross(normal, tangentX)); + + // Convert to world Space + return normalize(tangentX * H.x + tangentY * H.y + normal * H.z); +} + +// Normal Distribution function +float D_GGX(float dotNH, float roughness) +{ + float alpha = roughness * roughness; + float alpha2 = alpha * alpha; + float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0; + return (alpha2)/(PI * denom*denom); +} + +vec4 prefilterEnvMap(vec3 R) +{ + vec3 N = R; + vec3 V = R; + vec4 color = vec4(0.0); + float totalWeight = 0.0; + float envMapDim = float(textureSize(reflectionProbes, 0).s); + float roughness = mipLevel/max_probe_lod; + int numSamples = max(int(32*roughness), 1); + + float numMips = max_probe_lod+1; + + for(uint i = 0u; i < numSamples; i++) { + vec2 Xi = hammersley2d(i, numSamples); + vec3 H = importanceSample_GGX(Xi, roughness, N); + vec3 L = 2.0 * dot(V, H) * H - V; + float dotNL = clamp(dot(N, L), 0.0, 1.0); + if(dotNL > 0.0) { + // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/ + + float dotNH = clamp(dot(N, H), 0.0, 1.0); + float dotVH = clamp(dot(V, H), 0.0, 1.0); + + // Probability Distribution Function + float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001; + // Slid angle of current smple + float omegaS = 1.0 / (float(numSamples) * pdf); + // Solid angle of 1 pixel across all cube faces + float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim); + // Biased (+1.0) mip level for better result + float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod); + color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL; + totalWeight += dotNL; + } + } + return (color / totalWeight); +} + +void main() +{ + vec3 N = normalize(vary_dir); + frag_color = max(prefilterEnvMap(N), vec4(0)); +} +// ============================================================================================================= diff --git a/indra/newview/app_settings/shaders/class1/transform/normalV.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl index a213aa0ae8..2c31e98838 100644 --- a/indra/newview/app_settings/shaders/class1/transform/normalV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl @@ -1,9 +1,9 @@ -/** - * @file normalV.glsl +/** + * @file radianceGenV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * 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 @@ -23,14 +23,16 @@ * $/LicenseInfo$ */ -uniform mat3 normal_matrix; +uniform mat4 modelview_matrix; -ATTRIBUTE vec3 normal; +in vec3 position; -VARYING vec4 normal_out; +out vec3 vary_dir; void main() { - normal_out = vec4(normalize(normal_matrix * normal), 0.0); + gl_Position = vec4(position, 1.0); + + vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz; } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index 254c1d4fc2..45267e4403 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -1,9 +1,9 @@ /** - * @file fullbrightF.glsl + * @file reflectionmipF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -23,11 +23,14 @@ * $/LicenseInfo$ */ - +out vec4 frag_color; + +uniform sampler2D diffuseRect; +in vec2 vary_texcoord0; void main() { - fullbright_lighting(); + vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; + frag_color = vec4(col, 0.0); } - diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index da02534dbb..a14334fd01 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -23,21 +23,17 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - float alpha = texture2D(tex0, vary_texcoord0.xy).a * color.a; + float alpha = texture(tex0, vary_texcoord0.xy).a * color.a; frag_color = vec4(color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index f33115d78d..b280fcdc15 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -25,10 +25,10 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl deleted file mode 100644 index 7614075cfd..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file splattexturerectF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect screenMap; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void main() -{ - frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; -} diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl index 641d670c26..7af7f20f85 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl @@ -25,17 +25,13 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 diffuse_color; +in vec3 position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vertex_color = diffuse_color; + vary_texcoord0 = position.xy*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl deleted file mode 100644 index 95679e93e7..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file twotextureaddF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D tex0; -uniform sampler2D tex1; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -void main() -{ - frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); -} diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl deleted file mode 100644 index 3c2f297f7f..0000000000 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddV.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/** - * @file twotextureaddV.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; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; - -void main() -{ - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - vary_texcoord1 = texcoord1; -} - diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl index 6eeb2596b2..6d51b898b7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D tex0; uniform sampler2D tex1; @@ -36,12 +32,12 @@ uniform float dither_scale; uniform float dither_scale_s; uniform float dither_scale_t; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; void main() { - frag_color = abs(texture2D(tex0, vary_texcoord0.xy) - texture2D(tex1, vary_texcoord0.xy)); + frag_color = abs(texture(tex0, vary_texcoord0.xy) - texture(tex1, vary_texcoord0.xy)); vec2 dither_coord; dither_coord[0] = vary_texcoord0[0] * dither_scale_s; diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl index 67c6674f0c..a103bff12d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl @@ -25,12 +25,12 @@ uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; void main() { diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 299bfb72aa..a29b848253 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -23,18 +23,14 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color; void main() { - frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index 220dafef25..91a846b9fa 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 0bb48061e0..6535c0835e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -23,22 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif 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); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting() { @@ -51,13 +44,9 @@ 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; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index d87403c78f..4dc67028d5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -23,11 +23,7 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; @@ -36,12 +32,12 @@ uniform sampler2D diffuseMap; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void default_lighting() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 color = texture(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha) { @@ -54,6 +50,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 9fd189358b..2d1c7dadb0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,14 +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; +in vec4 vertex_color; +in vec2 vary_texcoord0; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -43,6 +39,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl deleted file mode 100644 index ad2170bbd3..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 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); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color *= vertex_color; - - 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)); - - 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 deleted file mode 100644 index 89be8195f0..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -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); - -void fullbright_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - 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 = pow(color.rgb, vec3(1.0/texture_gamma)); - - frag_color = color; - -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl deleted file mode 100644 index e8e71beb44..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightNonIndexedAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float minimum_alpha; -uniform float texture_gamma; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color.rgb *= vertex_color.rgb; - - color.rgb = pow(color.rgb, vec3(texture_gamma)); - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.rgb = pow(color.rgb, vec3(1.0/texture_gamma)); - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl deleted file mode 100644 index 11a0919086..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; - -void fullbright_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl deleted file mode 100644 index 5e966293c6..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightShinyF.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 - * $/LicenseInfo$ - */ - -#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; - -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); - -// See: -// class1\deferred\fullbrightShinyF.glsl -// class1\lighting\lightFullbrightShinyF.glsl -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; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl deleted file mode 100644 index 3118453342..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightShinyF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -void fullbright_shiny_lighting() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - - color.rgb = fullbrightScaleSoftClip(color.rgb); - - color.a = 1.0; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl deleted file mode 100644 index f78e5e0e8a..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightShinyWaterF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = 1.0; - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl deleted file mode 100644 index 90668bd2b6..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightShinyWaterF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 fullbrightShinyAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = fullbrightShinyAtmosTransport(color.rgb); - color.rgb = fullbrightScaleSoftClip(color.rgb); - color.a = 1.0; - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl deleted file mode 100644 index 37cac5f437..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightWaterAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float minimum_alpha; - -/* vec4 diffuseLookup(vec2 texcoord); */ - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color.rgb *= vertex_color.rgb; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl deleted file mode 100644 index 27880b720c..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightWaterF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -/* vec4 diffuseLookup(vec2 texcoord); */ - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl deleted file mode 100644 index c98db4795c..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightWaterNonIndexedAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float minimum_alpha; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color.rgb *= vertex_color.rgb; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl deleted file mode 100644 index e9fd8ac820..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file class1\lighting\lightFullbrightWaterF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 fullbrightAtmosTransport(vec3 light); -vec4 applyWaterFog(vec4 color); - -void fullbright_lighting_water() -{ - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; - - color.rgb = fullbrightAtmosTransport(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index f9c7ad2ab3..cea08ecffd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -23,14 +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; +in vec4 vertex_color; +in vec2 vary_texcoord0; uniform sampler2D diffuseMap; @@ -39,12 +35,12 @@ vec3 scaleSoftClip(vec3 light); void default_lighting() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; + vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color; color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl deleted file mode 100644 index f621a00785..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file class1\lighting\lightShinyF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - 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 = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = 1.0; - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl deleted file mode 100644 index 2b6f414005..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class1\lighting\lightShinyF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; -uniform sampler2D diffuseMap; - -vec3 scaleSoftClip(vec3 light); -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - color.a = 1.0; - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl deleted file mode 100644 index 0f3371eba9..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file class1\lighting\lightShinyWaterF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = 1.0; - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl deleted file mode 100644 index c607fa64cb..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl +++ /dev/null @@ -1,54 +0,0 @@ -/** - * @file class1\lighting\lightShinyWaterNonIndexedF.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 - * $/LicenseInfo$ - */ - -#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; - -uniform sampler2D diffuseMap; -uniform samplerCube environmentMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void shiny_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - - vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb; - color.rgb = mix(color.rgb, envColor.rgb, vertex_color.a); - - color.rgb = atmosLighting(color.rgb); - color.a = 1.0; - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl deleted file mode 100644 index 5e39d1629d..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file class1\lighting\lightV.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 - * $/LicenseInfo$ - */ - - - -// All lights, no specular highlights -vec3 atmosAmbient(); -vec4 sumLights(vec3 pos, vec3 norm, vec4 color); -float getAmbientClamp(); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) -{ - vec4 c = sumLights(pos, norm, color); - -#if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); -#endif - - return c; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl deleted file mode 100644 index 9c89c09573..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file class1\lighting\lightWaterAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float minimum_alpha; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color.rgb *= vertex_color.rgb; - - color.rgb = atmosLighting(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl deleted file mode 100644 index 9de7a03180..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file class1\lighting\lightWaterAlphaMaskNonIndexedF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float minimum_alpha; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - - if (color.a < minimum_alpha) - { - discard; - } - - color.rgb *= vertex_color.rgb; - - color.rgb = atmosLighting(color.rgb); - - color = applyWaterFog(color); - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl deleted file mode 100644 index af5da1411b..0000000000 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file class1\lighting\lightWaterNonIndexedF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform sampler2D diffuseMap; - -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); - -void default_lighting_water() -{ - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - - color.rgb = atmosLighting(color.rgb); - - frag_color = applyWaterFog(color); -} - diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl index 0c3ea4231e..75a327d3d7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl @@ -38,15 +38,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.a = color.a; col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); - -#if defined(LOCAL_LIGHT_KILL) - col.rgb = vec3(0); -#endif - -#if !defined(SUNLIGHT_KILL) - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); -#endif + col.rgb += light_diffuse[1].rgb * sqrt(calcDirectionalLight(norm, -light_position[1].xyz)*0.5+0.25); col.rgb = min(col.rgb*color.rgb, 1.0); return col; diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index d55f0db530..67c99530e3 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -23,22 +23,18 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D texture0; uniform sampler2D texture1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1; void main() { - float tex0 = texture2D(texture0, vary_texcoord0.xy).a; - float tex1 = texture2D(texture1, vary_texcoord1.xy).a; + float tex0 = texture(texture0, vary_texcoord0.xy).a; + float tex1 = texture(texture1, vary_texcoord1.xy).a; - frag_color = vec4(tex0+(1.0-tex1)-0.5); + frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index ee9970bc70..7d5417919e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -26,12 +26,12 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; #ifdef HAS_SKIN mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl deleted file mode 100644 index 31a262f1db..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file objects/fullbrightF.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 - * $/LicenseInfo$F - */ - - - -void fullbright_lighting(); - -void main() -{ - fullbright_lighting(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl deleted file mode 100644 index 5d6f14230c..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightNoColorV.glsl +++ /dev/null @@ -1,53 +0,0 @@ -/** - * @file fullbrightNoColorV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - calcAtmospherics(pos.xyz); - - vertex_color = vec4(1,1,1,1); - - -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl deleted file mode 100644 index b312665032..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file fullbrightShinyF.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 fullbright_shiny_lighting(); - -void main() -{ - fullbright_shiny_lighting(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl deleted file mode 100644 index 891515ab1e..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyV.glsl +++ /dev/null @@ -1,79 +0,0 @@ -/** - * @file fullbrightShinyV.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; - - -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 origin; - - - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -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; - - calcAtmospherics(pos.xyz); - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl deleted file mode 100644 index e1f3919907..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightShinyWaterF.glsl +++ /dev/null @@ -1,32 +0,0 @@ -/** - * @file fullbrightShinyWaterF.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 fullbright_shiny_lighting_water(); - -void main() -{ - fullbright_shiny_lighting_water(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl deleted file mode 100644 index 5d0ea0a8dd..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/fullbrightWaterF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file fullbrightWaterF.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 fullbright_lighting_water(); - -void main() -{ - fullbright_lighting_water(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index add437d144..ff9aaf3357 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -23,26 +23,22 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform float minimum_alpha; uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; void main() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 color = texture(diffuseMap,vary_texcoord0.xy); if (color.a < minimum_alpha) { discard; } - frag_color = color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index e90dbb115a..cf3162f5f1 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; void main() { diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index ca29bf3143..d90f9271dc 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 int texture_index; +in int texture_index; -VARYING_FLAT int vary_texture_index; +flat out int vary_texture_index; void passTextureIndex() { diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl index 284da3d0ac..ec785cd1c0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl @@ -23,19 +23,15 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0; void main() { - vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; - frag_color = color; + vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color; + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl index 3a5e6fdf7c..e3e71202ae 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl @@ -23,20 +23,16 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0; //==================================================================================================== void main() { - frag_color = texture2D(diffuseMap,vary_texcoord0.xy) * color; + frag_color = max(texture(diffuseMap,vary_texcoord0.xy) * color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl index 913dec83bd..d8c74e8537 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0; //==================================================================================================== diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5886f47cbc..f51b0f4d9e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -25,17 +25,16 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; uniform vec4 color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -54,14 +53,27 @@ float calcDirectionalLight(vec3 n, vec3 l) //==================================================================================================== +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +#endif + void main() { - //transform vertex - vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec3 norm; +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; + norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); +#else + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + norm = normalize(normal_matrix * normal); +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vec3 norm = normalize(normal_matrix * normal); vec4 col = vec4(0,0,0,1); 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/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 22821a2f76..07f5d250cf 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -30,12 +30,12 @@ uniform mat4 modelview_projection_matrix; uniform vec4 color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0; vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl deleted file mode 100644 index e605676819..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNonIndexedV.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file simpleNonIndexedV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - - gl_Position = modelview_projection_matrix*vert; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - vec4 pos = (modelview_matrix * vert); - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; - - -} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl deleted file mode 100644 index 945f80f31e..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/simpleTexGenV.glsl +++ /dev/null @@ -1,77 +0,0 @@ -/** - * @file simpleV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -void passTextureIndex(); -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; - -uniform vec4 color; -uniform vec4 object_plane_t; -uniform vec4 object_plane_s; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -void calcAtmospherics(vec3 inPositionEye); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) -{ - vec4 tcoord; - - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; - - tcoord = mat * tcoord; - - return tcoord; -} - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - passTextureIndex(); - vec4 pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vary_texcoord0.xy = texgen_object(vec4(position.xyz, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, color); - vertex_color = color; - - -} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl deleted file mode 100644 index 2025174f7d..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/simpleV.glsl +++ /dev/null @@ -1,87 +0,0 @@ -/** - * @file simpleV.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 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; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 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(); - 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; - - 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); - - vertex_color = calcLighting(pos.xyz, norm, diffuse_color); - } -} diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl deleted file mode 100644 index 2e87ac5bbc..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/simpleWaterF.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/** - * @file simpleWaterF.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 default_lighting_water(); - -void main() -{ - default_lighting_water(); -} diff --git a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl b/indra/newview/app_settings/shaders/class1/objects/treeV.glsl deleted file mode 100644 index 0227e6e3b8..0000000000 --- a/indra/newview/app_settings/shaders/class1/objects/treeV.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file treeV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -void calcAtmospherics(vec3 inPositionEye); - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz,1.0); - - gl_Position = modelview_projection_matrix*vert; - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy; - - vec4 pos = (modelview_matrix * vert); - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - vec4 color = calcLighting(pos.xyz, norm, diffuse_color); - vertex_color = color; -} diff --git a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl deleted file mode 100644 index 01eed18de4..0000000000 --- a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @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/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 4e0618e276..41a848a14f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -1,9 +1,9 @@ /** - * @file class1\windlight\atmosphericsF.glsl + * @file class2\wl\atmosphericsF.glsl * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. + * 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 @@ -22,27 +22,31 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -vec3 atmosFragAmbient(vec3 light, vec3 sunlit) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} + +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); +vec3 scaleSoftClipFrag(vec3 light); + +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + +uniform float sky_hdr_scale; vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ - /* stub function for fallback compatibility on class1 hardware */ +{ + light *= atten.r; + additive = srgb_to_linear(additive*2.0); + additive *= sky_hdr_scale; + light += additive; return light; } -vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit) +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten) { - return light * sunlit; + return atmosFragLighting(light, additive, atten); } vec3 atmosLighting(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); } - diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ea2690ba09..a1da4b1f9a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -1,9 +1,9 @@ /** - * @file class1\windlight\atmosphericsFuncs.glsl + * @file class2\windlight\atmosphericsFuncs.glsl * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2019, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -22,29 +22,33 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; + +uniform vec3 lightnorm; +uniform vec3 sunlight_color; +uniform vec3 moonlight_color; uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; +uniform vec3 ambient_color; +uniform vec3 blue_horizon; +uniform vec3 blue_density; uniform float haze_horizon; uniform float haze_density; uniform float cloud_shadow; uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; -uniform vec4 glow; +uniform vec3 glow; uniform float scene_light_strength; -uniform mat3 ssao_effect_mat; -uniform int no_atmo; uniform float sun_moon_glow_factor; +uniform float sky_sunlight_scale; +uniform float sky_ambient_scale; float getAmbientClamp() { return 1.0f; } +vec3 srgb_to_linear(vec3 col); + +// return colors in sRGB space void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, - out vec3 atten, bool use_ao) + out vec3 atten) { vec3 rel_pos = inPositionEye; @@ -53,17 +57,18 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - + + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; + // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - vec4 light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); // I had thought blue_density and haze_density should have equal weighting, // but attenuation due to haze_density tends to seem too strong - vec4 combined_haze = blue_density + vec4(haze_density); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = vec4(haze_density) / combined_haze; + vec3 combined_haze = blue_density + vec3(haze_density); + vec3 blue_weight = blue_density / combined_haze; + vec3 haze_weight = vec3(haze_density) / combined_haze; //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); @@ -101,24 +106,10 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow *= sun_moon_glow_factor; - vec4 amb_color = ambient_color; + vec3 amb_color = ambient_color; // increase ambient when there are more clouds - vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; - - /* decrease value and saturation (that in HSV, not HSL) for occluded areas - * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html - * // The following line of code performs the equivalent of: - * float ambAlpha = tmpAmbient.a; - * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis - * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); - * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, - * ambAlpha); - */ - if (use_ao) - { - tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); - } + vec3 tmpAmbient = amb_color + (vec3(1.) - amb_color) * cloud_shadow * 0.5; // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() @@ -128,7 +119,38 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - sunlit = sunlight.rgb * 0.5; - amblit = tmpAmbient.rgb * .25; + + sunlit = sunlight.rgb; + amblit = tmpAmbient; + additive *= vec3(1.0 - combined_haze); } + +vec3 srgb_to_linear(vec3 col); + +// provide a touch of lighting in the opposite direction of the sun light + // so areas in shadow don't lose all detail +float ambientLighting(vec3 norm, vec3 light_dir) +{ + float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0 - ambient); + return ambient; +} + + +// return lit amblit in linear space, leave sunlit and additive in sRGB space +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten) +{ + calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten); + + // multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values + // (allows for mixing of light sources other than sunlight e.g. reflection probes) + sunlit *= sky_sunlight_scale; + amblit *= sky_ambient_scale; + + amblit = srgb_to_linear(amblit); + amblit *= ambientLighting(norm, light_dir); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl index 206a51db27..800d08047a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl @@ -1,5 +1,5 @@ -/** - * @file class1\windlight\atmosphericsHelpersF.glsl +/** + * @file class2\wl\atmosphericsHelpersV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,30 +22,23 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -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; -} +// Output variables + +uniform float scene_light_strength; -vec3 atmosAffectDirectionalLight(float lightIntensity) +vec3 atmosFragAmbient(vec3 light, vec3 amblit) { - return sunlight_color.rgb * lightIntensity; + return amblit + light / 2.0; } -vec3 atmosGetDiffuseSunlightColor() +vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) { - return sunlight_color.rgb; + return sunlit * lightIntensity; } -vec3 scaleDownLight(vec3 light) +vec3 scaleDownLightFrag(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + return (light / scene_light_strength ); } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index c266f9732f..4f88aed765 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -1,5 +1,5 @@ -/** - * @file class1\windlight\atmosphericsHelpersV.glsl +/** + * @file class2\wl\atmosphericsHelpersV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,35 +23,34 @@ * $/LicenseInfo$ */ -uniform vec4 sunlight_color; -uniform vec4 light_ambient; -uniform int no_atmo; + + +// Output variables +vec3 getSunlitColor(); +vec3 getAmblitColor(); +vec3 getAdditiveColor(); +vec3 getAtmosAttenuation(); + +uniform float scene_light_strength; vec3 atmosAmbient() { - if (no_atmo == 1) return vec3(0.66); - return light_ambient.rgb; + return getAmblitColor(); } vec3 atmosAffectDirectionalLight(float lightIntensity) { - return sunlight_color.rgb * lightIntensity; + return getSunlitColor() * lightIntensity; } vec3 atmosGetDiffuseSunlightColor() { - return sunlight_color.rgb; + return getSunlitColor(); } vec3 scaleDownLight(vec3 light) { - /* stub function for fallback compatibility on class1 hardware */ - return light; + return (light / scene_light_strength ); } -vec3 scaleUpLight(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl index 20457ad125..7b59e07243 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl @@ -1,5 +1,5 @@ -/** - * @file class1\windlight\atmosphericsV.glsl +/** + * @file class2\wl\atmosphericsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,14 +22,34 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - +// out param funcs + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; + +void setSunlitColor(vec3 v); +void setAmblitColor(vec3 v); +void setAdditiveColor(vec3 v); +void setAtmosAttenuation(vec3 v); void setPositionEye(vec3 v); -void calcAtmospherics(vec3 inPositionEye) -{ - /* stub function for fallback compatibility on class1 hardware */ - setPositionEye(inPositionEye); -} +vec3 getAdditiveColor(); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + +void calcAtmospherics(vec3 inPositionEye) { + vec3 P = inPositionEye; + vec3 tmpsunlit = vec3(1); + vec3 tmpamblit = vec3(1); + vec3 tmpaddlit = vec3(1); + vec3 tmpattenlit = vec3(1); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit); + setSunlitColor(tmpsunlit); + setAmblitColor(tmpamblit); + setAdditiveColor(tmpaddlit); + setAtmosAttenuation(tmpattenlit); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl index 3b4d358cfa..9d5f60b313 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl @@ -1,37 +1,48 @@ -/** - * @file class1\windlight\atmosphericVarsF.glsl +/** + * @file class2\wl\atmosphericVarsF.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 * $/LicenseInfo$ */ + -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 getAmblitColor() { return vec3(0, 0, 0); } +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation; -vec3 getAdditiveColor() { return vary_AdditiveColor; } +vec3 getSunlitColor() +{ + return vec3(0,0,0); +} -vec3 getAtmosAttenuation() { return vec3(vary_AtmosAttenuation); } +vec3 getAmblitColor() +{ + return vec3(0,0,0); +} -vec3 getSunlitColor() { return vec3(0, 0, 0); } +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} -vec3 getPositionEye() { return vec3(0, 0, 0); } +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl index 1fea2c3628..0617bc9908 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl @@ -1,56 +1,73 @@ -/** - * @file class1\windlight\atmosphericVarsV.glsl +/** + * @file class2\wl\atmosphericVars.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 * $/LicenseInfo$ */ + -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation; vec3 additive_color; vec3 atmos_attenuation; vec3 sunlit_color; vec3 amblit_color; -vec3 position_eye; -vec3 getSunlitColor() { return sunlit_color; } -void setSunlitColor(vec3 v) { sunlit_color = v; } +vec3 getSunlitColor() +{ + return sunlit_color; +} +vec3 getAmblitColor() +{ + return amblit_color; +} -vec3 getAdditiveColor() { return additive_color; } -void setAdditiveColor(vec3 v) +vec3 getAdditiveColor() +{ + return additive_color; +} +vec3 getAtmosAttenuation() { - additive_color = v; - vary_AdditiveColor = v; + return atmos_attenuation; } -vec3 getAmblitColor() { return amblit_color; } -void setAmblitColor(vec3 v) { amblit_color = v; } +void setSunlitColor(vec3 v) +{ + sunlit_color = v; +} -vec3 getAtmosAttenuation() { return atmos_attenuation; } -void setAtmosAttenuation(vec3 v) +void setAmblitColor(vec3 v) +{ + amblit_color = v; +} + +void setAdditiveColor(vec3 v) { - atmos_attenuation = v; - vary_AtmosAttenuation = v; + additive_color = v; + vary_AdditiveColor = v; } -vec3 getPositionEye() { return position_eye; } -void setPositionEye(vec3 v) { position_eye = v; } +void setAtmosAttenuation(vec3 v) +{ + atmos_attenuation = v; + vary_AtmosAttenuation = v; +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl deleted file mode 100644 index f83434b7ec..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterF.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file class1\windlight\atmosphericVarsWaterF.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 - * $/LicenseInfo$ - */ - -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 getSunlitColor() { return vec3(0, 0, 0); } - -vec3 getAmblitColor() { return vec3(0, 0, 0); } - -vec3 getAdditiveColor() { return vary_AdditiveColor; } - -vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; } - -vec3 getPositionEye() { return vary_PositionEye; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl deleted file mode 100644 index 65d1176777..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsWaterV.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class1\windlight\atmosphericVarsWaterV.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 - * $/LicenseInfo$ - */ - -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 atmos_attenuation; -vec3 sunlit_color; -vec3 amblit_color; - -vec3 getSunlitColor() { return sunlit_color; } -void setSunlitColor(vec3 v) { sunlit_color = v; } - -vec3 getAmblitColor() { return amblit_color; } -void setAmblitColor(vec3 v) { amblit_color = v; } - -vec3 getAdditiveColor() { return vary_AdditiveColor; } -void setAdditiveColor(vec3 v) { vary_AdditiveColor = v; } - -vec3 getAtmosAttenuation() { return atmos_attenuation; } -void setAtmosAttenuation(vec3 v) -{ - atmos_attenuation = v; - vary_AtmosAttenuation = v; -} - -vec3 getPositionEye() { return vary_PositionEye; } -void setPositionEye(vec3 v) { vary_PositionEye = v; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl deleted file mode 100644 index 82fad4db5a..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl +++ /dev/null @@ -1,127 +0,0 @@ -/** - * @file class1/windlight/cloudShadowF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -void main() -{ - if (cloud_scale >= 0.0001) - { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = vec4(alpha1, alpha1, alpha1, 1); - } - else - { - frag_color = vec4(1); - } - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl deleted file mode 100644 index 09b6004481..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class1\windlight\cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index fc51e81177..027bfb866f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -1,5 +1,5 @@ /** - * @file class1\windlight\gammaF.glsl + * @file class2\wl\gammaF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -22,31 +22,34 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - -uniform int no_atmo; + + // DEPRECATED + +//soft clip effect has been moved to postDeferredGammaCorrect legacyGamma, this file is effectively dead +// but these functions need to be removed from all existing shaders before removing this file vec3 scaleSoftClipFrag(vec3 light) { - // For compatibility with lower cards. Do nothing. - return light; + return light; +} + +vec3 scaleSoftClipFragLinear(vec3 light) +{ // identical to non-linear version and that's probably close enough + return light; } -/// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light) { - // For compatibility with lower cards. Do nothing - return light; + return light; } -vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 additive, vec3 atten) +vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) { - // For compatibility with lower cards. Do nothing - return light; + return light; } vec3 fullbrightScaleSoftClip(vec3 light) { - // For compatibility with lower cards. Do nothing return light; } diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl deleted file mode 100644 index 2425a2ad04..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file class1\wl\moonF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 2020 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform vec4 color; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform vec3 moon_dir; -uniform float moon_brightness; -uniform sampler2D diffuseMap; - -VARYING vec2 vary_texcoord0; - -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // Restore Pre-EEP alpha fade moon near horizon - float fade = 1.0; - if( moon_dir.z > 0 ) - fade = clamp( moon_dir.z*moon_dir.z*4.0, 0.0, 1.0 ); - - vec4 c = texture2D(diffuseMap, vary_texcoord0.xy); -// c.rgb = pow(c.rgb, vec3(0.7f)); // can't use "srgb_to_linear(color.rgb)" as that is a deferred only function - c.rgb *= moonlight_color.rgb; - c.rgb *= moon_brightness; - - c.rgb *= fade; - c.a *= fade; - - c.rgb = scaleSoftClip(c.rgb); - - frag_color = vec4(c.rgb, c.a); -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl deleted file mode 100644 index 2fceb5f743..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/moonV.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file class1\wl\moonV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, 2020 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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; - -void main() -{ - //transform vertex - vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); - - gl_Position = modelview_projection_matrix*vert; - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl deleted file mode 100644 index 5a41dc644a..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file class1\wl\sunDiscF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); - -uniform sampler2D diffuseMap; -uniform sampler2D altDiffuseMap; -uniform float blend_factor; // interp factor between sun A/B -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; - -void main() -{ - vec4 sunA = texture2D(diffuseMap, vary_texcoord0.xy); - vec4 sunB = texture2D(altDiffuseMap, vary_texcoord0.xy); - vec4 c = mix(sunA, sunB, blend_factor); - -// SL-9806 stars poke through -// c.a *= sun_fade; - - c.rgb = fullbrightAtmosTransport(c.rgb); - c.rgb = fullbrightScaleSoftClip(c.rgb); - frag_color = c; -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl deleted file mode 100644 index 6c0e795f6b..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class1\wl\sunDiscV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; - -void calcAtmospherics(vec3 eye_pos); - -void main() -{ - //transform vertex - vec3 offset = vec3(0, 0, 50); - vec4 vert = vec4(position.xyz - offset, 1.0); - vec4 pos = modelview_projection_matrix*vert; - - sun_fade = smoothstep(0.3, 1.0, (position.z + 50) / 512.0f); - gl_Position = pos; - - calcAtmospherics(pos.xyz); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl deleted file mode 100644 index a937d9fa99..0000000000 --- a/indra/newview/app_settings/shaders/class1/windlight/transportF.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file class1/windlight/transportF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 no_atmo; - -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - -vec3 atmosTransport(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - -vec3 fullbrightAtmosTransport(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} - -vec3 fullbrightShinyAtmosTransport(vec3 light) -{ - /* stub function for fallback compatibility on class1 hardware */ - return light; -} diff --git a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl deleted file mode 100644 index 563c5f562b..0000000000 --- a/indra/newview/app_settings/shaders/class2/avatar/eyeballV.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file eyeballV.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 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor); -void calcAtmospherics(vec3 inPositionEye); - -void main() -{ - //transform vertex - vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz; - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vec3 norm = normalize(normal_matrix * normal); - - calcAtmospherics(pos.xyz); - - // vec4 specular = specularColor; - vec4 specular = vec4(1.0); - vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular); - - vertex_color = color; - - -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 02b2daf0ac..acd32a81b3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -23,9 +23,7 @@ * $/LicenseInfo$ */ -//class1/deferred/alphaF.glsl - -#extension GL_ARB_texture_rectangle : enable +//class2/deferred/alphaF.glsl /*[EXTRA_CODE_HERE]*/ @@ -33,11 +31,7 @@ #define NON_INDEXED 2 #define NON_INDEXED_NO_COLOR 3 -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform mat3 env_mat; uniform vec3 sun_dir; @@ -47,13 +41,13 @@ uniform vec3 moon_dir; uniform sampler2D diffuseMap; #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +in vec3 vary_fragcoord; +in vec3 vary_position; +in vec2 vary_texcoord0; +in vec3 vary_norm; #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB +in vec4 vertex_color; //vertex color should be treated as sRGB #endif #ifdef HAS_ALPHA_MASK @@ -69,25 +63,24 @@ uniform vec3 light_direction[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif +void waterClip(vec3 pos); vec3 srgb_to_linear(vec3 c); vec3 linear_to_srgb(vec3 c); vec2 encode_normal (vec3 n); -vec3 scaleSoftClipFrag(vec3 l); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive, bool use_ao); - -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif float getAmbientClamp(); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); + 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 @@ -175,19 +168,22 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec void main() { vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; vec4 pos = vec4(vary_position, 1.0); +#ifndef IS_AVATAR_SKIN + // clip against water plane unless this is a legacy avatar skin + waterClip(pos.xyz); +#endif vec3 norm = vary_norm; float shadow = 1.0f; -#ifdef HAS_SHADOW +#ifdef HAS_SUN_SHADOW shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif #ifdef USE_DIFFUSE_TEX - vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); + vec4 diffuse_tap = texture(diffuseMap,vary_texcoord0.xy); #endif #ifdef USE_INDEXED_TEX @@ -218,7 +214,7 @@ void main() vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; + vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector float final_alpha = diffuse_linear.a; @@ -240,13 +236,19 @@ void main() vec3 additive; vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; - vec2 abnormal = encode_normal(norm.xyz); + vec3 irradiance; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); + float da = dot(norm.xyz, light_dir.xyz); da = clamp(da, -1.0, 1.0); - da = pow(da, 1.0/1.3); float final_da = da; final_da = clamp(final_da, 0.0f, 1.0f); @@ -255,41 +257,16 @@ void main() color.a = final_alpha; - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - - vec3 sun_contrib = min(final_da, shadow) * sunlit; - -#if !defined(AMBIENT_KILL) - color.rgb = amblit; - color.rgb *= ambient; -#endif // !defined(AMBIENT_KILL) + vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; -vec3 post_ambient = color.rgb; + color.rgb = irradiance; -#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; -#endif // !defined(SUNLIGHT_KILL) -vec3 post_sunlight = color.rgb; - - color.rgb *= diffuse_srgb.rgb; - -vec3 post_diffuse = color.rgb; - - color.rgb = atmosFragLighting(color.rgb, additive, atten); - -vec3 post_atmo = color.rgb; + color.rgb *= diffuse_linear.rgb; vec4 light = vec4(0,0,0,0); - color.rgb = scaleSoftClipFrag(color.rgb); - - //convert to linear before applying local lights - color.rgb = srgb_to_linear(color.rgb); - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) @@ -301,29 +278,16 @@ vec3 post_atmo = color.rgb; LIGHT_LOOP(7) // sum local light contrib in linear colorspace -#if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; -#endif // !defined(LOCAL_LIGHT_KILL) - // back to sRGB as we're going directly to the final RT post-deferred gamma correction - color.rgb = linear_to_srgb(color.rgb); -//color.rgb = amblit; -//color.rgb = vec3(ambient); -//color.rgb = sunlit; -//color.rgb = vec3(final_da); -//color.rgb = post_ambient; -//color.rgb = post_sunlight; -//color.rgb = sun_contrib; -//color.rgb = diffuse_srgb.rgb; -//color.rgb = post_diffuse; -//color.rgb = post_atmo; - -#ifdef WATER_FOG - color = applyWaterFogView(pos.xyz, color); -#endif // WATER_FOG + color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb; #endif // #else // FOR_IMPOSTOR - frag_color = color; +#ifdef IS_HUD + color.rgb = linear_to_srgb(color.rgb); +#endif + + frag_color = max(color, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl deleted file mode 100644 index 67b98e0fb1..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl +++ /dev/null @@ -1,32 +0,0 @@ -/** - * @file class2/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2018&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen) -{ - return ambient * calcAmbientOcclusion(pos, norm, pos_screen); -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl deleted file mode 100644 index 1b7a1cc6ec..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,299 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -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 float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 srgb_to_linear(vec3 cs); -vec3 getNorm(vec2 pos_screen); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - -void main() -{ - - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - - if (dist >= size) - { - discard; - } - dist /= size; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx==0)?shd.b:shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - - float envIntensity = norm.z; - - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - - vec4 spec = texture2DRect(specularRect, frag.xy); - - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - - // unshadowed for consistency between forward and deferred? - amb_da += (da*0.5+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); - - // use unshadowed for consistency between forward and deferred? - amb_da += (da*da*0.5+0.5) /* * (1.0-shadow) */ * 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; - } - - - if (spec.a > 0.0) - { - vec3 npos = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = dlit*scol*spec.rgb*shadow; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } -#endif - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - //output linear - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl new file mode 100644 index 0000000000..003dd05e6f --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -0,0 +1,303 @@ +/** + * @file class1\deferred\pbralphaF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +#ifndef IS_HUD + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D bumpMap; +uniform sampler2D emissiveMap; +uniform sampler2D specularMap; // PBR: Packed: Occlusion, Metal, Roughness + +uniform float metallicFactor; +uniform float roughnessFactor; +uniform vec3 emissiveColor; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) +uniform sampler2D lightMap; +#endif + +uniform int sun_up_factor; +uniform vec3 sun_dir; +uniform vec3 moon_dir; + +out vec4 frag_color; + +in vec3 vary_fragcoord; + +#ifdef HAS_SUN_SHADOW + uniform vec2 screen_res; +#endif + +in vec3 vary_position; + +in vec2 base_color_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord; + +in vec4 vertex_color; + +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; + + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +// Lights +// See: LLRender::syncLightState() +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; // spot direction +uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() +uniform vec3 light_diffuse[8]; +uniform vec2 light_deferred_attenuation[8]; // light size and falloff + +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); + +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +float calcLegacyDistanceAttenuation(float distance, float falloff); +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); + +void waterClip(vec3 pos); + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 p, // pixel position + vec3 v, // view vector (negative normalized pixel position) + vec3 lp, // light position + vec3 ld, // light direction (for spotlights) + vec3 lightColor, + float lightSize, float falloff, float is_pointlight, float ambiance) +{ + vec3 color = vec3(0,0,0); + + vec3 lv = lp.xyz - p; + + float lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + // spotlight coefficient. + float spot = max(dot(-ld, lv), is_pointlight); + // spot*spot => GL_SPOT_EXPONENT=2 + float spot_atten = spot*spot; + + vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials + + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + + return color; +} + +void main() +{ + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + vec3 pos = vary_position; + + waterClip(pos); + + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + basecolor.rgb = srgb_to_linear(basecolor.rgb); +#ifdef HAS_ALPHA_MASK + if (basecolor.a < minimum_alpha) + { + discard; + } +#endif + + vec3 col = vertex_color.rgb * basecolor.rgb; + + vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + norm *= gl_FrontFacing ? 1.0 : -1.0; + + float scol = 1.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + + vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + +#ifdef HAS_SUN_SHADOW + scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); +#endif + + vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space + + float perceptualRoughness = orm.g * roughnessFactor; + float metallic = orm.b * metallicFactor; + float ao = orm.r; + + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear + colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); + + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); + + vec3 v = -normalize(pos.xyz); + + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + + vec3 light = vec3(0); + + // Punctual lights +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color.rgb += light.rgb; + + color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; + + float a = basecolor.a*vertex_color.a; + + frag_color = max(vec4(color.rgb,a), vec4(0)); +} + +#else + +uniform sampler2D diffuseMap; //always in sRGB space +uniform sampler2D emissiveMap; + +uniform vec3 emissiveColor; + +out vec4 frag_color; + +in vec3 vary_position; + +in vec2 base_color_texcoord; +in vec2 emissive_texcoord; + +in vec4 vertex_color; + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() +#endif + +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + + +void main() +{ + vec3 color = vec3(0,0,0); + + vec3 pos = vary_position; + + vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + basecolor.rgb = srgb_to_linear(basecolor.rgb); +#ifdef HAS_ALPHA_MASK + if (basecolor.a < minimum_alpha) + { + discard; + } +#endif + + color = vertex_color.rgb * basecolor.rgb; + + // emissiveColor is the emissive color factor from GLTF and is already in linear space + vec3 colorEmissive = emissiveColor; + // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear + colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + + + float a = basecolor.a*vertex_color.a; + color += colorEmissive; + + color = linear_to_srgb(color); + frag_color = max(vec4(color.rgb,a), vec4(0)); +} + +#endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..52e71edcac --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -0,0 +1,80 @@ +/** + * @file class2/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// Implementation for when reflection probes are disabled + +uniform float reflection_probe_ambiance; + +uniform samplerCube environmentMap; + +uniform mat3 env_mat; + +vec3 srgb_to_linear(vec3 c); + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear) +{ + ambenv = vec3(reflection_probe_ambiance * 0.25); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); +} + +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear) +{ + sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit_linear); +} + +vec4 sampleReflectionProbesDebug(vec3 pos) +{ + // show nothing in debug display + return vec4(0, 0, 0, 0); +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear) +{ + ambenv = vec3(reflection_probe_ambiance * 0.25); + + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 env_vec = env_mat * refnormpersp; + + legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb); + + glossenv = legacyenv; +} + +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) +{ + color = mix(color.rgb, legacyenv*1.5, envIntensity); +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl deleted file mode 100644 index 7700d16007..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ /dev/null @@ -1,158 +0,0 @@ -/** - * @file class2/deferred/softenLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; -uniform samplerCube environmentMap; -uniform sampler2D lightFunc; - -uniform float blur_size; -uniform float blur_fidelity; - -// Inputs -uniform mat3 env_mat; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform int sun_up_factor; -VARYING vec2 vary_fragcoord; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec3 getNorm(vec2 pos_screen); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); -float getAmbientClamp(); -vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten); -vec3 scaleSoftClipFrag(vec3 l); -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten); -vec3 fullbrightScaleSoftClip(vec3 light); - -vec3 linear_to_srgb(vec3 c); -vec3 srgb_to_linear(vec3 c); - -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); -#endif - -void main() -{ - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec4 pos = getPositionWithDepth(tc, depth); - vec4 norm = texture2DRect(normalMap, tc); - float envIntensity = norm.z; - norm.xyz = getNorm(tc); - - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - float light_gamma = 1.0 / 1.3; - da = pow(da, light_gamma); - - vec4 diffuse = texture2DRect(diffuseRect, tc); - diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; - scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); - float scol = max(scol_ambocc.r, diffuse.a); - float ambocc = scol_ambocc.g; - - vec3 color = vec3(0); - float bloom = 0.0; - - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true); - - color.rgb = amblit; - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - color.rgb *= ambient; - - vec3 sun_contrib = min(da, scol) * sunlit; - color.rgb += sun_contrib; - color.rgb *= diffuse.rgb; - - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); - - if (spec.a > 0.0) // specular reflection - { - float sa = dot(refnormpersp, light_dir.xyz); - vec3 dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r); - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb; - bloom = dot(spec_contrib, spec_contrib) / 6; - color.rgb += spec_contrib; - } - - color.rgb = mix(color.rgb, diffuse.rgb, diffuse.a); - - if (envIntensity > 0.0) - { // add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 reflected_color = textureCube(environmentMap, env_vec).rgb; - color = mix(color.rgb, reflected_color, envIntensity); - } - - if (norm.w < 0.5) - { - color = mix(atmosFragLighting(color, additive, atten), fullbrightAtmosTransportFrag(color, additive, atten), diffuse.a); - color = mix(scaleSoftClipFrag(color), fullbrightScaleSoftClip(color), diffuse.a); - } - -#ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos.xyz, vec4(color, bloom)); - color = fogged.rgb; - bloom = fogged.a; -#endif - - // convert to linear as fullscreen lights need to sum in linear colorspace - // and will be gamma (re)corrected downstream... - frag_color.rgb = srgb_to_linear(color.rgb); - frag_color.a = bloom; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index bd11aa3f05..d1db6dd943 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,13 +23,11 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; +in vec3 position; uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; // forwards void setAtmosAttenuation(vec3 c); @@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c); void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + vary_fragcoord = (pos.xy*0.5+0.5); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl deleted file mode 100644 index 774f537821..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ /dev/null @@ -1,293 +0,0 @@ -/** - * @file spotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -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 float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNorm(vec2 pos_screen); -vec3 srgb_to_linear(vec3 c); - -vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} - -vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) -{ - vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - ret.rgb = srgb_to_linear(ret.rgb); - - 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); - -void main() -{ - vec3 col = vec3(0,0,0); - -#if defined(LOCAL_LIGHT_KILL) - discard; -#else - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - 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 dist = length(lv); - - if (dist >= size) - { - discard; - } - dist /= size; - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = falloff+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - - amb_da += (da*0.5+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) /* * (1.0-shadow) */ * 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; - } - - if (spec.a > 0.0) - { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = dlit*scol*spec.rgb*shadow; - speccol = clamp(speccol, vec3(0), vec3(1)); - col += speccol; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } -#endif - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - //output linear colors as gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 8abdeae5ae..1ea57516a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -23,20 +23,14 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif //class 2, shadows, no SSAO // Inputs -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; uniform vec3 sun_dir; uniform float shadow_bias; @@ -53,8 +47,11 @@ void main() vec4 pos = getPosition(pos_screen); vec3 norm = getNorm(pos_screen); - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.g = 1.0f; - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + vec4 col; + col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + col.g = 1.0f; + col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); + col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + + frag_color = clamp(col, vec4(0), vec4(1)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 64d99bae2c..0126e09d4c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,20 +22,14 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif //class 2 -- shadows and SSAO // Inputs -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); @@ -50,8 +44,11 @@ void main() vec4 pos = getPosition(pos_screen); vec3 norm = getNorm(pos_screen); - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + vec4 col; + col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); + col.g = calcAmbientOcclusion(pos, norm, pos_screen); + col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); + col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); + + frag_color = clamp(col, vec4(0), vec4(1)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index bc5eb5181d..5ae7f2c571 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,19 +23,17 @@ * $/LicenseInfo$ */ -uniform mat4 modelview_projection_matrix; +in vec3 position; -ATTRIBUTE vec3 position; - -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord; uniform vec2 screen_res; void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = (pos.xy * 0.5 + 0.5); } diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl new file mode 100644 index 0000000000..0753e73dc8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl @@ -0,0 +1,214 @@ +/** + * @file irradianceGenF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform samplerCubeArray reflectionProbes; +uniform int sourceIdx; + +uniform float max_probe_lod; + +in vec3 vary_dir; + +// Code below is derived from the Khronos GLTF Sample viewer: +// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag + + +#define MATH_PI 3.1415926535897932384626433832795 + +float u_roughness = 1.0; +int u_sampleCount = 32; +float u_lodBias = 2.0; +int u_width = 64; + +// Hammersley Points on the Hemisphere +// CC BY 3.0 (Holger Dammertz) +// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html +// with adapted interface +float radicalInverse_VdC(uint bits) +{ + bits = (bits << 16u) | (bits >> 16u); + bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u); + bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u); + bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u); + bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u); + return float(bits) * 2.3283064365386963e-10; // / 0x100000000 +} + +// hammersley2d describes a sequence of points in the 2d unit square [0,1)^2 +// that can be used for quasi Monte Carlo integration +vec2 hammersley2d(int i, int N) { + return vec2(float(i)/float(N), radicalInverse_VdC(uint(i))); +} + +// Hemisphere Sample + +// TBN generates a tangent bitangent normal coordinate frame from the normal +// (the normal must be normalized) +mat3 generateTBN(vec3 normal) +{ + vec3 bitangent = vec3(0.0, 1.0, 0.0); + + float NdotUp = dot(normal, vec3(0.0, 1.0, 0.0)); + float epsilon = 0.0000001; + /*if (1.0 - abs(NdotUp) <= epsilon) + { + // Sampling +Y or -Y, so we need a more robust bitangent. + if (NdotUp > 0.0) + { + bitangent = vec3(0.0, 0.0, 1.0); + } + else + { + bitangent = vec3(0.0, 0.0, -1.0); + } + }*/ + + vec3 tangent = normalize(cross(bitangent, normal)); + bitangent = cross(normal, tangent); + + return mat3(tangent, bitangent, normal); +} + +struct MicrofacetDistributionSample +{ + float pdf; + float cosTheta; + float sinTheta; + float phi; +}; + +MicrofacetDistributionSample Lambertian(vec2 xi, float roughness) +{ + MicrofacetDistributionSample lambertian; + + // Cosine weighted hemisphere sampling + // http://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations.html#Cosine-WeightedHemisphereSampling + lambertian.cosTheta = sqrt(1.0 - xi.y); + lambertian.sinTheta = sqrt(xi.y); // equivalent to `sqrt(1.0 - cosTheta*cosTheta)`; + lambertian.phi = 2.0 * MATH_PI * xi.x; + + lambertian.pdf = lambertian.cosTheta / MATH_PI; // evaluation for solid angle, therefore drop the sinTheta + + return lambertian; +} + + +// getImportanceSample returns an importance sample direction with pdf in the .w component +vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness) +{ + // generate a quasi monte carlo point in the unit square [0.1)^2 + vec2 xi = hammersley2d(sampleIndex, u_sampleCount); + + MicrofacetDistributionSample importanceSample; + + // generate the points on the hemisphere with a fitting mapping for + // the distribution (e.g. lambertian uses a cosine importance) + importanceSample = Lambertian(xi, roughness); + + // transform the hemisphere sample to the normal coordinate frame + // i.e. rotate the hemisphere to the normal direction + vec3 localSpaceDirection = normalize(vec3( + importanceSample.sinTheta * cos(importanceSample.phi), + importanceSample.sinTheta * sin(importanceSample.phi), + importanceSample.cosTheta + )); + mat3 TBN = generateTBN(N); + vec3 direction = TBN * localSpaceDirection; + + return vec4(direction, importanceSample.pdf); +} + +// Mipmap Filtered Samples (GPU Gems 3, 20.4) +// https://developer.nvidia.com/gpugems/gpugems3/part-iii-rendering/chapter-20-gpu-based-importance-sampling +// https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf +float computeLod(float pdf) +{ + // // Solid angle of current sample -- bigger for less likely samples + // float omegaS = 1.0 / (float(u_sampleCount) * pdf); + // // Solid angle of texel + // // note: the factor of 4.0 * MATH_PI + // float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width)); + // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle + // // note that 0.5 * log2 is equivalent to log4 + // float lod = 0.5 * log2(omegaS / omegaP); + + // babylon introduces a factor of K (=4) to the solid angle ratio + // this helps to avoid undersampling the environment map + // this does not appear in the original formulation by Jaroslav Krivanek and Mark Colbert + // log4(4) == 1 + // lod += 1.0; + + // We achieved good results by using the original formulation from Krivanek & Colbert adapted to cubemaps + + // https://cgg.mff.cuni.cz/~jaroslav/papers/2007-sketch-fis/Final_sap_0073.pdf + float lod = 0.5 * log2( 6.0 * float(u_width) * float(u_width) / (float(u_sampleCount) * pdf)); + + + return lod; +} + +vec4 filterColor(vec3 N) +{ + vec4 color = vec4(0.f); + + for(int i = 0; i < u_sampleCount; ++i) + { + vec4 importanceSample = getImportanceSample(i, N, 1.0); + + vec3 H = vec3(importanceSample.xyz); + float pdf = importanceSample.w; + + // mipmap filtered samples (GPU Gems 3, 20.4) + float lod = computeLod(pdf); + + // apply the bias to the lod + lod += u_lodBias; + + lod = clamp(lod, 0, max_probe_lod); + // sample lambertian at a lower resolution to avoid fireflies + vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); + + color += lambertian; + } + + color /= float(u_sampleCount); + + return color; +} + +// entry point +void main() +{ + vec4 color = vec4(0); + + color = filterColor(vary_dir); + + frag_color = max(color, vec4(0)); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl index 57ed993a66..c858531998 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl @@ -1,9 +1,9 @@ /** - * @file class1\lighting\lightWaterF.glsl + * @file reflectionprobeF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -23,24 +23,20 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec2 vary_fragcoord; -vec3 atmosLighting(vec3 light); -vec4 applyWaterFog(vec4 color); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); -void default_lighting_water() -{ - vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; +vec4 sampleReflectionProbesDebug(vec3 pos); - color.rgb = atmosLighting(color.rgb); +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); - frag_color = applyWaterFog(color); + frag_color = max(sampleReflectionProbesDebug(pos.xyz), vec4(0)); } - diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl new file mode 100644 index 0000000000..e45b1c288b --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl @@ -0,0 +1,38 @@ +/** + * @file reflectionprobeV.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * 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 + * $/LicenseInfo$ + */ + + +in vec3 position; + +out vec2 vary_fragcoord; + +void main() +{ + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + gl_Position = pos; + + vary_fragcoord = (pos.xy*0.5+0.5); +} diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl deleted file mode 100644 index 89d9d1bde3..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file class2\lighting\sumLightsSpecularV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - - - -float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); -vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); - -vec3 atmosAmbient(); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); - -uniform vec4 light_position[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) -{ - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - vec3 view = normalize(pos); - - /// collect all the specular values from each calcXXXLightSpecular() function - vec4 specularSum = vec4(0.0); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb); - col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb); - col.rgb = scaleDownLight(col.rgb); - - // Add windlight lights - col.rgb += atmosAmbient(); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0)); - - col.rgb = min(col.rgb*color.rgb, 1.0); - specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); - col.rgb += specularColor.rgb; - - return col; -} diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl deleted file mode 100644 index 30ca88afd2..0000000000 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/** - * @file class2\lighting\sumLightsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec4 sumLights(vec3 pos, vec3 norm, vec4 color) -{ - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz); - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb = scaleDownLight(col.rgb); - -#if defined(LOCAL_LIGHT_KILL) - col.rgb = vec3(0); -i#endif - - // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); - -#if !defined(SUNLIGHT_KILL) - col.rgb = min(col.rgb*color.rgb, 1.0); -#endif - - return col; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl deleted file mode 100644 index ee9c990b12..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file class2\wl\atmosphericsF.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 - * $/LicenseInfo$ - */ - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -vec3 scaleSoftClipFrag(vec3 light); - -uniform int no_atmo; - -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - light *= atten.r; - light += additive; - return light * 2.0; -} - -vec3 atmosLighting(vec3 light) -{ - return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl deleted file mode 100644 index 5788871744..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file class2\wl\atmosphericsHelpersV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -// 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; -} - -vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit) -{ - return sunlit * lightIntensity; -} - -vec3 scaleDownLightFrag(vec3 light) -{ - return (light / scene_light_strength ); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl deleted file mode 100644 index 9c42b84eca..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file class2\wl\atmosphericsHelpersV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - - - -// Output variables -vec3 getSunlitColor(); -vec3 getAmblitColor(); -vec3 getAdditiveColor(); -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(); -} - -vec3 atmosAffectDirectionalLight(float lightIntensity) -{ - return getSunlitColor() * lightIntensity; -} - -vec3 atmosGetDiffuseSunlightColor() -{ - return getSunlitColor(); -} - -vec3 scaleDownLight(vec3 light) -{ - return (light / scene_light_strength ); -} - -vec3 scaleUpLight(vec3 light) -{ - return (light * scene_light_strength); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl deleted file mode 100644 index 4c418e414f..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ /dev/null @@ -1,56 +0,0 @@ -/** - * @file class2\wl\atmosphericsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -// VARYING param funcs - - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform int sun_up_factor; - -void setSunlitColor(vec3 v); -void setAmblitColor(vec3 v); -void setAdditiveColor(vec3 v); -void setAtmosAttenuation(vec3 v); -void setPositionEye(vec3 v); - -vec3 getAdditiveColor(); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -void calcAtmospherics(vec3 inPositionEye) { - vec3 P = inPositionEye; - setPositionEye(P); - vec3 tmpsunlit = vec3(1); - vec3 tmpamblit = vec3(1); - vec3 tmpaddlit = vec3(1); - vec3 tmpattenlit = vec3(1); - vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); - setSunlitColor(tmpsunlit); - setAmblitColor(tmpamblit); - setAdditiveColor(tmpaddlit); - setAtmosAttenuation(tmpattenlit); -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl deleted file mode 100644 index 07733bda18..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ /dev/null @@ -1,48 +0,0 @@ -/** - * @file class2\wl\atmosphericVarsF.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 - * $/LicenseInfo$ - */ - - -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 getSunlitColor() -{ - return vec3(0,0,0); -} - -vec3 getAmblitColor() -{ - return vec3(0,0,0); -} - -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} - -vec3 getAtmosAttenuation() -{ - return vec3(vary_AtmosAttenuation); -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl deleted file mode 100644 index 31109aed31..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ /dev/null @@ -1,84 +0,0 @@ -/** - * @file class2\wl\atmosphericVars.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 - * $/LicenseInfo$ - */ - - -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 additive_color; -vec3 atmos_attenuation; -vec3 sunlit_color; -vec3 amblit_color; -vec3 position_eye; - -vec3 getSunlitColor() -{ - return sunlit_color; -} -vec3 getAmblitColor() -{ - return amblit_color; -} - -vec3 getAdditiveColor() -{ - return additive_color; -} -vec3 getAtmosAttenuation() -{ - return atmos_attenuation; -} - -vec3 getPositionEye() -{ - return position_eye; -} - -void setPositionEye(vec3 v) -{ - position_eye = v; -} - -void setSunlitColor(vec3 v) -{ - sunlit_color = v; -} - -void setAmblitColor(vec3 v) -{ - amblit_color = v; -} - -void setAdditiveColor(vec3 v) -{ - additive_color = v; - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - atmos_attenuation = v; - vary_AtmosAttenuation = v; -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl deleted file mode 100644 index 22e16b7e0f..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file class2\wl\atmosphericVarsWaterF.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 - * $/LicenseInfo$ - */ - -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 getSunlitColor() -{ - return vec3(0,0,0); -} -vec3 getAmblitColor() -{ - return vec3(0,0,0); -} -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return vary_AtmosAttenuation; -} -vec3 getPositionEye() -{ - return vary_PositionEye; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl deleted file mode 100644 index 0f2a3ee527..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl +++ /dev/null @@ -1,81 +0,0 @@ -/** - * @file class2\wl\atmosphericVarsWaterV.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 - * $/LicenseInfo$ - */ - -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; - -vec3 atmos_attenuation; -vec3 sunlit_color; -vec3 amblit_color; - -vec3 getSunlitColor() -{ - return sunlit_color; -} -vec3 getAmblitColor() -{ - return amblit_color; -} - -vec3 getAdditiveColor() -{ - return vary_AdditiveColor; -} -vec3 getAtmosAttenuation() -{ - return atmos_attenuation; -} - -vec3 getPositionEye() -{ - return vary_PositionEye; -} - -void setPositionEye(vec3 v) -{ - vary_PositionEye = v; -} - -void setSunlitColor(vec3 v) -{ - sunlit_color = v; -} - -void setAmblitColor(vec3 v) -{ - amblit_color = v; -} - -void setAdditiveColor(vec3 v) -{ - vary_AdditiveColor = v; -} - -void setAtmosAttenuation(vec3 v) -{ - atmos_attenuation = v; - vary_AtmosAttenuation = v; -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl deleted file mode 100644 index fa928d993e..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ /dev/null @@ -1,131 +0,0 @@ -/** - * @file class2\wl\cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform float cloud_scale; -uniform float cloud_variance; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - - vec4 cloudColorSun = vary_CloudColorSun; - vec4 cloudColorAmbient = vary_CloudColorAmbient; - float cloudDensity = vary_CloudDensity; - vec2 uv3 = vary_texcoord2.xy; - vec2 uv4 = vary_texcoord3.xy; - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - alpha1 *= altitude_blend_factor; - - //if (alpha1 < 0.001f) - //{ - // discard; - //} - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - // Combine - vec4 color; - color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); - color.rgb *= 2.; - color.rgb = scaleSoftClip(color.rgb); - - /// Gamma correct for WL (soft clip effect). - frag_color = vec4(color.rgb, alpha1); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl deleted file mode 100644 index 97ffa9feef..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ /dev/null @@ -1,193 +0,0 @@ -/** - * @file class2\wl\cloudsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float max_y; - -uniform vec4 glow; -uniform float sun_moon_glow_factor; - -uniform vec4 cloud_color; - -uniform float cloud_scale; - -// NOTE: Keep these in sync! -// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl -// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl -// indra\newview\app-settings\shaders\class2\windlight\cloudsV.glsl -// indra\newview\lllegacyatmospherics.cpp -// indra\newview\llsettingsvo.cpp -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial - - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale; - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // fade clouds beyond a certain point so the bottom of the sky dome doesn't look silly at high altitude - altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = sunlight_color; - vec4 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - haze_glow *= sun_moon_glow_factor; - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow); - - // Haze color below cloud - vec4 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // CLOUDS - sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP - off_axis = 1.0 / max(1e-6, lightnorm.y * 2.); - sunlight *= exp(-light_atten * off_axis); - - // Cloud color out - vary_CloudColorSun = (sunlight * haze_glow) * cloud_color; - vary_CloudColorAmbient = tmpAmbient * cloud_color; - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - vary_CloudColorSun *= combined_haze; - vary_CloudColorAmbient *= combined_haze; - vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze); - - // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow - 0.25); - - // Combine these to minimize register use - vary_CloudColorAmbient += oHazeColorBelowCloud; - - // needs this to compile on mac - //vary_AtmosAttenuation = vec3(0.0,0.0,0.0); - - // END CLOUDS -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl deleted file mode 100644 index 68db7fcbb1..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl +++ /dev/null @@ -1,58 +0,0 @@ -/** - * @file class2\wl\gammaF.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 float gamma; -uniform int no_atmo; - -vec3 getAtmosAttenuation(); -vec3 getAdditiveColor(); - -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 - return light; -} - -vec3 scaleSoftClip(vec3 light) -{ - return scaleSoftClipFrag(light); -} - -vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) -{ - //return mix(scaleSoftClipFrag(light.rgb), add, atten); - return scaleSoftClipFrag(light.rgb); -} - -vec3 fullbrightScaleSoftClip(vec3 light) -{ - return fullbrightScaleSoftClipFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl deleted file mode 100644 index 7146349453..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ /dev/null @@ -1,55 +0,0 @@ -/** - * @file class2/windlight/skyF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_HazeColor; - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -void main() -{ - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec4 color; - color = vary_HazeColor; - color.rgb *= 2.; - /// Gamma correct for WL (soft clip effect). - frag_color.rgb = scaleSoftClip(color.rgb); - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl deleted file mode 100644 index a0a33b8642..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ /dev/null @@ -1,149 +0,0 @@ -/** - * @file class2\wl\skyV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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; - -// SKY //////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec4 vary_HazeColor; - -// Inputs -uniform vec3 camPosLocal; - -uniform vec4 lightnorm; -uniform vec4 sunlight_color; -uniform vec4 moonlight_color; -uniform int sun_up_factor; -uniform vec4 ambient_color; -uniform vec4 blue_horizon; -uniform vec4 blue_density; -uniform float haze_horizon; -uniform float haze_density; - -uniform float cloud_shadow; -uniform float density_multiplier; -uniform float distance_multiplier; -uniform float max_y; - -uniform vec4 glow; -uniform float sun_moon_glow_factor; - -uniform vec4 cloud_color; - -void main() -{ - // World / view / projection - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - - gl_Position = pos; - - // Get relative position - vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0); - - // Adj position vector to clamp altitude - if (rel_pos.y > 0.) - { - rel_pos *= (max_y / rel_pos.y); - } - if (rel_pos.y < 0.) - { - rel_pos *= (-32000. / rel_pos.y); - } - - // Can normalize then - vec3 rel_pos_norm = normalize(rel_pos); - - float rel_pos_len = length(rel_pos); - - // Initialize temp variables - vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; - vec4 light_atten; - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); - - // Calculate relative weights - vec4 combined_haze = abs(blue_density) + vec4(abs(haze_density)); - vec4 blue_weight = blue_density / combined_haze; - vec4 haze_weight = haze_density / combined_haze; - - // Compute sunlight from rel_pos & lightnorm (for long rays like sky) - float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y); - sunlight *= exp(-light_atten * off_axis); - - // Distance - float density_dist = rel_pos_len * density_multiplier; - - // Transparency (-> combined_haze) - // ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati - // compiler gets confused. - combined_haze = exp(-combined_haze * density_dist); - - // Compute haze glow - float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz); - // haze_glow is 0 at the sun and increases away from sun - haze_glow = max(haze_glow, .001); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - haze_glow *= glow.x; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = pow(haze_glow, glow.z); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - // For sun, add to glow. For moon, remove glow entirely. SL-13768 - haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25); - - vec4 color = - (blue_horizon * blue_weight * (sunlight + ambient_color) + (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient_color)); - - // Final atmosphere additive - color *= (1. - combined_haze); - - // Increase ambient when there are more clouds - vec4 tmpAmbient = ambient_color; - tmpAmbient += max(vec4(0), (1. - ambient_color)) * cloud_shadow * 0.5; - - // Dim sunlight by cloud shadow percentage - sunlight *= max(0.0, (1. - cloud_shadow)); - - // Haze color below cloud - vec4 additiveColorBelowCloud = - (blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient)); - - // Attenuate cloud color by atmosphere - combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - color += (additiveColorBelowCloud - color) * (1. - sqrt(combined_haze)); - - // Haze color above cloud - vary_HazeColor = color; -} diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl deleted file mode 100644 index b53a2e237f..0000000000 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file class2\wl\transportF.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 - * $/LicenseInfo$ - */ - -////////////////////////////////////////////////////////// -// The fragment shader for the terrain atmospherics -////////////////////////////////////////////////////////// - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); - -uniform int no_atmo; - -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - light *= atten.r; - light += additive * 2.0; - return light; -} - -vec3 atmosTransport(vec3 light) -{ - return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive, brightness * brightness); -} - -vec3 fullbrightAtmosTransport(vec3 light) -{ - return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightShinyAtmosTransport(vec3 light) -{ - float brightness = dot(light.rgb, vec3(0.33333)); - return mix(atmosTransport(light.rgb), (light.rgb + getAdditiveColor().rgb) * (2.0 - brightness), brightness * brightness); -} diff --git a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl deleted file mode 100644 index df9704ec25..0000000000 --- a/indra/newview/app_settings/shaders/class3/avatar/avatarV.glsl +++ /dev/null @@ -1,134 +0,0 @@ -/** - * @file avatarV.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; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 clothing; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -uniform vec4 color; - -uniform vec4 gWindDir; -uniform vec4 gSinWaveParams; -uniform vec4 gGravity; - -const vec4 gMinMaxConstants = vec4(1.0, 0.166666, 0.0083143, .00018542); // #minimax-generated coefficients -const vec4 gPiConstants = vec4(0.159154943, 6.28318530, 3.141592653, 1.5707963); // # {1/2PI, 2PI, PI, PI/2} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - mat4 trans = getSkinnedTransform(); - - vec3 norm; - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - //wind - vec4 windEffect; - windEffect = vec4(dot(norm, gWindDir.xyz)); - pos.x = dot(trans[2].xyz, position.xyz); - windEffect.xyz = pos.x * vec3(0.015, 0.015, 0.015) - + windEffect.xyz; - windEffect.w = windEffect.w * 2.0 + 1.0; // move wind offset value to [-1, 3] - windEffect.w = windEffect.w*gWindDir.w; // modulate wind strength - - windEffect.xyz = windEffect.xyz*gSinWaveParams.xyz - +vec3(gSinWaveParams.w); // use sin wave params to scale and offset input - - - //reduce to period of 2 PI - vec4 temp1, temp0, temp2, offsetPos; - temp1.xyz = windEffect.xyz * gPiConstants.x; // change input as multiple of [0-2PI] to [0-1] - temp0.y = mod(temp1.x,1.0); - windEffect.x = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] - temp1.z = temp1.z - gPiConstants.w; // shift normal oscillation by PI/2 - temp0.y = mod(temp1.z,1.0); - - windEffect.z = temp0.y * gPiConstants.y; // scale from [0,1] to [0, 2PI] - windEffect.xyz = windEffect.xyz + vec3(-3.141592); // offset to [-PI, PI] - - - //calculate sinusoid - vec4 sinWave; - temp1 = windEffect*windEffect; - sinWave = -temp1 * gMinMaxConstants.w - + vec4(gMinMaxConstants.z); // y = -(x^2)/7! + 1/5! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.y); // y = -(x^2) * (-(x^2)/7! + 1/5!) + 1/3! - sinWave = sinWave * -temp1 + vec4(gMinMaxConstants.x); // y = -(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1 - sinWave = sinWave * windEffect; // y = x * (-(x^2) * (-(x^2) * (-(x^2)/7! + 1/5!) + 1/3!) + 1) - - // sinWave.x holds sin(norm . wind_direction) with primary frequency - // sinWave.y holds sin(norm . wind_direction) with secondary frequency - // sinWave.z hold cos(norm . wind_direction) with primary frequency - sinWave.xyz = sinWave.xyz * gWindDir.w - + vec3(windEffect.w); // multiply by wind strength in gWindDir.w [-wind, wind] - - // add normal facing bias offset [-wind,wind] -> [-wind - .25, wind + 1] - temp1 = vec4(dot(norm, gGravity.xyz)); // how much is this normal facing in direction of gGravity? - temp1 = min(temp1, vec4(0.2,0.0,0.0,0.0)); // clamp [-1, 1] to [-1, 0.2] - temp1 = temp1*vec4(1.5,0.0,0.0,0.0); // scale from [-1,0.2] to [-1.5, 0.3] - sinWave.x = sinWave.x + temp1.x; // add gGravity effect to sinwave (only primary frequency) - sinWave.xyz = sinWave.xyz * clothing.w; // modulate by clothing coverage - - sinWave.xyz = max(sinWave.xyz, vec3(-1.0, -1.0, -1.0)); // clamp to underlying body shape - offsetPos = clothing * sinWave.x; // multiply wind effect times clothing displacement - temp2 = gWindDir*sinWave.z + vec4(norm,0); // calculate normal offset due to wind oscillation - offsetPos = vec4(1.0,1.0,1.0,0.0)*offsetPos+vec4(position.xyz, 1.0); // add to offset vertex position, and zero out effect from w - norm += temp2.xyz*2.0; // add sin wave effect on normals (exaggerated) - - //add "backlighting" effect - float colorAcc; - colorAcc = 1.0 - clothing.w; - norm.z -= colorAcc * 0.2; - - //renormalize normal (again) - norm = normalize(norm); - - pos.x = dot(trans[0], offsetPos); - pos.y = dot(trans[1], offsetPos); - pos.z = dot(trans[2], offsetPos); - pos.w = 1.0; - - calcAtmospherics(pos.xyz); - - vec4 col = calcLighting(pos.xyz, norm, color); - vertex_color = col; - - gl_Position = projection_matrix * pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl deleted file mode 100644 index d973326f93..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file avatarShadowF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl deleted file mode 100644 index 1a655e6467..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file attachmentShadowV.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 modelview_matrix; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); - -VARYING vec4 pos; - -void main() -{ - //transform vertex - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - pos = (mat*vec4(position.xyz, 1.0)); - pos = projection_matrix * vec4(pos.xyz, 1.0); - -#if !defined(DEPTH_CLAMP) - pos.z = max(pos.z, -pos.w+0.01); -#endif - gl_Position = pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl deleted file mode 100644 index 48eefc7a73..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl +++ /dev/null @@ -1,52 +0,0 @@ -/** - * @file avatarShadowF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); -#endif -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl deleted file mode 100644 index 164b355f20..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file avatarShadowV.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; - -mat4 getSkinnedTransform(); - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -VARYING vec4 pos; - -void main() -{ - vec3 norm; - - vec4 pos_in = vec4(position.xyz, 1.0); - mat4 trans = getSkinnedTransform(); - - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - pos = projection_matrix * pos; - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - -} - - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl deleted file mode 100644 index 32210f60dc..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ /dev/null @@ -1,119 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 diffuseMap; - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return normalize(cloud_noise_sample); -} - -vec4 computeMoments(float depth, float alpha); - -void main() -{ - if (cloud_scale >= 0.001) - { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = computeMoments(length(pos), alpha1); - } - else - { - frag_color = vec4(0); - } -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl deleted file mode 100644 index effb070f93..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl +++ /dev/null @@ -1,63 +0,0 @@ -/** - * @file cloudShadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl deleted file mode 100644 index e40d7e7c75..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ /dev/null @@ -1,166 +0,0 @@ -/** - * @file class3/deferred/cloudsF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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_data[3]; -#else -#define frag_data gl_FragData -#endif - -///////////////////////////////////////////////////////////////////////// -// The fragment shader for the sky -///////////////////////////////////////////////////////////////////////// - -VARYING vec4 vary_CloudColorSun; -VARYING vec4 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -uniform sampler2D cloud_noise_texture; -uniform sampler2D cloud_noise_texture_next; -uniform float blend_factor; -uniform vec4 cloud_pos_density1; -uniform vec4 cloud_pos_density2; -uniform vec4 cloud_color; -uniform float cloud_shadow; -uniform float cloud_scale; -uniform float cloud_variance; -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -/// Soft clips the light with a gamma correction -vec3 scaleSoftClip(vec3 light); - -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 cloud_noise_sample = mix(a, b, blend_factor); - return cloud_noise_sample; -} - -void main() -{ - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - if (cloud_scale < 0.001) - { - discard; - } - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) - { - discard; - } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - vec3 view_ray = vary_pos.xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 1.0 - alpha1, sun_direction, transmittance); - - vec3 sun_color = vec3(1.0) - exp(-radiance_sun * 0.0001); - - // Combine - vec4 color; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - - vec3 sun_indir = vec3(-view_direction.xy, view_direction.z); - vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)), - dot(l1g, l1tap * vec4(1, sun_indir)), - dot(l1b, l1tap * vec4(1, sun_indir))); - - - amb = max(vec3(0), amb); - - color.rgb = sun_color * cloud_color.rgb * (1. - alpha2); - color.rgb = pow(color.rgb, vec3(1.0 / 2.2)); - color.rgb += amb; - - frag_data[0] = vec4(color.rgb, alpha1); - frag_data[1] = vec4(0); - frag_data[2] = vec4(0,1,0,1); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl deleted file mode 100644 index 71e422ddf0..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsV.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file WLCloudsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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; -ATTRIBUTE vec2 texcoord0; - -////////////////////////////////////////////////////////////////////////// -// The vertex shader for creating the atmospheric sky -/////////////////////////////////////////////////////////////////////////////// - -// Output parameters -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING vec3 vary_pos; - -// Inputs -uniform float cloud_scale; -uniform vec4 lightnorm; -uniform vec3 camPosLocal; - -void main() -{ - vary_pos = position; - - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // Texture coords - vary_texcoord0 = texcoord0; - vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= max(0.001, cloud_scale); - vary_texcoord0.xy += 0.5; - - vary_texcoord1 = vary_texcoord0; - vary_texcoord1.x += lightnorm.x * 0.0125; - vary_texcoord1.y += lightnorm.z * 0.0125; - - vary_texcoord2 = vary_texcoord0 * 16.; - vary_texcoord3 = vary_texcoord1 * 16.; - - // END CLOUDS -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl deleted file mode 100644 index e27bbce094..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl +++ /dev/null @@ -1,79 +0,0 @@ -/** - * @file class1/deferred/deferredUtil.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 sampler2DRect normalMap; -uniform sampler2DRect depthMap; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -vec2 getScreenCoordinate(vec2 screenpos) -{ - vec2 sc = screenpos.xy * 2.0; - if (screen_res.x > 0 && screen_res.y > 0) - { - sc /= screen_res; - } - return sc - vec2(1.0, 1.0); -} - -vec3 getNorm(vec2 screenpos) -{ - vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; - 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; -} - -float getDepth(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen).r; - return depth; -} - -vec4 getPosition(vec2 pos_screen) -{ - float depth = getDepth(pos_screen); - vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} - -vec4 getPositionWithDepth(vec2 pos_screen, float depth) -{ - vec2 sc = getScreenCoordinate(pos_screen); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = inv_proj * ndc; - pos /= pos.w; - pos.w = 1.0; - return pos; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl deleted file mode 100644 index cdaff4b09f..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl +++ /dev/null @@ -1,202 +0,0 @@ -/** - * @file depthToShadowVolumeG.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ -#extension GL_ARB_geometry_shader4 : enable -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -layout (triangles) in; -layout (triangle_strip, max_vertices = 128) out; - -uniform sampler2DRect depthMap; -uniform mat4 shadowMatrix[6]; -uniform vec4 lightpos; - -VARYING vec2 vary_texcoord0; - -out vec3 to_vec; - -void cross_products(out vec4 ns[3], int a, int b, int c) -{ - ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz); - ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz); - ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz); -} - -vec3 getLightDirection(vec4 lightpos, vec3 pos) -{ - - vec3 lightdir = lightpos.xyz - lightpos.w * pos; - return lightdir; -} - -void emitTri(vec4 v[3]) -{ - gl_Position = proj_matrix * v[0]; - EmitVertex(); - - gl_Position = proj_matrix * v[1]; - EmitVertex(); - - gl_Position = proj_matrix * v[2]; - EmitVertex(); - - EndPrimitive(); -} - -void emitQuad(vec4 v[4] -{ - // Emit a quad as a triangle strip. - gl_Position = proj_matrix*v[0]; - EmitVertex(); - - gl_Position = proj_matrix*v[1]; - EmitVertex(); - - gl_Position = proj_matrix*v[2]; - EmitVertex(); - - gl_Position = proj_matrix*v[3]; - EmitVertex(); - - EndPrimitive(); -} - -void emitPrimitives(int layer) -{ - int i = layer; - gl_Layer = i; - - vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg)); - vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg)); - vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg)); - vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg)); - - depth1 = min(depth1, depth2); - depth1 = min(depth1, depth3); - depth1 = min(depth1, depth4); - - vec2 depth = min(depth1.xy, depth1.zw); - - int side = sqrt(gl_VerticesIn); - - for (int j = 0; j < side; j++) - { - for (int k = 0; k < side; ++k) - { - vec3 pos = gl_PositionIn[(j * side) + k].xyz; - vec4 v = shadowMatrix[i] * vec4(pos, 1.0); - gl_Position = v; - to_vec = pos - light_position.xyz * depth; - EmitVertex(); - } - - EndPrimitive(); - } - - vec3 norms[3]; // Normals - vec3 lightdir3]; // Directions toward light - - vec4 v[4]; // Temporary vertices - - vec4 or_pos[3] = - { // Triangle oriented toward light source - gl_PositionIn[0], - gl_PositionIn[2], - gl_PositionIn[4] - }; - - // Compute normal at each vertex. - cross_products(n, 0, 2, 4); - - // Compute direction from vertices to light. - lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz); - lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz); - lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz); - - // Check if the main triangle faces the light. - bool faces_light = true; - if (!(dot(ns[0],d[0]) > 0 - |dot(ns[1],d[1]) > 0 - |dot(ns[2],d[2]) > 0)) - { - // Flip vertex winding order in or_pos. - or_pos[1] = gl_PositionIn[4]; - or_pos[2] = gl_PositionIn[2]; - faces_light = false; - } - - // Near cap: simply render triangle. - emitTri(or_pos); - - // Far cap: extrude positions to infinity. - v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0); - v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0); - v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0); - - emitTri(v); - - // Loop over all edges and extrude if needed. - for ( int i=0; i<3; i++ ) - { - // Compute indices of neighbor triangle. - int v0 = i*2; - int nb = (i*2+1); - int v1 = (i*2+2) % 6; - cross_products(n, v0, nb, v1); - - // Compute direction to light, again as above. - d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz; - d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz; - d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz; - - bool is_parallel = gl_PositionIn[nb].w < 1e-5; - - // Extrude the edge if it does not have a - // neighbor, or if it's a possible silhouette. - if (is_parallel || - ( faces_light != (dot(ns[0],d[0])>0 || - dot(ns[1],d[1])>0 || - dot(ns[2],d[2])>0) )) - { - // Make sure sides are oriented correctly. - int i0 = faces_light ? v0 : v1; - int i1 = faces_light ? v1 : v0; - - v[0] = gl_PositionIn[i0]; - v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0); - v[2] = gl_PositionIn[i1]; - v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0); - - emitQuad(v); - } - } -} - -void main() -{ - // Output - emitPrimitives(0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl new file mode 100644 index 0000000000..8430cca325 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -0,0 +1,94 @@ +/** + * @file fullbrightShinyF.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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +#ifndef HAS_DIFFUSE_LOOKUP +uniform sampler2D diffuseMap; +#endif + + +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; +in vec3 vary_position; + +uniform samplerCube environmentMap; + +vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +// reflection probe interface +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); + +void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); + +void main() +{ +#ifdef HAS_DIFFUSE_LOOKUP + vec4 color = diffuseLookup(vary_texcoord0.xy); +#else + vec4 color = texture(diffuseMap, vary_texcoord0.xy); +#endif + + color.rgb *= vertex_color.rgb; + + // SL-9632 HUDs are affected by Atmosphere +#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); + + 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, false, amblit); + + color.rgb = srgb_to_linear(color.rgb); + + applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity); +#endif + + color.a = 1.0; + + frag_color = max(color, vec4(0)); +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl deleted file mode 100644 index 34d26cddea..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl +++ /dev/null @@ -1,70 +0,0 @@ -/** - * @file class3/deferred/gatherSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec2 screen_res; -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -void main() -{ - vec2 offset = vec2(2.0) / screen_res; - - vec4 r = vec4(0); - vec4 g = vec4(0); - vec4 b = vec4(0); - - vec2 tc = vary_frag * 2.0; - - r += texture2D(sh_input_r, tc + vec2(0, 0)); - r += texture2D(sh_input_r, tc + vec2(offset.x, 0)); - r += texture2D(sh_input_r, tc + vec2(0, offset.y)); - r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y)); - r /= 4.0f; - - g += texture2D(sh_input_g, tc + vec2(0, 0)); - g += texture2D(sh_input_g, tc + vec2(offset.x, 0)); - g += texture2D(sh_input_g, tc + vec2(0, offset.y)); - g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y)); - g /= 4.0f; - - b += texture2D(sh_input_b, tc + vec2(0, 0)); - b += texture2D(sh_input_b, tc + vec2(offset.x, 0)); - b += texture2D(sh_input_b, tc + vec2(0, offset.y)); - b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y)); - b /= 4.0f; - - frag_data[0] = r; - frag_data[1] = g; - frag_data[2] = b; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl deleted file mode 100644 index 337c8a50fe..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl +++ /dev/null @@ -1,40 +0,0 @@ -/** - * @file gatherSkyShV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; -uniform vec2 screen_res; - -void main() -{ - // pass through untransformed fullscreen pos - float oo_divisor = screen_res.x / 64.0; - vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0); - gl_Position = vec4(pos.xyz, 1.0); - vary_frag = texcoord0 * oo_divisor; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl deleted file mode 100644 index d5d91c88f0..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl +++ /dev/null @@ -1,111 +0,0 @@ -/** - * @file class3/deferred/genSkyShF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 sun_dir; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 calcDirection(vec2 tc) -{ - float phi = tc.y * 2.0 * 3.14159265; - float cosTheta = sqrt(1.0 - tc.x); - float sinTheta = sqrt(1.0 - cosTheta * cosTheta); - return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta); -} - -// reverse mapping above to convert a hemisphere direction into phi/theta values -void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta) -{ - float sin_theta; - float cos_theta; - cos_theta = dir.z; - theta = acos(cos_theta); - sin_theta = sin(theta); - phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0; -} - -// reverse mapping above to convert a hemisphere direction into an SH texture sample pos -vec2 calcShUvFromDirection(vec3 dir) -{ - vec2 uv; - float phi; - float theta; - getPhiAndThetaFromDirection(dir, phi, theta); - uv.y = phi / 2.0 * 3.14159265; - uv.x = theta / 2.0 * 3.14159265; - return uv; -} - -void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3]) -{ - coeffs[0] = vec4(basis.x, n * basis.yzw * c.r); - coeffs[1] = vec4(basis.x, n * basis.yzw * c.g); - coeffs[2] = vec4(basis.x, n * basis.yzw * c.b); -} - -void main() -{ - float Y00 = sqrt(1.0 / 3.14159265) * 0.5; - float Y1x = sqrt(3.0 / 3.14159265) * 0.5; - float Y1y = Y1x; - float Y1z = Y1x; - - vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z); - - vec3 view_direction = calcDirection(vary_frag); - vec3 sun_direction = normalize(sun_dir); - vec3 cam_pos = vec3(0, 0, 6360); - - vec3 transmittance; - vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance); - - vec3 color = vec3(1.0) - exp(-radiance * 0.0001); - - color = pow(color, vec3(1.0/2.2)); - - vec4 coeffs[3]; - coeffs[0] = vec4(0); - coeffs[1] = vec4(0); - coeffs[2] = vec4(0); - - projectToL1(view_direction, color.rgb, L1, coeffs); - - frag_data[0] = coeffs[0]; - frag_data[1] = coeffs[1]; - frag_data[2] = coeffs[2]; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl deleted file mode 100644 index b466883dc7..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file genSkyShV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; - -void main() -{ - // pass through untransformed fullscreen pos - gl_Position = vec4(position.xyz, 1.0); - vary_frag = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl new file mode 100644 index 0000000000..0b154e82ad --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl @@ -0,0 +1,106 @@ +/** + * @file class3/deferred/hazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +uniform sampler2D normalMap; + +// Inputs +uniform vec3 sun_dir; +uniform vec3 moon_dir; +uniform int sun_up_factor; +in vec2 vary_fragcoord; + +vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); + +float getDepth(vec2 pos_screen); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform vec4 waterPlane; + +uniform int cube_snapshot; + +uniform float sky_hdr_scale; + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + vec3 color = vec3(0); + float bloom = 0.0; + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + + // mask off atmospherics below water (when camera is under water) + bool do_atmospherics = false; + + if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 || + dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0) + { + do_atmospherics = true; + } + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + + if (depth >= 1.0) + { + //should only be true of sky, clouds, sun/moon, and stars + discard; + } + + float alpha = 0.0; + + if (do_atmospherics) + { + alpha = atten.r; + color = srgb_to_linear(additive*2.0); + color *= sky_hdr_scale; + } + else + { + color = vec3(0,0,0); + alpha = 1.0; + } + + frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results + +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl deleted file mode 100644 index 33c5667cae..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl +++ /dev/null @@ -1,44 +0,0 @@ -/** - * @file class3/deferred/indirect.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetIndirect(vec3 norm) -{ - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), - dot(l1g, l1tap * vec4(1, norm.xyz)), - dot(l1b, l1tap * vec4(1, norm.xyz))); - indirect = clamp(indirect, vec3(0), vec3(1.0)); - return indirect; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl new file mode 100644 index 0000000000..ec1e49eeb4 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -0,0 +1,416 @@ +/** +* @file materialF.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 +* $/LicenseInfo$ +*/ + +/*[EXTRA_CODE_HERE]*/ + +//class1/deferred/materialF.glsl + +// This shader is used for both writing opaque/masked content to the gbuffer and writing blended content to the framebuffer during the alpha pass. + +#define DIFFUSE_ALPHA_MODE_NONE 0 +#define DIFFUSE_ALPHA_MODE_BLEND 1 +#define DIFFUSE_ALPHA_MODE_MASK 2 +#define DIFFUSE_ALPHA_MODE_EMISSIVE 3 + +uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise +uniform int sun_up_factor; + +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); +vec3 scaleSoftClipFragLinear(vec3 l); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); + +vec3 srgb_to_linear(vec3 cs); +vec3 linear_to_srgb(vec3 cs); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + +out vec4 frag_color; + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); +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); + +uniform samplerCube environmentMap; +uniform sampler2D lightFunc; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +uniform mat3 env_mat; + +uniform vec3 sun_dir; +uniform vec3 moon_dir; +in vec2 vary_fragcoord; + +in vec3 vary_position; + +uniform mat4 proj_mat; +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform vec4 light_position[8]; +uniform vec3 light_direction[8]; +uniform vec4 light_attenuation[8]; +uniform vec3 light_diffuse[8]; + +float getAmbientClamp(); +void waterClip(vec3 pos); + +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 + vec3 lv = lp.xyz - v; + + //get distance + float dist = length(lv); + float da = 1.0; + + dist /= inverted_la; + + if (dist > 0.0 && inverted_la > 0.0) + { + //normalize light vector + lv = normalize(lv); + + //distance attenuation + float dist_atten = clamp(1.0 - (dist - 1.0*(1.0 - fa)) / fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0f; + + if (dist_atten <= 0.0) + { + return col; + } + + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + + //angular attenuation + da *= dot(n, lv); + + float lit = 0.0f; + + float amb_da = ambiance; + if (da >= 0) + { + lit = max(da * dist_atten, 0.0); + col = lit * light_col * diffuse; + amb_da += (da*0.5 + 0.5) * ambiance; + } + amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da *= dist_atten; + amb_da = min(amb_da, 1.0f - lit); + + // SL-10969 need to see why these are blown out + //col.rgb += amb_da * light_col * diffuse; + + if (spec.a > 0.0) + { + //vec3 ref = dot(pos+lv, norm); + vec3 h = normalize(lv + npos); + float nh = dot(n, h); + float nv = dot(n, npos); + float vh = dot(npos, h); + float sa = nh; + float fres = pow(1 - dot(h, npos), 5)*0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); + + if (nh > 0.0) + { + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); + vec3 speccol = lit*scol*light_col.rgb*spec.rgb; + speccol = clamp(speccol, vec3(0), vec3(1)); + col += speccol; + + float cur_glare = max(speccol.r, speccol.g); + cur_glare = max(cur_glare, speccol.b); + glare = max(glare, speccol.r); + glare += max(cur_glare, 0.0); + } + } + } + + return max(col, vec3(0.0, 0.0, 0.0)); +} + +#else +out vec4 frag_data[4]; +#endif + +uniform sampler2D diffuseMap; //always in sRGB space + +#ifdef HAS_NORMAL_MAP +uniform sampler2D bumpMap; +#endif + +#ifdef HAS_SPECULAR_MAP +uniform sampler2D specularMap; + +in vec2 vary_texcoord2; +#endif + +uniform float env_intensity; +uniform vec4 specular_color; // specular color RGB and specular exponent (glossiness) in alpha + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) +uniform float minimum_alpha; +#endif + +#ifdef HAS_NORMAL_MAP +in vec3 vary_normal; +in vec3 vary_tangent; +flat in float vary_sign; +in vec2 vary_texcoord1; +#else +in vec3 vary_normal; +#endif + +in vec4 vertex_color; +in vec2 vary_texcoord0; + +vec2 encode_normal(vec3 n); + +// get the transformed normal and apply glossiness component from normal map +vec3 getNormal(inout float glossiness) +{ +#ifdef HAS_NORMAL_MAP + vec4 vNt = texture(bumpMap, vary_texcoord1.xy); + glossiness *= vNt.a; + vNt.xyz = vNt.xyz * 2 - 1; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; + + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); + + return tnorm; +#else + return normalize(vary_normal); +#endif +} + +vec4 getSpecular() +{ +#ifdef HAS_SPECULAR_MAP + vec4 spec = texture(specularMap, vary_texcoord2.xy); + spec.rgb *= specular_color.rgb; +#else + vec4 spec = vec4(specular_color.rgb, 1.0); +#endif + return spec; +} + +void alphaMask(float alpha) +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK) + // Comparing floats cast from 8-bit values, produces acne right at the 8-bit transition points + float bias = 0.001953125; // 1/512, or half an 8-bit quantization + if (alpha < minimum_alpha-bias) + { + discard; + } +#endif +} + +void waterClip() +{ +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + waterClip(vary_position.xyz); +#endif +} + +float getEmissive(vec4 diffcol) +{ +#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) + return emissive_brightness; +#else + return max(diffcol.a, emissive_brightness); +#endif +} + +float getShadow(vec3 pos, vec3 norm) +{ +#ifdef HAS_SUN_SHADOW + #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + return sampleDirectionalShadow(pos, norm, vary_texcoord0.xy); + #else + return 1; + #endif +#else + return 1; +#endif +} + +void main() +{ + waterClip(); + + // diffcol == diffuse map combined with vertex color + vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy); + diffcol.rgb *= vertex_color.rgb; + + alphaMask(diffcol.a); + + // spec == specular map combined with specular color + vec4 spec = getSpecular(); + float env = env_intensity * spec.a; + float glossiness = specular_color.a; + vec3 norm = getNormal(glossiness); + + vec2 abnormal = encode_normal(norm.xyz); + + float emissive = getEmissive(diffcol); + +#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) + //forward rendering, output lit linear color + diffcol.rgb = srgb_to_linear(diffcol.rgb); + spec.rgb = srgb_to_linear(spec.rgb); + spec.a = glossiness; // pack glossiness into spec alpha for lighting functions + + vec3 pos = vary_position; + + float shadow = getShadow(pos, norm); + + vec4 diffuse = diffcol; + + vec3 color = vec3(0,0,0); + + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; + + float bloom = 0.0; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + vec3 ambenv; + vec3 glossenv; + vec3 legacyenv; + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear); + + color = ambenv; + + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); + vec3 sun_contrib = min(da, shadow) * sunlit_linear; + color.rgb += sun_contrib; + color *= diffcol.rgb; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + float glare = 0.0; + + if (glossiness > 0.0) + { + vec3 lv = light_dir.xyz; + vec3 h, l, v = -normalize(pos.xyz); + float nh, nl, nv, vh, lightDist; + vec3 n = norm.xyz; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + if (nl > 0.0 && nh > 0.0) + { + float lit = min(nl*6.0, 1.0); + + float sa = nh; + float fres = pow(1 - vh, 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); + + float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); + color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; + } + + // add radiance map + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); + } + + color = mix(color.rgb, diffcol.rgb, emissive); + + if (env > 0.0) + { // add environmentmap + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, env); + + float cur_glare = max(max(legacyenv.r, legacyenv.g), legacyenv.b); + cur_glare = clamp(cur_glare, 0, 1); + cur_glare *= env; + glare += cur_glare; + } + + vec3 npos = normalize(-pos.xyz); + vec3 light = vec3(0, 0, 0); + +#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, spec, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); + + LIGHT_LOOP(1) + LIGHT_LOOP(2) + LIGHT_LOOP(3) + LIGHT_LOOP(4) + LIGHT_LOOP(5) + LIGHT_LOOP(6) + LIGHT_LOOP(7) + + color += light; + + color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb; + + glare *= 1.0-emissive; + glare = min(glare, 1.0); + float al = max(diffcol.a, glare) * vertex_color.a; + + frag_color = max(vec4(color, al), vec4(0)); + +#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer + // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl + frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials + frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent. + frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) + frag_data[3] = vec4(0); +#endif +} + diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl new file mode 100644 index 0000000000..ec8168465e --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -0,0 +1,181 @@ +/** + * @file class3\deferred\multiPointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D lightFunc; + +uniform vec3 env_mat[3]; +uniform float sun_wash; +uniform int light_count; +uniform vec4 light[LIGHT_COUNT]; // .w = size; see C++ fullscreen_lights.push_back() +uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff + +uniform vec2 screen_res; +uniform float far_z; +uniform mat4 inv_proj; + +in vec4 vary_fragcoord; + +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +float calcLegacyDistanceAttenuation(float distance, float falloff); +vec4 getPosition(vec2 pos_screen); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip); +vec3 srgb_to_linear(vec3 c); + +// Util +vec3 hue_to_rgb(float hue); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + + +void main() +{ + vec3 final_color = vec3(0, 0, 0); + vec2 tc = getScreenCoord(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; + if (pos.z < far_z) + { + discard; + } + + float envIntensity; // not used for this shader + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + + vec4 spec = texture(specularRect, tc); + vec3 diffuse = texture(diffuseRect, tc).rgb; + + vec3 h, l, v = -normalize(pos); + float nh, nv, vh, lightDist; + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) + { + vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); + float falloff = light_col[ light_idx ].a; + float lightSize = light[ light_idx ].w; + vec3 lv = light[ light_idx ].xyz - pos; + + lightDist = length(lv); + + float dist = lightDist / lightSize; + if (dist <= 1.0) + { + lv /= lightDist; + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + vec3 intensity = dist_atten * lightColor * 3.25; + + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + } + } + else + { + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop + for (int i = 0; i < LIGHT_COUNT; ++i) + { + vec3 lv = light[i].xyz - pos; + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) + { + float nl = dot(n, lv); + if (nl > 0.0) + { + float lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + float fa = light_col[i].a; + float dist_atten = calcLegacyDistanceAttenuation(dist, fa); + + float lit = nl * dist_atten; + + vec3 col = light_col[i].rgb * lit * diffuse; + + if (spec.a > 0.0) + { + lit = min(nl * 6.0, 1.0) * dist_atten; + float fres = pow(1 - vh, 5) * 0.4 + 0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + + if (nh > 0.0) + { + float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); + col += lit * scol * light_col[i].rgb * spec.rgb; + } + } + + final_color += col; + } + } + } + } + + frag_color.rgb = max(final_color, vec3(0)); + frag_color.a = 0.0; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage + // away which leads to unfun crashes and artifacts. + vec4 dummy1 = light[0]; + vec4 dummy2 = light_col[0]; + vec4 dummy3 = light[LIGHT_COUNT - 1]; + vec4 dummy4 = light_col[LIGHT_COUNT - 1]; +#endif +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index 8f32dfde79..c2b9ed3d96 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -1,9 +1,9 @@ /** - * @file class3/deferred/shVisV.glsl + * @file class3\deferred\multiPointLightV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -22,12 +22,16 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ -ATTRIBUTE vec3 position; -VARYING vec4 vary_pos; + +in vec3 position; + +out vec4 vary_fragcoord; void main() { - // Output - vary_pos = vec4(position, 1); - gl_Position = vary_pos; + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + vary_fragcoord = pos; + + gl_Position = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl deleted file mode 100644 index 9d62b9d180..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ /dev/null @@ -1,291 +0,0 @@ -/** - * @file multiSpotLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; -uniform sampler2D lightFunc; - -uniform mat4 proj_mat; //screen space to light space -uniform float proj_near; //near clip for projection -uniform vec3 proj_p; //plane projection is emitting from (in screen space) -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; - -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 float size; -uniform vec3 color; -uniform float falloff; - -VARYING vec4 vary_fragcoord; -uniform vec2 screen_res; - -uniform mat4 inv_proj; - -vec3 getNorm(vec2 pos_screen); - -vec4 texture2DLodSpecular(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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 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); - -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - frag.xyz = frag.xyz*0.5+0.5; - frag.xy *= screen_res; - - vec3 pos = getPosition(frag.xy).xyz; - vec3 lv = center.xyz-pos.xyz; - float dist = length(lv); - dist /= size; - if (dist > 1.0) - { - discard; - } - - float shadow = 1.0; - - if (proj_shadow_idx >= 0) - { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; - shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); - } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - - float envIntensity = norm.z; - - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5)+1.0; - float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; - if (dist_atten <= 0.0) - { - discard; - } - - lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); - - vec3 dlit = vec3(0, 0, 0); - - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) - { - float amb_da = proj_ambiance; - float lit = 0.0; - - if (da > 0.0) - { - lit = da * dist_atten * noise; - - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - 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)*(1.0-shadow)*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; - } - - - if (spec.a > 0.0) - { - vec3 npos = -normalize(pos); - dlit *= min(da*6.0, 1.0) * dist_atten; - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) - { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; - //col += spec.rgb; - } - } - - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); - - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); - - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) - { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; - } - } - } - } - - //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); - - col = scaleDownLight(col); - - //output linear space color as gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = 0.0; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl new file mode 100644 index 0000000000..31af1208bd --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -0,0 +1,149 @@ +/** + * @file class3\deferred\pointLightF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D lightFunc; +uniform sampler2D depthMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +// light params +uniform vec3 color; +uniform float falloff; +uniform float size; + +in vec4 vary_fragcoord; +in vec3 trans_center; + +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform vec4 viewport; + +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +float calcLegacyDistanceAttenuation(float distance, float falloff); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec4 getPosition(vec2 pos_screen); +vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip); +vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +void main() +{ + vec3 final_color = vec3(0); + vec2 tc = getScreenCoord(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; + + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + + vec3 diffuse = texture(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); + + // Common half vectors calcs + vec3 lv = trans_center.xyz-pos; + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + if (lightDist >= size) + { + discard; + } + float dist = lightDist / size; + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); + } + else + { + if (nl < 0.0) + { + discard; + } + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + float lit = nl * dist_atten; + + final_color = color.rgb*lit*diffuse; + + if (spec.a > 0.0) + { + lit = min(nl*6.0, 1.0) * dist_atten; + + float sa = nh; + float fres = pow(1 - vh, 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); + + if (nh > 0.0) + { + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + final_color += lit*scol*color.rgb*spec.rgb; + } + } + + if (dot(final_color, final_color) <= 0.0) + { + discard; + } + } + + frag_color.rgb = max(final_color, vec3(0)); + frag_color.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index 3da8531442..8d23f1b427 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -1,9 +1,9 @@ /** - * @file pointLightV.glsl + * @file class3\deferred\pointLightV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -26,13 +26,13 @@ uniform mat4 modelview_projection_matrix; uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; uniform vec3 center; uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +out vec4 vary_fragcoord; +out vec3 trans_center; void main() { diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl deleted file mode 100644 index ca9ce3a2e1..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file pointShadowBlur.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 samplerCube cube_map; - -in vec3 to_vec; - -out vec4 fragColor; - -void main() -{ - vec4 vcol = texture(cube_map, to_vec); - fragColor = vec4(vcol.rgb, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl new file mode 100644 index 0000000000..906e66ecc8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -0,0 +1,853 @@ +/** + * @file class3/deferred/reflectionProbeF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +#define FLT_MAX 3.402823466e+38 + +#if defined(SSR) +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness); +#endif + +uniform samplerCubeArray reflectionProbes; +uniform samplerCubeArray irradianceProbes; +uniform sampler2D sceneMap; +uniform int cube_snapshot; +uniform float max_probe_lod; + +uniform bool transparent_surface; + +#define MAX_REFMAP_COUNT 256 // must match LL_MAX_REFLECTION_PROBE_COUNT + +layout (std140) uniform ReflectionProbes +{ + // list of OBBs for user override probes + // box is a set of 3 planes outward facing planes and the depth of the box along that plane + // for each box refBox[i]... + /// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation + // box[3][0..2] - plane thickness + mat4 refBox[MAX_REFMAP_COUNT]; + // list of bounding spheres for reflection probes sorted by distance to camera (closest first) + vec4 refSphere[MAX_REFMAP_COUNT]; + // extra parameters + // x - irradiance scale + // y - radiance scale + // z - fade in + // w - znear + vec4 refParams[MAX_REFMAP_COUNT]; + // index of cube map in reflectionProbes for a corresponding reflection probe + // e.g. cube map channel of refSphere[2] is stored in refIndex[2] + // refIndex.x - cubemap channel in reflectionProbes + // refIndex.y - index in refNeighbor of neighbor list (index is ivec4 index, not int index) + // refIndex.z - number of neighbors + // refIndex.w - priority, if negative, this probe has a box influence + ivec4 refIndex[MAX_REFMAP_COUNT]; + + // neighbor list data (refSphere indices, not cubemap array layer) + ivec4 refNeighbor[1024]; + + ivec4 refBucket[256]; + + // number of reflection probes present in refSphere + int refmapCount; +}; + +// Inputs +uniform mat3 env_mat; + +// list of probeIndexes shader will actually use after "getRefIndex" is called +// (stores refIndex/refSphere indices, NOT rerflectionProbes layer) +int probeIndex[REF_SAMPLE_COUNT]; + +// number of probes stored in probeIndex +int probeInfluences = 0; + +bool isAbove(vec3 pos, vec4 plane) +{ + return (dot(plane.xyz, pos) + plane.w) > 0; +} + +bool sample_automatic = true; + +// return true if probe at index i influences position pos +bool shouldSampleProbe(int i, vec3 pos) +{ + if (refIndex[i].w < 0) + { + vec4 v = refBox[i] * vec4(pos, 1.0); + if (abs(v.x) > 1 || + abs(v.y) > 1 || + abs(v.z) > 1) + { + return false; + } + + // never allow automatic probes to encroach on box probes + sample_automatic = false; + } + else + { + if (refIndex[i].w == 0 && !sample_automatic) + { + return false; + } + + vec3 delta = pos.xyz - refSphere[i].xyz; + float d = dot(delta, delta); + float r2 = refSphere[i].w; + r2 *= r2; + + if (d > r2) + { // outside bounding sphere + return false; + } + } + + return true; +} + +int getStartIndex(vec3 pos) +{ +#if 1 + int idx = clamp(int(floor(-pos.z)), 0, 255); + return clamp(refBucket[idx].x, 1, refmapCount+1); +#else + return 1; +#endif +} + +// call before sampleRef +// populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT +void preProbeSample(vec3 pos) +{ +#if REFMAP_LEVEL > 0 + + int start = getStartIndex(pos); + + // TODO: make some sort of structure that reduces the number of distance checks + for (int i = start; i < refmapCount; ++i) + { + // found an influencing probe + if (shouldSampleProbe(i, pos)) + { + probeIndex[probeInfluences] = i; + ++probeInfluences; + + int neighborIdx = refIndex[i].y; + if (neighborIdx != -1) + { + int neighborCount = refIndex[i].z; + + int count = 0; + while (count < neighborCount) + { + // check up to REF_SAMPLE_COUNT-1 neighbors (neighborIdx is ivec4 index) + + // sample refNeighbor[neighborIdx].x + int idx = refNeighbor[neighborIdx].x; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + break; + } + } + count++; + if (count == neighborCount) + { + break; + } + + // sample refNeighbor[neighborIdx].y + idx = refNeighbor[neighborIdx].y; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + break; + } + } + count++; + if (count == neighborCount) + { + break; + } + + // sample refNeighbor[neighborIdx].z + idx = refNeighbor[neighborIdx].z; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + break; + } + } + count++; + if (count == neighborCount) + { + break; + } + + // sample refNeighbor[neighborIdx].w + idx = refNeighbor[neighborIdx].w; + if (shouldSampleProbe(idx, pos)) + { + probeIndex[probeInfluences++] = idx; + if (probeInfluences == REF_SAMPLE_COUNT) + { + break; + } + } + count++; + + ++neighborIdx; + } + + break; + } + } + } + + if (sample_automatic) + { // probe at index 0 is a special probe for smoothing out automatic probes + probeIndex[probeInfluences++] = 0; + } +#else + probeIndex[probeInfluences++] = 0; +#endif +} + +// from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection + +// original reference implementation: +/* +bool intersect(const Ray &ray) const +{ + float t0, t1; // solutions for t if the ray intersects +#if 0 + // geometric solution + Vec3f L = center - orig; + float tca = L.dotProduct(dir); + // if (tca < 0) return false; + float d2 = L.dotProduct(L) - tca * tca; + if (d2 > radius2) return false; + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; +#else + // analytic solution + Vec3f L = orig - center; + float a = dir.dotProduct(dir); + float b = 2 * dir.dotProduct(L); + float c = L.dotProduct(L) - radius2; + if (!solveQuadratic(a, b, c, t0, t1)) return false; +#endif + if (t0 > t1) std::swap(t0, t1); + + if (t0 < 0) { + t0 = t1; // if t0 is negative, let's use t1 instead + if (t0 < 0) return false; // both t0 and t1 are negative + } + + t = t0; + + return true; +} */ + +// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere +vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2) +{ + float t0, t1; // solutions for t if the ray intersects + + vec3 L = center - origin; + float tca = dot(L,dir); + + float d2 = dot(L,L) - tca * tca; + + float thc = sqrt(radius2 - d2); + t0 = tca - thc; + t1 = tca + thc; + + vec3 v = origin + dir * t1; + return v; +} + +void swap(inout float a, inout float b) +{ + float t = a; + a = b; + b = a; +} + +// debug implementation, make no assumptions about origin +void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col) +{ + float t[2]; // solutions for t if the ray intersects + + // geometric solution + vec3 L = center - origin; + float tca = dot(L, dir); + // if (tca < 0) return false; + float d2 = dot(L, L) - tca * tca; + if (d2 > radius2) return; + float thc = sqrt(radius2 - d2); + t[0] = tca - thc; + t[1] = tca + thc; + + for (int i = 0; i < 2; ++i) + { + if (t[i] > 0) + { + if (t[i] > depth) + { + float w = 0.125/((t[i]-depth)*0.125 + 1.0); + col += vec4(0, 0, w, w)*(1.0-min(col.a, 1.0)); + } + else + { + float w = 0.25; + col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); + } + } + } + +} + +// from https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ +/* +vec3 DirectionWS = normalize(PositionWS - CameraWS); +vec3 ReflDirectionWS = reflect(DirectionWS, NormalWS); + +// Intersection with OBB convertto unit box space +// Transform in local unit parallax cube space (scaled and rotated) +vec3 RayLS = MulMatrix( float(3x3)WorldToLocal, ReflDirectionWS); +vec3 PositionLS = MulMatrix( WorldToLocal, PositionWS); + +vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); +vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; +vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; +vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); +float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + +// Use Distance in WS directly to recover intersection +vec3 IntersectPositionWS = PositionWS + ReflDirectionWS * Distance; +vec3 ReflDirectionWS = IntersectPositionWS - CubemapPositionWS; + +return texCUBE(envMap, ReflDirectionWS); +*/ + +// get point of intersection with given probe's box influence volume +// origin - ray origin in clip space +// dir - ray direction in clip space +// i - probe index in refBox/refSphere +// d - distance to nearest wall in clip space +// scale - scale of box, default 1.0 +vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) +{ + // Intersection with OBB convert to unit box space + // Transform in local unit parallax cube space (scaled and rotated) + mat4 clipToLocal = refBox[i]; + + vec3 RayLS = mat3(clipToLocal) * dir; + vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz; + + d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z)); + + vec3 Unitary = vec3(scale); + vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; + vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; + vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); + float Distance = min(FurthestPlane.x, min(FurthestPlane.y, FurthestPlane.z)); + + // Use Distance in CS directly to recover intersection + vec3 IntersectPositionCS = origin + dir * Distance; + + return IntersectPositionCS; +} + +vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +{ + return boxIntersect(origin, dir, i, d, 1.0); +} + +void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) +{ + vec3 v = ro + rd * t; + + v -= ro; + vec3 pos = p - ro; + + + bool behind = dot(v,v) > dot(pos,pos); + + float w = 0.25; + + if (behind) + { + w *= 0.5; + w /= (length(v)-length(pos))*0.5+1.0; + col += vec4(0,0,w,w)*(1.0-min(col.a, 1.0)); + } + else + { + col += vec4(w,w,0,w)*(1.0-min(col.a, 1.0)); + } +} + +// cribbed from https://iquilezles.org/articles/intersectors/ +// axis aligned box centered at the origin, with size boxSize +void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col) +{ + vec3 rd = normalize(p-ro); + + vec3 m = 1.0/rd; // can precompute if traversing a set of aligned boxes + vec3 n = m*ro; // can precompute if traversing a set of aligned boxes + vec3 k = abs(m)*boxSize; + vec3 t1 = -n - k; + vec3 t2 = -n + k; + float tN = max( max( t1.x, t1.y ), t1.z ); + float tF = min( min( t2.x, t2.y ), t2.z ); + if( tN>tF || tF<0.0) return ; // no intersection + + float t = tN < 0 ? tF : tN; + + debugBoxCol(ro, rd, t, p, col); + + if (tN > 0) // eye is outside box, check backside, too + { + debugBoxCol(ro, rd, tF, p, col); + } +} + + +void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col) +{ + mat4 clipToLocal = refBox[i]; + + // transform into unit cube space + origin = (clipToLocal * vec4(origin, 1.0)).xyz; + pos = (clipToLocal * vec4(pos, 1.0)).xyz; + + boxIntersectionDebug(origin, pos, vec3(1), col); +} + + +// get the weight of a sphere probe +// pos - position to be weighted +// dir - normal to be weighted +// origin - center of sphere probe +// r - radius of probe influence volume +// i - index of probe in refSphere +// dw - distance weight +float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw) +{ + float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down) + vec3 delta = pos.xyz - origin; + float d2 = max(length(delta), 0.001); + + float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001); + float w = 1.0 / d2; + + w *= refParams[i].z; + + dw = w * atten * max(r, 1.0)*4; + + w *= atten; + + return w; +} + +// Tap a reflection probe +// pos - position of pixel +// dir - pixel normal +// w - weight of sample (distance and angular attenuation) +// dw - weight of sample (distance only) +// lod - which mip to sample (lower is higher res, sharper reflections) +// c - center of probe +// r2 - radius of probe squared +// i - index of probe +vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i) +{ + // parallax adjustment + vec3 v; + + if (refIndex[i].w < 0) + { // box probe + float d = 0; + v = boxIntersect(pos, dir, i, d); + + w = max(d, 0.001); + } + else + { // sphere probe + float r = refSphere[i].w; + + float rr = r * r; + + v = sphereIntersect(pos, dir, c, + refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres + rr); + + w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + } + + v -= c; + vec3 d = normalize(v); + + v = env_mat * v; + + vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y; + + return ret.rgb; +} + +// Tap an irradiance map +// pos - position of pixel +// dir - pixel normal +// w - weight of sample (distance and angular attenuation) +// dw - weight of sample (distance only) +// i - index of probe +vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit) +{ + // parallax adjustment + vec3 v; + if (refIndex[i].w < 0) + { + float d = 0.0; + v = boxIntersect(pos, dir, i, d, 3.0); + w = max(d, 0.001); + } + else + { + float r = refSphere[i].w; // radius of sphere volume + + // pad sphere for manual probe extending into automatic probe space + float rr = r * r; + + v = sphereIntersect(pos, dir, c, + refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres + rr); + + w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw); + } + + v -= c; + v = env_mat * v; + + vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x; + + col = mix(amblit, col, min(refParams[i].x, 1.0)); + + return col; +} + +vec3 sampleProbes(vec3 pos, vec3 dir, float lod) +{ + float wsum[2]; + wsum[0] = 0; + wsum[1] = 0; + + float dwsum[2]; + dwsum[0] = 0; + dwsum[1] = 0; + + vec3 col[2]; + col[0] = vec3(0); + col[1] = vec3(0); + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + int p = clamp(abs(refIndex[i].w), 0, 1); + + if (p == 0 && !sample_automatic) + { + continue; + } + + float w = 0; + float dw = 0; + vec3 refcol; + + { + refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i); + + col[p] += refcol.rgb*w; + wsum[p] += w; + dwsum[p] += dw; + } + } + + // mix automatic and manual probes + if (sample_automatic && wsum[0] > 0.0) + { // some automatic probes were sampled + col[0] *= 1.0/wsum[0]; + if (wsum[1] > 0.0) + { //some manual probes were sampled, mix between the two + col[1] *= 1.0/wsum[1]; + col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); + col[0] = vec3(0); + } + } + else if (wsum[1] > 0.0) + { + // manual probes were sampled but no automatic probes were + col[1] *= 1.0/wsum[1]; + col[0] = vec3(0); + } + + return col[1]+col[0]; +} + +vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit) +{ + // modified copy/paste of sampleProbes follows, will likely diverge from sampleProbes further + // as irradiance map mixing is tuned independently of radiance map mixing + float wsum[2]; + wsum[0] = 0; + wsum[1] = 0; + + float dwsum[2]; + dwsum[0] = 0; + dwsum[1] = 0; + + vec3 col[2]; + col[0] = vec3(0); + col[1] = vec3(0); + + for (int idx = 0; idx < probeInfluences; ++idx) + { + int i = probeIndex[idx]; + int p = clamp(abs(refIndex[i].w), 0, 1); + + if (p == 0 && !sample_automatic) + { + continue; + } + + { + float w = 0; + float dw = 0; + + vec3 refcol = tapIrradianceMap(pos, dir, w, dw, refSphere[i].xyz, i, amblit); + + col[p] += refcol*w; + wsum[p] += w; + dwsum[p] += dw; + } + } + + // mix automatic and manual probes + if (sample_automatic && wsum[0] > 0.0) + { // some automatic probes were sampled + col[0] *= 1.0/wsum[0]; + if (wsum[1] > 0.0) + { //some manual probes were sampled, mix between the two + col[1] *= 1.0/wsum[1]; + col[1] = mix(col[0], col[1], min(dwsum[1], 1.0)); + col[0] = vec3(0); + } + } + else if (wsum[1] > 0.0) + { + // manual probes were sampled but no automatic probes were + col[1] *= 1.0/wsum[1]; + col[0] = vec3(0); + } + + return col[1]+col[0]; +} + +void doProbeSample(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit) +{ + // TODO - don't hard code lods + float reflection_lods = max_probe_lod; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm, amblit); + + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + +#if defined(SSR) + if (cube_snapshot != 1 && glossiness >= 0.9) + { + vec4 ssr = vec4(0); + if (transparent) + { + tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap, 1); + ssr.a *= glossiness; + } + else + { + tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap, glossiness); + } + + + glossenv = mix(glossenv, ssr.rgb, ssr.a); + } +#endif +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit) +{ + preProbeSample(pos); + doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, transparent, amblit); +} + +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit) +{ + // don't sample automatic probes for water + sample_automatic = false; + preProbeSample(pos); + sample_automatic = true; + // always include void probe on water + probeIndex[probeInfluences++] = 0; + + doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit); + + // fudge factor to get PBR water at a similar luminance ot legacy water + glossenv *= 0.4; +} + +void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col) +{ + vec3 origin = vec3(0,0,0); + + bool manual_probe = abs(refIndex[i].w) > 0; + + if (manual_probe) + { + if (refIndex[i].w < 0) + { + boxIntersectDebug(origin, pos, i, col); + } + else + { + float r = refSphere[i].w; // radius of sphere volume + float rr = r * r; // radius squared + + float t = 0.0; + + sphereIntersectDebug(origin, dir, refSphere[i].xyz, rr, depth, col); + } + } +} + +vec4 sampleReflectionProbesDebug(vec3 pos) +{ + vec4 col = vec4(0,0,0,0); + + vec3 dir = normalize(pos); + + float d = length(pos); + + for (int i = 1; i < refmapCount; ++i) + { + debugTapRefMap(pos, dir, d, i, col); + } + +#if 0 //debug getStartIndex + col.g = float(getStartIndex(pos)); + + col.g /= 255.0; + col.rb = vec2(0); + col.a = 1.0; +#endif + + return col; +} + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit) +{ + float reflection_lods = max_probe_lod; + preProbeSample(pos); + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); + + ambenv = sampleProbeAmbient(pos, norm, amblit); + + if (glossiness > 0.0) + { + float lod = (1.0-glossiness)*reflection_lods; + glossenv = sampleProbes(pos, normalize(refnormpersp), lod); + } + + if (envIntensity > 0.0) + { + legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0); + } + +#if defined(SSR) + if (cube_snapshot != 1) + { + vec4 ssr = vec4(0); + + if (transparent) + { + tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap, 1); + ssr.a *= glossiness; + } + else + { + tapScreenSpaceReflection(1, tc, pos, norm, ssr, sceneMap, glossiness); + } + + glossenv = mix(glossenv, ssr.rgb, ssr.a); + legacyenv = mix(legacyenv, ssr.rgb, ssr.a); + } +#endif + + glossenv = clamp(glossenv, vec3(0), vec3(10)); +} + +void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm) +{ + glossenv *= 0.5; // fudge darker + float fresnel = clamp(1.0+dot(normalize(pos.xyz), norm.xyz), 0.3, 1.0); + fresnel *= fresnel; + fresnel *= spec.a; + glossenv *= spec.rgb*fresnel; + glossenv *= vec3(1.0) - color; // fake energy conservation + color.rgb += glossenv*0.5; +} + + void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity) + { + vec3 reflected_color = legacyenv; + vec3 lookAt = normalize(pos); + float fresnel = 1.0+dot(lookAt, norm.xyz); + fresnel *= fresnel; + fresnel = min(fresnel+envIntensity, 1.0); + reflected_color *= (envIntensity*fresnel); + color = mix(color.rgb, reflected_color*0.5, envIntensity); + } + diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..dbf20fe2d8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,93 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.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 + * $/LicenseInfo$ + */ + +/*[EXTRA_CODE_HERE]*/ + +out vec4 frag_color; + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +in vec2 vary_fragcoord; +in vec3 camera_ray; + +uniform sampler2D specularRect; +uniform sampler2D diffuseRect; +uniform sampler2D diffuseMap; + +vec3 getNorm(vec2 screenpos); +float getDepth(vec2 pos_screen); +float linearDepth(float d, float znear, float zfar); +float linearDepth01(float d, float znear, float zfar); + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); + +float random (vec2 uv); + +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness); + +void main() +{ + vec2 tc = vary_fragcoord.xy; + float depth = linearDepth01(getDepth(tc), zNear, zFar); + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() + vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; + vec4 spec = texture(specularRect, tc); + vec2 hitpixel; + + vec4 diffuse = texture(diffuseRect, tc); + vec3 specCol = spec.rgb; + + vec4 fcol = texture(diffuseMap, tc); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 orm = specCol.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; + + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + + specCol = mix(f0, baseColor.rgb, metallic); + } + + vec4 collectedColor = vec4(0); + + float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap, 0); + + collectedColor.rgb *= specCol.rgb; + + fcol += collectedColor * w; + frag_color = max(fcol, vec4(0)); +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index bc5eb5181d..f7e7268cc3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -1,41 +1,48 @@ -/** - * @file sunLightV.glsl +/** + * @file class3/deferred/screenSpaceReflPostV.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 mat4 projection_matrix; +uniform mat4 inv_proj; -VARYING vec2 vary_fragcoord; +in vec3 position; uniform vec2 screen_res; +out vec2 vary_fragcoord; +out vec3 camera_ray; + + void main() { //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = vec4(position.xyz, 1.0); gl_Position = pos; - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; + vary_fragcoord = pos.xy * 0.5 + 0.5; + + vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); + camera_ray = rayOrig.xyz / rayOrig.w; + } diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..f14f7eac8d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,394 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.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 sampler2D sceneMap; +uniform sampler2D sceneDepth; + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +//uniform float zNear; +//uniform float zFar; +uniform mat4 inv_proj; +uniform mat4 modelview_delta; // should be transform from last camera space to current camera space +uniform mat4 inv_modelview_delta; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); + +float random (vec2 uv) +{ + return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function +} + +// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/ +// A few tweaks here and there to suit our needs. + +vec2 generateProjectedPosition(vec3 pos) +{ + vec4 samplePosition = projection_matrix * vec4(pos, 1.f); + samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; + return samplePosition.xy; +} + +bool isBinarySearchEnabled = true; +bool isAdaptiveStepEnabled = true; +bool isExponentialStepEnabled = true; +bool debugDraw = false; + +uniform float iterationCount; +uniform float rayStep; +uniform float distanceBias; +uniform float depthRejectBias; +uniform float glossySampleCount; +uniform float adaptiveStepMultiplier; +uniform float noiseSine; + +float epsilon = 0.1; + +float getLinearDepth(vec2 tc) +{ + float depth = texture(sceneDepth, tc).r; + + vec4 pos = getPositionWithDepth(tc, depth); + + return -pos.z; +} + +bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float hitDepth, float depth, sampler2D textureFrame) +{ + // transform position and reflection into same coordinate frame as the sceneMap and sceneDepth + reflection += position; + position = (inv_modelview_delta * vec4(position, 1)).xyz; + reflection = (inv_modelview_delta * vec4(reflection, 1)).xyz; + reflection -= position; + + depth = -position.z; + + vec3 step = rayStep * reflection; + vec3 marchingPosition = position + step; + float delta; + float depthFromScreen; + vec2 screenPosition; + bool hit = false; + hitColor = vec4(0); + + int i = 0; + if (depth > depthRejectBias) + { + for (; i < iterationCount && !hit; i++) + { + screenPosition = generateProjectedPosition(marchingPosition); + if (screenPosition.x > 1 || screenPosition.x < 0 || + screenPosition.y > 1 || screenPosition.y < 0) + { + hit = false; + break; + } + depthFromScreen = getLinearDepth(screenPosition); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) + { + break; + } + + if (abs(delta) < distanceBias) + { + vec4 color = vec4(1); + if(debugDraw) + color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); + hitColor = texture(sceneMap, screenPosition) * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + if (isBinarySearchEnabled && delta > 0) + { + break; + } + if (isAdaptiveStepEnabled) + { + float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); + //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging + //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement + step = step * (1.0 - rayStep * max(directionSign, 0.0)); + marchingPosition += step * (-directionSign); + } + else + { + marchingPosition += step; + } + + if (isExponentialStepEnabled) + { + step *= adaptiveStepMultiplier; + } + } + if(isBinarySearchEnabled) + { + for(; i < iterationCount && !hit; i++) + { + step *= 0.5; + marchingPosition = marchingPosition - step * sign(delta); + + screenPosition = generateProjectedPosition(marchingPosition); + if (screenPosition.x > 1 || screenPosition.x < 0 || + screenPosition.y > 1 || screenPosition.y < 0) + { + hit = false; + break; + } + depthFromScreen = getLinearDepth(screenPosition); + delta = abs(marchingPosition.z) - depthFromScreen; + + if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) + { + break; + } + + if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) + { + vec4 color = vec4(1); + if(debugDraw) + color = vec4( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2, 0); + hitColor = texture(sceneMap, screenPosition) * color; + hitDepth = depthFromScreen; + hit = true; + break; + } + } + } + } + + return hit; +} + +uniform vec3 POISSON3D_SAMPLES[128] = vec3[128]( + vec3(0.5433144, 0.1122154, 0.2501391), + vec3(0.6575254, 0.721409, 0.16286), + vec3(0.02888453, 0.05170321, 0.7573566), + vec3(0.06635678, 0.8286457, 0.07157445), + vec3(0.8957489, 0.4005505, 0.7916042), + vec3(0.3423355, 0.5053263, 0.9193521), + vec3(0.9694794, 0.9461077, 0.5406441), + vec3(0.9975473, 0.02789414, 0.7320132), + vec3(0.07781899, 0.3862341, 0.918594), + vec3(0.4439073, 0.9686955, 0.4055861), + vec3(0.9657035, 0.6624081, 0.7082613), + vec3(0.7712346, 0.07273269, 0.3292839), + vec3(0.2489169, 0.2550394, 0.1950516), + vec3(0.7249326, 0.9328285, 0.3352458), + vec3(0.6028461, 0.4424961, 0.5393377), + vec3(0.2879795, 0.7427881, 0.6619173), + vec3(0.3193627, 0.0486145, 0.08109283), + vec3(0.1233155, 0.602641, 0.4378719), + vec3(0.9800708, 0.211729, 0.6771586), + vec3(0.4894537, 0.3319927, 0.8087631), + vec3(0.4802743, 0.6358885, 0.814935), + vec3(0.2692913, 0.9911493, 0.9934899), + vec3(0.5648789, 0.8553897, 0.7784553), + vec3(0.8497344, 0.7870212, 0.02065313), + vec3(0.7503014, 0.2826185, 0.05412734), + vec3(0.8045461, 0.6167251, 0.9532926), + vec3(0.04225039, 0.2141281, 0.8678675), + vec3(0.07116079, 0.9971236, 0.3396397), + vec3(0.464099, 0.480959, 0.2775862), + vec3(0.6346927, 0.31871, 0.6588384), + vec3(0.449012, 0.8189669, 0.2736875), + vec3(0.452929, 0.2119148, 0.672004), + vec3(0.01506042, 0.7102436, 0.9800494), + vec3(0.1970513, 0.4713539, 0.4644522), + vec3(0.13715, 0.7253224, 0.5056525), + vec3(0.9006432, 0.5335414, 0.02206874), + vec3(0.9960898, 0.7961011, 0.01468861), + vec3(0.3386469, 0.6337739, 0.9310676), + vec3(0.1745718, 0.9114985, 0.1728188), + vec3(0.6342545, 0.5721557, 0.4553517), + vec3(0.1347412, 0.1137158, 0.7793725), + vec3(0.3574478, 0.3448052, 0.08741581), + vec3(0.7283059, 0.4753885, 0.2240275), + vec3(0.8293507, 0.9971212, 0.2747005), + vec3(0.6501846, 0.000688076, 0.7795712), + vec3(0.01149416, 0.4930083, 0.792608), + vec3(0.666189, 0.1875442, 0.7256873), + vec3(0.8538797, 0.2107637, 0.1547532), + vec3(0.5826825, 0.9750752, 0.9105834), + vec3(0.8914346, 0.08266425, 0.5484225), + vec3(0.4374518, 0.02987111, 0.7810078), + vec3(0.2287418, 0.1443802, 0.1176908), + vec3(0.2671157, 0.8929081, 0.8989366), + vec3(0.5425819, 0.5524959, 0.6963879), + vec3(0.3515188, 0.8304397, 0.0502702), + vec3(0.3354864, 0.2130747, 0.141169), + vec3(0.9729427, 0.3509927, 0.6098799), + vec3(0.7585629, 0.7115368, 0.9099342), + vec3(0.0140543, 0.6072157, 0.9436461), + vec3(0.9190664, 0.8497264, 0.1643751), + vec3(0.1538157, 0.3219983, 0.2984214), + vec3(0.8854713, 0.2968667, 0.8511457), + vec3(0.1910622, 0.03047311, 0.3571215), + vec3(0.2456353, 0.5568692, 0.3530164), + vec3(0.6927255, 0.8073994, 0.5808484), + vec3(0.8089353, 0.8969175, 0.3427134), + vec3(0.194477, 0.7985603, 0.8712182), + vec3(0.7256182, 0.5653068, 0.3985921), + vec3(0.9889427, 0.4584851, 0.8363391), + vec3(0.5718582, 0.2127113, 0.2950557), + vec3(0.5480209, 0.0193435, 0.2992659), + vec3(0.6598953, 0.09478426, 0.92187), + vec3(0.1385615, 0.2193868, 0.205245), + vec3(0.7623423, 0.1790726, 0.1508465), + vec3(0.7569032, 0.3773386, 0.4393887), + vec3(0.5842971, 0.6538072, 0.5224424), + vec3(0.9954313, 0.5763943, 0.9169143), + vec3(0.001311183, 0.340363, 0.1488652), + vec3(0.8167927, 0.4947158, 0.4454727), + vec3(0.3978434, 0.7106082, 0.002727509), + vec3(0.5459411, 0.7473233, 0.7062873), + vec3(0.4151598, 0.5614617, 0.4748358), + vec3(0.4440694, 0.1195122, 0.9624678), + vec3(0.1081301, 0.4813806, 0.07047641), + vec3(0.2402785, 0.3633997, 0.3898734), + vec3(0.2317942, 0.6488295, 0.4221864), + vec3(0.01145542, 0.9304277, 0.4105759), + vec3(0.3563728, 0.9228861, 0.3282344), + vec3(0.855314, 0.6949819, 0.3175117), + vec3(0.730832, 0.01478493, 0.5728671), + vec3(0.9304829, 0.02653277, 0.712552), + vec3(0.4132186, 0.4127623, 0.6084146), + vec3(0.7517329, 0.9978395, 0.1330464), + vec3(0.5210338, 0.4318751, 0.9721575), + vec3(0.02953994, 0.1375937, 0.9458942), + vec3(0.1835506, 0.9896691, 0.7919457), + vec3(0.3857062, 0.2682322, 0.1264563), + vec3(0.6319699, 0.8735335, 0.04390657), + vec3(0.5630485, 0.3339024, 0.993995), + vec3(0.90701, 0.1512893, 0.8970422), + vec3(0.3027443, 0.1144253, 0.1488708), + vec3(0.9149003, 0.7382028, 0.7914025), + vec3(0.07979286, 0.6892691, 0.2866171), + vec3(0.7743186, 0.8046008, 0.4399814), + vec3(0.3128662, 0.4362317, 0.6030678), + vec3(0.1133721, 0.01605821, 0.391872), + vec3(0.5185481, 0.9210006, 0.7889017), + vec3(0.8217013, 0.325305, 0.1668191), + vec3(0.8358996, 0.1449739, 0.3668382), + vec3(0.1778213, 0.5599256, 0.1327691), + vec3(0.06690693, 0.5508637, 0.07212365), + vec3(0.9750564, 0.284066, 0.5727578), + vec3(0.4350255, 0.8949825, 0.03574753), + vec3(0.8931149, 0.9177974, 0.8123496), + vec3(0.9055127, 0.989903, 0.813235), + vec3(0.2897243, 0.3123978, 0.5083504), + vec3(0.1519223, 0.3958645, 0.2640327), + vec3(0.6840154, 0.6463035, 0.2346607), + vec3(0.986473, 0.8714055, 0.3960275), + vec3(0.6819352, 0.4169535, 0.8379834), + vec3(0.9147297, 0.6144146, 0.7313942), + vec3(0.6554981, 0.5014008, 0.9748477), + vec3(0.9805915, 0.1318207, 0.2371372), + vec3(0.5980836, 0.06796348, 0.9941338), + vec3(0.6836596, 0.9917196, 0.2319056), + vec3(0.5276511, 0.2745509, 0.5422578), + vec3(0.829482, 0.03758276, 0.1240466), + vec3(0.2698198, 0.0002266169, 0.3449324) +); + +vec3 getPoissonSample(int i) { + return POISSON3D_SAMPLES[i] * 2 - 1; +} + +float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness) +{ +#ifdef TRANSPARENT_SURFACE +collectedColor = vec4(1, 0, 1, 1); + return 0; +#endif + collectedColor = vec4(0); + int hits = 0; + + float depth = -viewPos.z; + + vec3 rayDirection = normalize(reflect(viewPos, normalize(n))); + + vec2 uv2 = tc * screen_res; + float c = (uv2.x + uv2.y) * 0.125; + float jitter = mod( c, 1.0); + + vec2 screenpos = 1 - abs(tc * 2 - 1); + float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 16,0, 1); + vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 5.5 - 0.8, 0, 1); + + float zFar = 128.0; + vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0); + + vignette *= clamp(glossiness * 3 - 1.7, 0, 1); + + vec4 hitpoint; + + glossiness = 1 - glossiness; + + totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette)); + + totalSamples = max(totalSamples, 1); + if (glossiness < 0.35) + { + if (vignette > 0) + { + for (int i = 0; i < totalSamples; i++) + { + vec3 firstBasis = normalize(cross(getPoissonSample(i), rayDirection)); + vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); + vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))); + vec3 reflectionDirectionRandomized = rayDirection + ((firstBasis * coeffs.x + secondBasis * coeffs.y) * glossiness); + + //float hitDepth; + + bool hit = traceScreenRay(viewPos, normalize(reflectionDirectionRandomized), hitpoint, depth, depth, source); + + hitpoint.a = 0; + + if (hit) + { + ++hits; + collectedColor += hitpoint; + collectedColor.a += 1; + } + } + + if (hits > 0) + { + collectedColor /= hits; + } + else + { + collectedColor = vec4(0); + } + } + } + float hitAlpha = hits; + hitAlpha /= totalSamples; + collectedColor.a = hitAlpha * vignette; + return hits; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl deleted file mode 100644 index c8991f7a18..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/** - * @file class3/deferred/shVisF.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 - * $/LicenseInfo$ - */ - -#ifdef DEFINE_GL_FRAGCOLOR - out vec4 frag_color; -#else - #define frag_color gl_FragColor -#endif - -///////////////////////////////////////////////////////////////////////// -// Fragment shader for L1 SH debug rendering -///////////////////////////////////////////////////////////////////////// - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -uniform mat3 inv_modelviewprojection; - -VARYING vec4 vary_pos; - -void main(void) -{ - vec2 coord = vary_pos.xy + vec2(0.5,0.5); - - coord.x *= (1.6/0.9); - - if (dot(coord, coord) > 0.25) - { - discard; - } - - vec4 n = vec4(coord*2.0, 0.0, 1); - //n.y = -n.y; - n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0)); - //n.xyz = inv_modelviewprojection * n.xyz; - - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); - vec3 indirect = vec3( - dot(l1r, l1tap * n), - dot(l1g, l1tap * n), - dot(l1b, l1tap * n)); - - //indirect = pow(indirect, vec3(0.45)); - indirect *= 3.0; - - frag_color = vec4(indirect, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl deleted file mode 100644 index af1461c297..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl +++ /dev/null @@ -1,66 +0,0 @@ -/** - * @file shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float target_pos_x; -VARYING vec4 pos; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 pos = modelview_projection_matrix * pre_pos; - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - - pos_w = pos.w; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl deleted file mode 100644 index 50f1ffd626..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl +++ /dev/null @@ -1,74 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING float pos_w; - -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -vec4 getPosition(vec2 screen_coord); -vec4 computeMoments(float depth, float a); - -void main() -{ - vec4 pos = getPosition(vary_texcoord0.xy); - - float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - - if (alpha < 0.05) // treat as totally transparent - { - discard; - } - - if (alpha < 0.88) // treat as semi-transparent - { - if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25) - { - discard; - } - } - - frag_color = computeMoments(length(pos.xyz), alpha); - -#if !defined(DEPTH_CLAMP) - gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); -#endif - -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl deleted file mode 100644 index 6a646f5e9e..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file class3/deferred/shadowAlphaMaskV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 texture_matrix0; -uniform mat4 modelview_projection_matrix; -uniform float shadow_target_width; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - passTextureIndex(); - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl deleted file mode 100644 index db8c75fb8a..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl +++ /dev/null @@ -1,50 +0,0 @@ -/** - * @file class3/deferred/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; - -#if !defined(DEPTH_CLAMP) -VARYING vec4 post_pos; -#endif - -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); - -#if !defined(DEPTH_CLAMP) - post_pos = pos; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl deleted file mode 100644 index 3350267130..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl +++ /dev/null @@ -1,49 +0,0 @@ -/** - * @file class3/deferred/shadowF.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2D diffuseMap; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; - -vec4 computeMoments(float depth, float a); - -void main() -{ - frag_color = computeMoments(length(pos), 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl deleted file mode 100644 index 2f69a353e8..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl +++ /dev/null @@ -1,157 +0,0 @@ -/** - * @file class3/deferred/shadowUtil.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 sampler2D shadowMap0; -uniform sampler2D shadowMap1; -uniform sampler2D shadowMap2; -uniform sampler2D shadowMap3; -uniform sampler2D shadowMap4; -uniform sampler2D shadowMap5; - -uniform vec3 sun_dir; -uniform vec3 moon_dir; -uniform vec2 shadow_res; -uniform vec2 proj_shadow_res; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float shadow_bias; - -uniform float spot_shadow_bias; -uniform float spot_shadow_offset; - -float getDepth(vec2 screenpos); -vec3 getNorm(vec2 screenpos); -vec4 getPosition(vec2 pos_screen); - -float ReduceLightBleeding(float p_max, float Amount) -{ - return smoothstep(Amount, 1, p_max); -} - -float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount) -{ - float p = (t <= m.x) ? 1.0 : 0.0; - - float v = m.y - (m.x*m.x); - v = max(v, min_v); - - float d = t - m.x; - - float p_max = v / (v + d*d); - - p_max = ReduceLightBleeding(p_max, Amount); - - return max(p, p_max); -} - -vec4 computeMoments(float depth, float a) -{ - float m1 = depth; - float dx = dFdx(depth); - float dy = dFdy(depth); - float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy); - return vec4(m1, m2, a, max(dx, dy)); -} - -float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9); -} - -float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix) -{ - vec4 lpos = shadowMatrix * stc; - vec4 moments = texture2D(shadowMap, lpos.xy); - lpos.xyz /= lpos.w; - lpos.xy *= 0.5; - lpos.xy += 0.5; - return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9); -} - -#if VSM_POINT_SHADOWS -float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map) -{ - vec4 moments = textureCube(shadow_cube_map, light_direction); - return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25); -} -#endif - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - vec4 spos = vec4(pos,1.0); - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - - float shadow = 0.0f; - float weight = 1.0; - - if (spos.z < near_split.z) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]); - weight += 1.0f; - } - if (spos.z < near_split.y) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]); - weight += 1.0f; - } - if (spos.z < near_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]); - weight += 1.0f; - } - if (spos.z > far_split.x) - { - shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]); - weight += 1.0f; - } - - shadow /= weight; - - return shadow; -} - -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen) -{ - if (pos.z < -shadow_clip.w) - { - discard; - } - - float depth = getDepth(pos_screen); - - pos += norm * spot_shadow_offset; - return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl deleted file mode 100644 index 6577fe0ecf..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/** - * @file class3/deferred/shadowV.glsl - * - * $LicenseInfo:firstyear=2011&license=viewerlgpl$ - * 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 float shadow_target_width; -uniform mat4 texture_matrix0; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -#if !defined(DEPTH_CLAMP) -VARYING float pos_zd2; -#endif - -VARYING vec4 pos; -VARYING float target_pos_x; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -void passTextureIndex(); - -void main() -{ - //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - - pos = modelview_projection_matrix * pre_pos; - - target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; - -#if !defined(DEPTH_CLAMP) - pos_zd2 = pos.z * 0.5; - - gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); -#else - gl_Position = pos; -#endif - - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl deleted file mode 100644 index a0b082ed7c..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ /dev/null @@ -1,126 +0,0 @@ -/** - * @file class3/deferred/skyF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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_data[3]; -#else -#define frag_data gl_FragData -#endif - -VARYING vec2 vary_frag; - -uniform vec3 camPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; -uniform float far_z; -uniform mat4 inv_proj; -uniform mat4 inv_modelview; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; -uniform sampler2D rainbow_map; -uniform sampler2D halo_map; - -uniform float moisture_level; -uniform float droplet_radius; -uniform float ice_level; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 ColorFromRadiance(vec3 radiance); -vec3 rainbow(float d) -{ - // d is the dot product of view and sun directions, so ranging -1.0..1.0 - // 'interesting' values of d are the range -0.75..-0.825, when view is nearly opposite of sun vec - // Rainbox texture mode is GL_REPEAT, so tc of -.75 is equiv to 0.25, -0.825 equiv to 0.175. - - // SL-13629 Rainbow texture has colors within the correct .175...250 range, but order is inverted. - // Rather than replace the texture, we mirror and translate the y tc to keep the colors within the - // interesting range, but in reversed order: i.e. d = (1 - d) - 1.575 - d = clamp(-0.575 - d, 0.0, 1.0); - - // With the colors in the lower 1/4 of the texture, inverting the coords leaves most of it inaccessible. - // So, we can stretch the texcoord above the colors (ie > 0.25) to fill the entire remaining coordinate - // space. This improves gradation, reduces banding within the rainbow interior. (1-0.25) / (0.425/0.25) = 4.2857 - float interior_coord = max(0.0, d - 0.25) * 4.2857; - d = clamp(d, 0.0, 0.25) + interior_coord; - - float rad = (droplet_radius - 5.0f) / 1024.0f; - return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; -} - -vec3 halo22(float d) -{ - float v = sqrt(max(0, 1 - (d*d))); - return texture2D(halo_map, vec2(0, v)).rgb * ice_level; -} - -void main() -{ - vec3 pos = vec3((vary_frag * 2.0) - vec2(1.0, 1.0f), 1.0); - vec4 view_pos = (inv_proj * vec4(pos, 1.0f)); - - view_pos /= view_pos.w; - - vec3 view_ray = (inv_modelview * vec4(view_pos.xyz, 0.0f)).xyz + camPosLocal; - - vec3 view_direction = normalize(view_ray); - vec3 sun_direction = normalize(sun_dir); - vec3 earth_center = vec3(0, 0, -6360.0f); - vec3 camPos = (camPosLocal / 1000.0f) - earth_center; - - vec3 transmittance; - vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance); - vec3 solar_luminance = GetSolarLuminance(); - - // If the view ray intersects the Sun, add the Sun radiance. - float s = dot(view_direction, sun_direction); - - // cheesy solar disc... - if (s >= (sun_size * 0.999)) - { - radiance_sun += pow(smoothstep(0.0, 1.3, (s - (sun_size * 0.9))), 2.0) * solar_luminance * transmittance; - } - s = smoothstep(0.9, 1.0, s) * 16.0f; - - vec3 color = ColorFromRadiance(radiance_sun); - - float optic_d = dot(view_direction, sun_direction); - vec3 halo_22 = halo22(optic_d); - - color.rgb += rainbow(optic_d) * optic_d; - color.rgb += halo_22; - - color = pow(color, vec3(1.0/2.2)); - - frag_data[0] = vec4(color, 1.0 + s); - frag_data[1] = vec4(0.0); - frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0); -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl deleted file mode 100644 index 2eb222ada4..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/skyV.glsl +++ /dev/null @@ -1,37 +0,0 @@ -/** - * @file class3/deferred/skyV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec2 vary_frag; - -void main() -{ - // pass through untransformed fullscreen pos at back of frustum for proper sky depth testing - gl_Position = vec4(position.xy, 1.0f, 1.0); - vary_frag = texcoord0; -} - diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 7ed9e7b4fc..5e8fe9301a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -1,177 +1,259 @@ -/** +/** * @file class3/deferred/softenLightF.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 * $/LicenseInfo$ */ - -#extension GL_ARB_texture_rectangle : enable -/*[EXTRA_CODE_HERE]*/ +#define FLT_MAX 3.402823466e+38 -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor + +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl + +const float M_PI = 3.14159265; + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) +uniform sampler2D lightMap; #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap; uniform sampler2D lightFunc; -uniform samplerCube environmentMap; uniform float blur_size; uniform float blur_fidelity; +#if defined(HAS_SSAO) +uniform float ssao_irradiance_scale; +uniform float ssao_irradiance_max; +#endif + // Inputs -uniform vec4 morphFactor; -uniform vec3 camPosLocal; -uniform float cloud_shadow; -uniform float max_y; -uniform vec4 glow; uniform mat3 env_mat; -uniform vec4 shadow_clip; - +uniform mat3 ssao_effect_mat; uniform vec3 sun_dir; -VARYING vec2 vary_fragcoord; +uniform vec3 moon_dir; +uniform int sun_up_factor; +in vec2 vary_fragcoord; uniform mat4 inv_proj; -uniform mat4 inv_modelview; - uniform vec2 screen_res; -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D single_mie_scattering_texture; -uniform sampler2D irradiance_texture; - -uniform sampler2D sh_input_r; -uniform sampler2D sh_input_g; -uniform sampler2D sh_input_b; - -vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irradiance); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance); - -vec3 ColorFromRadiance(vec3 radiance); -vec4 getPositionWithDepth(vec2 pos_screen, float depth); -vec4 getPosition(vec2 pos_screen); vec3 getNorm(vec2 pos_screen); +vec4 getPositionWithDepth(vec2 pos_screen, float depth); -#ifdef WATER_FOG -vec4 applyWaterFogView(vec3 pos, vec4 color); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); +vec3 scaleSoftClipFragLinear(vec3 l); + +// reflection probe interface +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); +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); +float getDepth(vec2 pos_screen); + +vec3 linear_to_srgb(vec3 c); +vec3 srgb_to_linear(vec3 c); + +uniform vec4 waterPlane; + +uniform int cube_snapshot; + +uniform float sky_hdr_scale; + +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + + +void adjustIrradiance(inout vec3 irradiance, float ambocc) +{ + // use sky settings ambient or irradiance map sample, whichever is brighter + //irradiance = max(amblit_linear, irradiance); + +#if defined(HAS_SSAO) + irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); #endif +} -void main() +void main() { - vec2 tc = vary_fragcoord.xy; - float depth = texture2DRect(depthMap, tc.xy).r; - vec3 pos = getPositionWithDepth(tc, depth).xyz; - vec4 norm = texture2DRect(normalMap, tc); + vec2 tc = vary_fragcoord.xy; + float depth = getDepth(tc.xy); + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); float envIntensity = norm.z; - norm.xyz = getNorm(tc); + norm.xyz = getNorm(tc); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + vec4 baseColor = texture(diffuseRect, tc); + vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive + +#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) + vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg; +#endif - vec4 diffuse = texture2DRect(diffuseRect, tc); // sRGB - diffuse.rgb = srgb_to_linear(diffuse.rgb); +#if defined(HAS_SUN_SHADOW) + float scol = max(scol_ambocc.r, baseColor.a); +#else + float scol = 1.0; +#endif +#if defined(HAS_SSAO) + float ambocc = scol_ambocc.g; +#else + float ambocc = 1.0; +#endif - vec3 col; + vec3 color = vec3(0); float bloom = 0.0; - { - vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - - vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; - float scol = max(scol_ambocc.r, diffuse.a); + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); - float ambocc = scol_ambocc.g; + vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 amblit_linear = amblit; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) + { + vec3 orm = texture(specularRect, tc).rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + float ao = orm.r; + + vec3 colorEmissive = texture(emissiveRect, tc).rgb; + // PBR IBL + float gloss = 1.0 - perceptualRoughness; + + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); + + adjustIrradiance(irradiance, ambocc); - vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265)); - vec4 l1r = texture2D(sh_input_r, vec2(0,0)); - vec4 l1g = texture2D(sh_input_g, vec2(0,0)); - vec4 l1b = texture2D(sh_input_b, vec2(0,0)); + vec3 diffuseColor; + vec3 specularColor; + calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); - vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)), - dot(l1g, l1tap * vec4(1, norm.xyz)), - dot(l1b, l1tap * vec4(1, norm.xyz))); + vec3 v = -normalize(pos.xyz); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + } + else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS)) + { + //should only be true of WL sky, just port over base color value + color = texture(emissiveRect, tc).rgb; + color = srgb_to_linear(color); + color *= sky_hdr_scale; + } + else + { + // legacy shaders are still writng sRGB to gbuffer + baseColor.rgb = srgb_to_linear(baseColor.rgb); + + spec.rgb = srgb_to_linear(spec.rgb); - indirect = clamp(indirect, vec3(0), vec3(1.0)); + float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); - vec3 transmittance; - vec3 sky_irradiance; - vec3 sun_irradiance = GetSunAndSkyIrradiance(camPos, norm.xyz, sun_dir, sky_irradiance); - vec3 inscatter = GetSkyLuminanceToPoint(camPos, (pos / 1000.f) + vec3(0, 0, 6360.0f), scol, sun_dir, transmittance); + vec3 irradiance = vec3(0); + vec3 glossenv = vec3(0); + vec3 legacyenv = vec3(0); - vec3 radiance = scol * (sun_irradiance + sky_irradiance) + inscatter; - vec3 atmo_color = ColorFromRadiance(radiance); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); + + adjustIrradiance(irradiance, ambocc); - col = atmo_color + indirect; - col *= transmittance; - col *= diffuse.rgb; + // apply lambertian IBL only (see pbrIbl) + color.rgb = irradiance; - vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); + vec3 sun_contrib = min(da, scol) * sunlit_linear; + color.rgb += sun_contrib; + color.rgb *= baseColor.rgb; + + vec3 refnormpersp = reflect(pos.xyz, norm.xyz); - if (spec.a > 0.0) // specular reflection + if (spec.a > 0.0) { - // the old infinite-sky shiny reflection - // - float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color; - - // add the two types of shiny together - vec3 spec_contrib = dumbshiny * spec.rgb * 0.25; - bloom = dot(spec_contrib, spec_contrib); - col += spec_contrib; + vec3 lv = light_dir.xyz; + vec3 h, l, v = -normalize(pos.xyz); + float nh, nl, nv, vh, lightDist; + vec3 n = norm.xyz; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + if (nl > 0.0 && nh > 0.0) + { + float lit = min(nl*6.0, 1.0); + + float sa = nh; + float fres = pow(1 - vh, 5) * 0.4+0.5; + float gtdenom = 2 * nh; + float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); + + scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb; + } + + // add radiance map + applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); } - col = mix(col, diffuse.rgb, diffuse.a); - + color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); + if (envIntensity > 0.0) - { //add environmentmap - vec3 env_vec = env_mat * refnormpersp; - vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz; - vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance); - vec3 refcol = ColorFromRadiance(radiance_sun); - col = mix(col.rgb, refcol, envIntensity); + { // add environment map + applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity); } - - /*if (norm.w < 0.5) - { - col = scaleSoftClipFrag(col); - }*/ - - #ifdef WATER_FOG - vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); - col = fogged.rgb; - bloom = fogged.a; - #endif - } + } - //output linear since gamma correction happens down stream - frag_color.rgb = col; - frag_color.a = bloom; + frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl deleted file mode 100644 index 9d872b8df8..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightV.glsl +++ /dev/null @@ -1,38 +0,0 @@ -/** - * @file class3/deferred/softenLightV.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 vec3 position; - -VARYING vec2 vary_fragcoord; - -uniform mat4 modelview_projection_matrix; -uniform vec2 screen_res; - -void main() -{ - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 56b0f4e5ce..d31b37fb60 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -1,9 +1,9 @@ /** - * @file spotLightF.glsl + * @file class3\deferred\spotLightF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2022, 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 @@ -23,25 +23,18 @@ * $/LicenseInfo$ */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable - /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; -uniform sampler2D noiseMap; -uniform sampler2D projectionMap; +uniform sampler2D lightMap; +uniform sampler2D projectionMap; // rgba uniform sampler2D lightFunc; uniform mat4 proj_mat; //screen space to light space @@ -61,227 +54,214 @@ uniform float sun_wash; uniform int proj_shadow_idx; uniform float shadow_fade; +// Light params +#if defined(MULTI_SPOTLIGHT) +uniform vec3 center; +#else +in vec3 trans_center; +#endif uniform float size; uniform vec3 color; uniform float falloff; -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord; uniform vec2 screen_res; uniform mat4 inv_proj; -vec3 getNorm(vec2 pos_screen); +void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist); +float calcLegacyDistanceAttenuation(float distance, float falloff); +bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc ); +vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity); +vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv); +vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv ); +vec2 getScreenCoord(vec4 clip); +vec3 srgb_to_linear(vec3 cs); +vec4 texture2DLodSpecular(vec2 tc, float lod); -vec4 texture2DLodSpecular(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); - - d *= min(1, d * (proj_lod - lod)); - - float edge = 0.25*det; - - ret *= clamp(d/edge, 0.0, 1.0); - - return ret; -} +vec4 getPosition(vec2 pos_screen); -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; -} +const float M_PI = 3.14159265; -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; -} +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light +void main() +{ + vec3 final_color = vec3(0,0,0); + vec2 tc = getScreenCoord(vary_fragcoord); + vec3 pos = getPosition(tc).xyz; -vec4 getPosition(vec2 pos_screen); + vec3 lv; + vec4 proj_tc; + float dist, l_dist; + vec3 c; +#if defined(MULTI_SPOTLIGHT) + c = center; +#else + c = trans_center; +#endif -void main() -{ - vec4 frag = vary_fragcoord; - frag.xyz /= frag.w; - 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 dist = length(lv); - dist /= size; - if (dist > 1.0) + if (clipProjectedLightVars(c, pos, dist, l_dist, lv, proj_tc)) { discard; } - + float shadow = 1.0; if (proj_shadow_idx >= 0) { - vec4 shd = texture2DRect(lightMap, frag.xy); - shadow = (proj_shadow_idx == 0) ? shd.b : shd.a; + vec4 shd = texture(lightMap, tc); + shadow = (proj_shadow_idx==0)?shd.b:shd.a; shadow += shadow_fade; - shadow = clamp(shadow, 0.0, 1.0); + shadow = clamp(shadow, 0.0, 1.0); } - - vec3 norm = texture2DRect(normalMap, frag.xy).xyz; - float envIntensity = norm.z; - norm = getNorm(frag.xy); - - norm = normalize(norm); - float l_dist = -dot(lv, proj_n); - - vec4 proj_tc = (proj_mat * vec4(pos.xyz, 1.0)); - if (proj_tc.z < 0.0) - { - discard; - } - - proj_tc.xyz /= proj_tc.w; - - float fa = (falloff*0.5) + 1.0; - float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0); - dist_atten *= dist_atten; - dist_atten *= 2.0; + float envIntensity; + vec3 n; + vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); + + float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); if (dist_atten <= 0.0) { discard; } - + lv = proj_origin-pos.xyz; - lv = normalize(lv); - float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); - - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); - - vec4 spec = texture2DRect(specularRect, frag.xy); + vec3 h, l, v = -normalize(pos); + float nh, nl, nv, vh, lightDist; + calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); + + vec3 diffuse = texture(diffuseRect, tc).rgb; + vec4 spec = texture(specularRect, tc); + vec3 dlit = vec3(0, 0, 0); + vec3 slit = vec3(0, 0, 0); - vec3 dlit = vec3(0, 0, 0); + vec3 amb_rgb = vec3(0); - float noise = texture2D(noiseMap, frag.xy/128.0).b; - if (proj_tc.z > 0.0 && - proj_tc.x < 1.0 && - proj_tc.y < 1.0 && - proj_tc.x > 0.0 && - proj_tc.y > 0.0) + if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR)) { - float amb_da = proj_ambiance; - float lit = 0.0; + vec3 colorEmissive = texture(emissiveRect, tc).rgb; + vec3 orm = spec.rgb; + float perceptualRoughness = orm.g; + float metallic = orm.b; + vec3 f0 = vec3(0.04); + vec3 baseColor = diffuse.rgb; - if (da > 0.0) + vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0); + diffuseColor *= 1.0 - metallic; + + vec3 specularColor = mix(f0, baseColor.rgb, metallic); + + // We need this additional test inside a light's frustum since a spotlight's ambiance can be applied + if (proj_tc.x > 0.0 && proj_tc.x < 1.0 + && proj_tc.y > 0.0 && proj_tc.y < 1.0) { - lit = da * dist_atten * noise; + float lit = 0.0; + float amb_da = 0.0; - float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - - vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); - - dlit = color.rgb * plcol.rgb * plcol.a; - - col = dlit*lit*diff_tex*shadow; - 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)*(1.0-shadow)*proj_ambiance; + lv = normalize(lv); + + if (nl > 0.0) + { + amb_da += (nl*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; - } - + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); - if (spec.a > 0.0) + vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials + final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); + } + + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance + final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv); + } + } + else { - dlit *= min(da*6.0, 1.0) * dist_atten; - vec3 npos = -normalize(pos); - - //vec3 ref = dot(pos+lv, norm); - vec3 h = normalize(lv+npos); - float nh = dot(norm, h); - float nv = dot(norm, npos); - float vh = dot(npos, h); - float sa = nh; - float fres = pow(1 - dot(h, npos), 5)*0.4+0.5; - - float gtdenom = 2 * nh; - float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh)); - - if (nh > 0.0) + diffuse = srgb_to_linear(diffuse); + spec.rgb = srgb_to_linear(spec.rgb); + + if (proj_tc.z > 0.0 && + proj_tc.x < 1.0 && + proj_tc.y < 1.0 && + proj_tc.x > 0.0 && + proj_tc.y > 0.0) { - float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - col += dlit*scol*spec.rgb*shadow; + float amb_da = 0; + float lit = 0.0; + + if (nl > 0.0) + { + lit = nl * dist_atten; + + dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); + + final_color = dlit*lit*diffuse*shadow; + + // unshadowed for consistency between forward and deferred? + amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance; + } + + amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ); + final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0); } - } + if (spec.a > 0.0) + { + dlit *= min(nl*6.0, 1.0) * dist_atten; - if (envIntensity > 0.0) - { - vec3 ref = reflect(normalize(pos), norm); + float fres = pow(1 - vh, 5)*0.4+0.5; + + float gtdenom = 2 * nh; + float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh)); + + if (nh > 0.0) + { + float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); + vec3 speccol = dlit*scol*spec.rgb*shadow; + speccol = clamp(speccol, vec3(0), vec3(1)); + final_color += speccol; + } + } + + if (envIntensity > 0.0) + { + vec3 ref = reflect(normalize(pos), n); - //project from point pos in direction ref to plane proj_p, proj_n - vec3 pdelta = proj_p-pos; - float ds = dot(ref, proj_n); + //project from point pos in direction ref to plane proj_p, proj_n + vec3 pdelta = proj_p-pos; + float ds = dot(ref, proj_n); - if (ds < 0.0) - { - vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; + if (ds < 0.0) + { + vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - if (stc.z > 0.0) - { - stc /= stc.w; - - if (stc.x < 1.0 && - stc.y < 1.0 && - stc.x > 0.0 && - stc.y > 0.0) + if (stc.z > 0.0) { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + stc /= stc.w; + + if (stc.x < 1.0 && + stc.y < 1.0 && + stc.x > 0.0 && + stc.y > 0.0) + { + final_color += color.rgb * texture2DLodSpecular(stc.xy, (1 - spec.a) * (proj_lod * 0.6)).rgb * shadow * envIntensity; + } } } } } - + //not sure why, but this line prevents MATBUG-194 - col = max(col, vec3(0.0)); + final_color = max(final_color, vec3(0.0)); - frag_color.rgb = col; + //output linear + frag_color.rgb = final_color; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl deleted file mode 100644 index 112b498c90..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl +++ /dev/null @@ -1,57 +0,0 @@ -/** - * @file class3\deferred\sunLightF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2, shadows, no SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.g = 1.0f; - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl deleted file mode 100644 index 342a2ff3ed..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/** - * @file class3\deferred\sunLightSSAOF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -//class 2 -- shadows and SSAO - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec3 sun_dir; - -vec4 getPosition(vec2 pos_screen); -vec3 getNorm(vec2 pos_screen); - -float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); -float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen); - -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = getNorm(pos_screen); - - frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen); - frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen); - frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen); - frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen); -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl deleted file mode 100644 index 15e769ac10..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file treeShadowV.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 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 pos; -VARYING vec2 vary_texcoord0; - -void main() -{ - //transform vertex - pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - - 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/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl deleted file mode 100644 index 540226e672..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl +++ /dev/null @@ -1,115 +0,0 @@ -/** - * @file underWaterF.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 - * $/LicenseInfo$ - */ - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; - -uniform vec4 fogCol; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform vec2 fbScale; -uniform float refScale; -uniform float znear; -uniform float zfar; -uniform float kd; -uniform vec4 waterPlane; -uniform vec3 eyeVec; -uniform vec4 waterFogColor; -uniform float waterFogDensity; -uniform float waterFogKS; -uniform vec2 screenRes; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec2 encode_normal(vec3 n); - -vec4 applyWaterFog(vec4 color, vec3 viewVec) -{ - //normalize view vector - vec3 view = normalize(viewVec); - float es = -view.z; - - //find intersection point with water plane and eye vector - - //get eye depth - float e0 = max(-waterPlane.w, 0.0); - - //get object depth - float depth = length(viewVec); - - //get "thickness" of water - float l = max(depth, 0.1); - - float kd = waterFogDensity; - float ks = waterFogKS; - vec4 kc = waterFogColor; - - float F = 0.98; - - float t1 = -kd * pow(F, ks * e0); - float t2 = kd + ks * es; - float t3 = pow(F, t2*l) - 1.0; - - float L = min(t1/t2*t3, 1.0); - - float D = pow(0.98, l*kd); - return color * D + kc * L; -} - -void main() -{ - vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - vec3 wavef = normalize(wave1+wave2+wave3); - - //figure out distortion vector (ripply) - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl deleted file mode 100644 index c65cf48c67..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl +++ /dev/null @@ -1,174 +0,0 @@ -/** - * @file waterF.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 - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -/*[EXTRA_CODE_HERE]*/ - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec3 scaleSoftClip(vec3 c); -vec2 encode_normal(vec3 n); - -vec3 BlendNormal(vec3 bump1, vec3 bump2) -{ - //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); - //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); - //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); - vec3 n = normalize(mix(bump1, bump2, blend_factor)); - return n; -} - -void main() -{ - vec4 color; - float dist = length(view.xy); - - //normalize view vector - vec3 viewVec = normalize(view.xyz); - - //get wave normals - vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - - vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; - vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - - vec3 wave1 = BlendNormal(wave1_a, wave1_b); - vec3 wave2 = BlendNormal(wave2_a, wave2_b); - vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - //get base fresnel components - - vec3 df = vec3( - dot(viewVec, wave1), - dot(viewVec, (wave2 + wave3) * 0.5), - dot(viewVec, wave3) - ) * fresnelScale + fresnelOffset; - df *= df; - - vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; - - float dist2 = dist; - dist = max(dist, 5.0); - - float dmod = sqrt(dist); - - vec2 dmod_scale = vec2(dmod*dmod, dmod); - - //get reflected color - vec2 refdistort1 = wave1.xy*normScale.x; - vec2 refvec1 = distort+refdistort1/dmod_scale; - vec4 refcol1 = texture2D(refTex, refvec1); - - vec2 refdistort2 = wave2.xy*normScale.y; - vec2 refvec2 = distort+refdistort2/dmod_scale; - vec4 refcol2 = texture2D(refTex, refvec2); - - vec2 refdistort3 = wave3.xy*normScale.z; - vec2 refvec3 = distort+refdistort3/dmod_scale; - vec4 refcol3 = texture2D(refTex, refvec3); - - vec4 refcol = refcol1 + refcol2 + refcol3; - float df1 = df.x + df.y + df.z; - refcol *= df1 * 0.333; - - vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - wavef.z *= max(-viewVec.z, 0.1); - wavef = normalize(wavef); - - float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; - - vec2 refdistort4 = wavef.xy*0.125; - refdistort4.y -= abs(refdistort4.y); - vec2 refvec4 = distort+refdistort4/dmod; - float dweight = min(dist2*blurMultiplier, 1.0); - vec4 baseCol = texture2D(refTex, refvec4); - - refcol = mix(baseCol*df2, refcol, dweight); - - //get specular component - float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); - - //harden specular - spec = pow(spec, 128.0); - - //figure out distortion vector (ripply) - vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); - - vec4 fb = texture2D(screenTex, distort2); - - //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); - - color.rgb *= 2.0f; - color.rgb = scaleSoftClip(color.rgb); - - vec4 pos = vary_position; - - color.rgb += spec * specular; - color.a = spec * sunAngle2; - - vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - - frag_data[0] = vec4(color.rgb, color); // diffuse - frag_data[1] = vec4(spec * specular, spec); // speccolor, spec - frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0 -} diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl new file mode 100644 index 0000000000..f6b8299f91 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -0,0 +1,65 @@ +/** + * @file class3/deferred/waterHazeF.glsl + * + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2023, 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 + * $/LicenseInfo$ + */ + +out vec4 frag_color; + +// Inputs +in vec4 vary_fragcoord; + +uniform sampler2D normalMap; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen); + +vec4 getWaterFogView(vec3 pos); + +uniform int above_water; + +void main() +{ + vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5; + float depth = getDepth(tc.xy); + + if (above_water > 0) + { + // we want to depth test when the camera is above water, but some GPUs have a hard time + // with depth testing against render targets that are bound for sampling in the same shader + // so we do it manually here + + float cur_depth = vary_fragcoord.z/vary_fragcoord.w*0.5+0.5; + if (cur_depth > depth) + { + discard; + } + } + + vec4 pos = getPositionWithDepth(tc, depth); + vec4 norm = texture(normalMap, tc); + + vec4 fogged = getWaterFogView(pos.xyz); + + frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results + +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl index 8891315e15..16381a5d51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl @@ -1,45 +1,59 @@ -/** - * @file softenLightV.glsl +/** + * @file class3/deferred/waterHazeV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * + * Copyright (C) 2023, 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; +in vec3 position; uniform vec2 screen_res; +out vec4 vary_fragcoord; + +// forwards void setAtmosAttenuation(vec3 c); void setAdditiveColor(vec3 c); -VARYING vec2 vary_fragcoord; +uniform vec4 waterPlane; + +uniform int above_water; + +uniform mat4 modelview_projection_matrix; + void main() { - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); + //transform vertex + vec4 pos = vec4(position.xyz, 1.0); + + if (above_water > 0) + { + pos = modelview_projection_matrix*pos; + } + gl_Position = pos; + // appease OSX GLSL compiler/linker by touching all the varyings we said we would setAtmosAttenuation(vec3(1)); setAdditiveColor(vec3(0)); - vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; + + vary_fragcoord = pos; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl deleted file mode 100644 index 02000d90ca..0000000000 --- a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl +++ /dev/null @@ -1,95 +0,0 @@ -/** - * @file waterV.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 mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - - -uniform vec2 d1; -uniform vec2 d2; -uniform float time; -uniform vec3 eyeVec; -uniform float waterHeight; - -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -VARYING vec4 vary_position; - -float wave(vec2 v, float t, float f, vec2 d, float s) -{ - return (dot(d, v)*f + t*s)*f; -} - -void main() -{ - //transform vertex - vec4 pos = vec4(position.xyz, 1.0); - mat4 modelViewProj = modelview_projection_matrix; - - vec4 oPosition; - - //get view vector - vec3 oEyeVec; - oEyeVec.xyz = pos.xyz-eyeVec; - - float d = length(oEyeVec.xy); - float ld = min(d, 2560.0); - - pos.xy = eyeVec.xy + oEyeVec.xy/d*ld; - view.xyz = oEyeVec; - - d = clamp(ld/1536.0-0.5, 0.0, 1.0); - d *= d; - - oPosition = vec4(position, 1.0); - oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); - vary_position = modelview_matrix * oPosition; - oPosition = modelViewProj * oPosition; - - refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); - - //get wave position parameter (create sweeping horizontal waves) - vec3 v = pos.xyz; - v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0; - - //push position for further horizon effect. - pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z); - pos.w = 1.0; - pos = modelview_matrix*pos; - - //pass wave parameters to pixel shader - vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; - //get two normal map (detail map) texture coordinates - littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13; - littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1; - view.w = bigWave.y; - refCoord.w = bigWave.x; - - gl_Position = oPosition; -} diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 8c8bd6d0d5..223e55eb69 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -1,5 +1,5 @@ /** - * @file class1\environment\underWaterF.glsl + * @file class3\environment\underWaterF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -23,17 +23,14 @@ * $/LicenseInfo$ */ -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif uniform sampler2D diffuseMap; -uniform sampler2D bumpMap; +uniform sampler2D bumpMap; + +#ifdef TRANSPARENT_WATER uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform sampler2D screenDepth; +#endif uniform vec4 fogCol; uniform vec3 lightDir; @@ -47,31 +44,39 @@ uniform float kd; uniform vec4 waterPlane; uniform vec3 eyeVec; uniform vec4 waterFogColor; +uniform vec3 waterFogColorLinear; uniform float waterFogKS; uniform vec2 screenRes; //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view; +in vec3 vary_position; -vec4 applyWaterFogView(vec3 pos, vec4 color); +vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color); void main() { vec4 color; - - //get detail normals - vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; - vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; - vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + //get detail normals + vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; vec3 wavef = normalize(wave1+wave2+wave3); //figure out distortion vector (ripply) vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; distort = distort+wavef.xy*refScale; - - vec4 fb = texture2D(screenTex, distort); - - frag_color = applyWaterFogView(view.xyz, fb); + +#ifdef TRANSPARENT_WATER + vec4 fb = texture(screenTex, distort); +#else + vec4 fb = vec4(waterFogColorLinear, 0.0); +#endif + + fb = applyWaterFogViewLinearNoClip(vary_position, fb); + + frag_color = max(fb, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl new file mode 100644 index 0000000000..b364e454e8 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -0,0 +1,287 @@ +/** + * @file waterF.glsl + * + * $LicenseInfo:firstyear=2022&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, 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 + * $/LicenseInfo$ + */ + +// class3/environment/waterF.glsl + +out vec4 frag_color; + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); +#endif + +vec3 scaleSoftClipFragLinear(vec3 l); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); + +// PBR interface +vec2 BRDF(float NoV, float roughness); + +void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); + +vec3 pbrIbl(vec3 diffuseColor, + vec3 specularColor, + vec3 radiance, // radiance map sample + vec3 irradiance, // irradiance map sample + float ao, // ambient occlusion factor + float nv, // normal dot view vector + float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l); //surface point to light + +vec3 pbrBaseLight(vec3 diffuseColor, + vec3 specularColor, + float metallic, + vec3 pos, + vec3 norm, + float perceptualRoughness, + vec3 light_dir, + vec3 sunlit, + float scol, + vec3 radiance, + vec3 irradiance, + vec3 colorEmissive, + float ao, + vec3 additive, + vec3 atten); + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float blend_factor; +#ifdef TRANSPARENT_WATER +uniform sampler2D screenTex; +uniform sampler2D depthMap; +#endif + +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; +uniform vec3 waterFogColorLinear; + + +//bigWave is (refCoord.w, view.w); +in vec4 refCoord; +in vec4 littleWave; +in vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ + vec3 n = mix(bump1, bump2, blend_factor); + return n; +} + +vec3 srgb_to_linear(vec3 col); +vec3 linear_to_srgb(vec3 col); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ + return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear); + +vec3 getPositionWithNDC(vec3 ndc); + +void main() +{ + vN = vary_normal; + vT = vary_tangent; + vB = cross(vN, vT); + + vec3 pos = vary_position.xyz; + + float dist = length(pos.xyz); + + //normalize view vector + vec3 viewVec = normalize(pos.xyz); + + //get wave normals + vec2 bigwave = vec2(refCoord.w, view.w); + vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0; + vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0; + + vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0; + vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; + vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0; + + //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); + + vec3 wave1 = BlendNormal(wave1_a, wave1_b); + vec3 wave2 = BlendNormal(wave2_a, wave2_b); + vec3 wave3 = BlendNormal(wave3_a, wave3_b); + + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + + //wave1 = transform_normal(wave1); + //wave2 = transform_normal(wave2); + //wave3 = transform_normal(wave3); + + vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + + vec3 waver = wavef*3; + + vec3 up = transform_normal(vec3(0,0,1)); + float vdu = -dot(viewVec, up)*2; + + vec3 wave_ibl = wavef; + wave_ibl.z *= 2.0; + wave_ibl = transform_normal(normalize(wave_ibl)); + + vec3 norm = transform_normal(normalize(wavef)); + + vdu = clamp(vdu, 0, 1); + wavef.z *= max(vdu*vdu*vdu, 0.1); + + wavef = normalize(wavef); + + //wavef = vec3(0, 0, 1); + wavef = transform_normal(wavef); + + float dist2 = dist; + dist = max(dist, 5.0); + + float dmod = sqrt(dist); + + //figure out distortion vector (ripply) + vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0); + + distort2 = clamp(distort2, vec2(0), vec2(0.999)); + + vec3 sunlit; + vec3 amblit; + vec3 additive; + vec3 atten; + + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); +#endif + + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); + + vec3 sunlit_linear = srgb_to_linear(sunlit); + +#ifdef TRANSPARENT_WATER + vec4 fb = texture(screenTex, distort2); + float depth = texture(depthMap, distort2).r; + vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0)); + + if (refPos.z > pos.z-0.05) + { + //we sampled an above water sample, don't distort + distort2 = distort; + fb = texture(screenTex, distort2); + depth = texture(depthMap, distort2).r; + refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0)); + } + +#else + vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0)); +#endif + + // fudge sample on other side of water to be a tad darker + fb.rgb *= 0.75; + + float metallic = 0.0; + float perceptualRoughness = 0.05; + float gloss = 1.0 - perceptualRoughness; + + vec3 irradiance = vec3(0); + vec3 radiance = vec3(0); + sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit); + + irradiance = vec3(0); + + vec3 diffuseColor = vec3(0); + vec3 specularColor = vec3(0); + calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor); + + vec3 v = -normalize(pos.xyz); + + vec3 colorEmissive = vec3(0); + float ao = 1.0; + vec3 light_dir = transform_normal(lightDir); + + perceptualRoughness = 0.0; + metallic = 1.0; + + float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); + + vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); + + vec3 color = punctual * sunlit_linear * 2.75 * shadow; + + vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); + + color += ibl; + + float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); + float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y); + f *= 0.9; + f *= f; + + // incoming scale is [0, 1] with 0.5 being default + // shift to 0.5 to 1.5 + f *= (fresnelScale - 0.5)+1.0; + + // incoming offset is [0, 1] with 0.5 being default + // shift from -1 to 1 + f += (fresnelOffset - 0.5) * 2.0; + + f = clamp(f, 0, 1); + + color = ((1.0 - f) * color) + fb.rgb; + + float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); + + frag_color = max(vec4(color, spec), vec4(0)); +} + diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 30ad493331..77bbbabfae 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -23,21 +23,13 @@ * $/LicenseInfo$ */ - - -// All lights, no specular highlights -vec3 atmosAmbient(); +// used for preview renders only vec4 sumLights(vec3 pos, vec3 norm, vec4 color); -float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); -#if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); -#endif - return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl deleted file mode 100644 index 4b663dd5b2..0000000000 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ /dev/null @@ -1,67 +0,0 @@ -/** - * @file class3\lighting\sumLightsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); - -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec4 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec4 sumLights(vec3 pos, vec3 norm, vec4 color) -{ - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); - col.rgb = scaleDownLight(col.rgb); - -#if defined(LOCAL_LIGHT_KILL) - col.rgb = vec3(0); -#endif - - // Add windlight lights -#if !defined(SUNLIGHT_KILL) - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); -#endif - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl deleted file mode 100644 index c6ea3ec9d4..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoF.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/** - * @file class3\wl\advancedAtmoF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - -in vec3 view_dir; - -uniform vec3 cameraPosLocal; -uniform vec3 sun_dir; -uniform float sun_size; - -uniform sampler2D transmittance_texture; -uniform sampler3D scattering_texture; -uniform sampler3D mie_scattering_texture; -uniform sampler2D irradiance_texture; - -vec3 GetSolarLuminance(); -vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 sun_dir, out vec3 transmittance); -vec3 GetSunAndSkyIlluminance(vec3 pos, vec3 norm, vec3 sun_dir, out vec3 sky_irradiance); - -void main() -{ - vec3 view_direction = normalize(view_dir); - - vec3 camPos = cameraPosLocal; - vec3 transmittance; - vec3 sky_illum; - vec3 radiance = GetSkyLuminance(camPos, view_direction, 0.0f, sun_dir, transmittance); - vec3 radiance2 = GetSunAndSkyIlluminance(camPos, view_direction, sun_dir, sky_illum); - - //radiance *= transmittance; - - // If the view ray intersects the Sun, add the Sun radiance. - if (dot(view_direction, sun_dir) >= sun_size) - { - radiance = radiance + transmittance * GetSolarLuminance(); - } - - //vec3 color = vec3(1.0) - exp(-radiance); - //color = pow(color, vec3(1.0 / 2.2)); - - frag_color.rgb = radiance; - - frag_color.a = 1.0; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl b/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl deleted file mode 100644 index 65bb00b1f6..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/advancedAtmoV.glsl +++ /dev/null @@ -1,43 +0,0 @@ -/** - * @file class3\wl\advancedAtmoV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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; - -// Inputs -uniform vec3 camPosLocal; - -out vec3 view_dir; - -void main() -{ - // World / view / projection - gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - - // this will be normalized in the frag shader... - view_dir = position.xyz - camPosLocal.xyz; -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl deleted file mode 100644 index 2b70ba76dc..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsF.glsl +++ /dev/null @@ -1,46 +0,0 @@ -/** - * @file class3\wl\atmosphericsF.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 - * $/LicenseInfo$ - */ - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); -vec3 scaleSoftClipFrag(vec3 light); - -uniform int no_atmo; - -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - light *= atten.r; - light += additive; - return light * 2.0; -} - -vec3 atmosLighting(vec3 light) -{ - return atmosFragLighting(light, getAdditiveColor(), getAtmosAttenuation()); -} diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl deleted file mode 100644 index b76192d73f..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl +++ /dev/null @@ -1,51 +0,0 @@ -/** - * @file class3\wl\atmosphericsV.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, 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 - * $/LicenseInfo$ - */ - -// VARYING param funcs -void setSunlitColor(vec3 v); -void setAmblitColor(vec3 v); -void setAdditiveColor(vec3 v); -void setAtmosAttenuation(vec3 v); -void setPositionEye(vec3 v); - -vec3 getAdditiveColor(); - -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); - -void calcAtmospherics(vec3 inPositionEye) { - - vec3 P = inPositionEye; - setPositionEye(P); - vec3 tmpsunlit = vec3(1); - vec3 tmpamblit = vec3(1); - vec3 tmpaddlit = vec3(1); - vec3 tmpattenlit = vec3(1); - calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true); - setSunlitColor(tmpsunlit); - setAmblitColor(tmpamblit); - setAdditiveColor(tmpaddlit); - setAtmosAttenuation(tmpattenlit); -} - diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl deleted file mode 100644 index 545a32a227..0000000000 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ /dev/null @@ -1,68 +0,0 @@ -/** - * @file class3\wl\transportF.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 - * $/LicenseInfo$ - */ - -////////////////////////////////////////////////////////// -// The fragment shader for the terrain atmospherics -////////////////////////////////////////////////////////// - -vec3 getAdditiveColor(); -vec3 getAtmosAttenuation(); - -uniform int no_atmo; - -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - if (no_atmo == 1) - { - return light; - } - // fullbright responds minimally to atmos scatter effects - light *= min(15.0 * atten.r, 1.0); - light += (0.1 * additive); - return light * 2.0; -} - -vec3 atmosTransport(vec3 light) -{ - return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) -{ - float brightness = dot(light.rgb, vec3(0.33333)); - return vec3(1,0,1); - //return atmosTransportFrag(light * 0.5, additive * (brightness * 0.5 + 0.5), atten); -} - -vec3 fullbrightAtmosTransport(vec3 light) -{ - return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); -} - -vec3 fullbrightShinyAtmosTransport(vec3 light) -{ - float brightness = dot(light.rgb, vec3(0.33333)); - return atmosTransportFrag(light * 0.5, getAdditiveColor() * (brightness * brightness), getAtmosAttenuation()); -} diff --git a/indra/newview/app_settings/shaders/class1/transform/colorV.glsl b/indra/newview/app_settings/shaders/errorF.glsl index 59c4a7d895..573bb5887b 100644 --- a/indra/newview/app_settings/shaders/class1/transform/colorV.glsl +++ b/indra/newview/app_settings/shaders/errorF.glsl @@ -1,9 +1,9 @@ -/** - * @file colorV.glsl +/** + * @file errorF.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,14 +23,12 @@ * $/LicenseInfo$ */ -uniform int color_in; + // error fallback on compilation failure -ATTRIBUTE vec3 position; - -VARYING int color_out; +out vec4 frag_color; void main() { - color_out = color_in; + frag_color = vec4(1,0,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl b/indra/newview/app_settings/shaders/errorV.glsl index 47e9d15fbc..e4b362c8c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl +++ b/indra/newview/app_settings/shaders/errorV.glsl @@ -1,9 +1,9 @@ /** - * @file sunLightF.glsl + * @file errorV.glsl * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. + * Copyright (C) 2023, 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 @@ -23,15 +23,13 @@ * $/LicenseInfo$ */ + // fallback shader for whenever there is a compilation error uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -uniform vec2 screen_res; +in vec3 position; void main() { - //transform vertex - vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); } + diff --git a/indra/newview/app_settings/shaders/shader_hierarchy.txt b/indra/newview/app_settings/shaders/shader_hierarchy.txt deleted file mode 100644 index 8ef04d8e1f..0000000000 --- a/indra/newview/app_settings/shaders/shader_hierarchy.txt +++ /dev/null @@ -1,177 +0,0 @@ -Class 3 is highest quality / lowest performance -Class 2 is medium quality / medium performance -Class 1 is lowest quality / highest performance - -Shaders WILL fall back to "lower" classes for functionality. - -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/avatarV.glsl - gAvatarProgram, gAvatarWaterProgram - main() - avatar/avatarV.glsl - getSkinnedTransform() - avatarSkinV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/avatarF.glsl - gAvatarProgram - main() - avatar/avatarF.glsl - default_lighting() - lighting/lightF.glsl - calc_default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/eyeballV.glsl - gAvatarEyeballProgram - main() - avatar/eyeballV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLightingSpecular() - lighting/lightSpecularV.glsl - sumLightsSpecular() - lighting/sumLightsSpecularV.glsl - calcDirectionalLightSpecular() - lighting/lightFuncSpecularV.glsl - calcPointLightSpecular() - lighting/lightFuncSpecularV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl - atmosGetDiffuseSunlightColor() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/eyeballF.glsl - gAvatarEyeballProgram - main() - avatar/eyeballF.glsl - default_lighting() - lighting/lightF.glsl - calc_default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/pickAvatarV.glsl - gAvatarPickProgram - main() - avatar/pickAvatarV.glsl - getSkinnedTransform() - avatarSkinV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -avatar/pickAvatarF.glsl - gAvatarPickProgram - main() - avatar/pickAvatarF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainV.glsl - gTerrainProgram, gTerrainWaterProgram - texgen_object() - environment/terrainV.glsl - main() - environment/terrainV.glsl - texgen_object() - environment/terrainV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainF.glsl - gTerrainProgram - main() - environment/terrainF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/terrainWaterF.glsl - gTerrainWaterProgram - main() - environment/terrainWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/underWaterF.glsl - gUnderWaterProgram - applyWaterFog() - environment/underWaterF.glsl (NOTE: different than one in waterFogF.glsl) - main() - environment/underWaterF.glsl - applyWaterFog() - environment/underWaterF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/waterV.glsl - gWaterProgram, gUnderWaterProgram - main() - environment/waterV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -environment/waterF.glsl - gWaterProgram - main() - environment/waterF.glsl - atmosTransport() - windlight/transportF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightV.glsl - gObjectFullbrightProgram, gObjectFullbrightWaterProgram - main() - objects/fullbrightV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightF.glsl - gObjectFullbrightProgram - main() - objects/fullbrightF.glsl - fullbright_lighting() - lighting/lightFullbrightF.glsl - fullbrightAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - fullbrightScaleSoftClip() - windlight/gammaF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightShinyV.glsl - gObjectFullbrightShinyProgram - main() - objects/fullbrightShinyV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightShinyF.glsl - gObjectFullbrightShinyProgram - main() - objects/fullbrightShinyF.glsl - fullbright_shiny_lighting() - lighting/lightFullbrightShinyF.glsl - fullbrightShinyAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - fullbrightScaleSoftClip() - windlight/gammaF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/fullbrightWaterF.glsl - gObjectFullbrightWaterProgram - main() - objects/fullbrightWaterF.glsl - fullbright_lighting_water() - lighting/lightFullbrightWaterF.glsl - fullbrightAtmosTransport() - windlight/transportF.glsl - atmosTransport() - windlight/transportF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyV.glsl - gObjectShinyProgram, gObjectShinyWaterProgram - main() - objects/shinyV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - calcLighting(vec4) - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyF.glsl - gObjectShinyProgram - main() - objects/shinyF.glsl - shiny_lighting() - lighting/lightShinyF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/shinyWaterF.glsl - gObjectShinyWaterProgram - main() - objects/shinyWaterF.glsl - shiny_lighting_water() - lighting/lightShinyWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleV.glsl - gObjectSimpleProgram, gObjectSimpleWaterProgram - main() - objects/simpleV.glsl - calcAtmospherics() - windlight/atmosphericsV.glsl - calcLighting() - lighting/lightV.glsl - sumLights() - lighting/sumLightsV.glsl - calcDirectionalLight() - lighting/lightFuncV.glsl - calcPointLight() - lighting/lightFuncV.glsl - atmosAmbient() - windlight/atmosphericsHelpersV.glsl - atmosAffectDirectionalLight() - windlight/atmosphericsHelpersV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleF.glsl - gObjectSimpleProgram - main() - objects/simpleF.glsl - default_lighting() - lighting/lightF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -objects/simpleWaterF.glsl - gObjectSimpleWaterProgram, gAvatarWaterProgram - main() - objects/simpleWaterF.glsl - default_lighting_water() - lighting/lightWaterF.glsl - atmosLighting() - windlight/atmosphericsF.glsl - applyWaterFog() - environment/waterFogF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/skyV.glsl - gWLSkyProgram - main() - windlight/skyV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/skyF.glsl - gWLSkyProgram - main() - windlight/skyF.glsl - scaleSoftClip() - windlight/gammaF.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/cloudsV.glsl - gWLCloudProgram - main() - windlight/cloudsV.glsl -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -windlight/cloudsF.glsl - gWLCloudProgram - main() - windlight/cloudsF.glsl - scaleSoftClip() - windlight/gammaF.glsl - - |