diff options
Diffstat (limited to 'indra/newview/app_settings')
9 files changed, 347 insertions, 300 deletions
diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml index 15434f2b8f..be79f91919 100644 --- a/indra/newview/app_settings/cmd_line.xml +++ b/indra/newview/app_settings/cmd_line.xml @@ -1,45 +1,101 @@ <?xml version="1.0"?> <llsd> <map> - <key>help</key> + <!-- Please insert new keys in alphabetical order. --> + <key>analyzeperformance</key> <map> <key>desc</key> - <string>display this help message</string> + <string>When used in conjunction with logperformance, analyzes result of log against baseline.</string> + <key>map-to</key> + <string>AnalyzePerformance</string> + </map> - <key>short</key> - <string>h</string> + <key>autologin</key> + <map> + <key>desc</key> + <string>log in as last saved user</string> + <key>map-to</key> + <string>AutoLogin</string> </map> - <key>port</key> + <key>channel</key> <map> <key>count</key> <integer>1</integer> - <key>map-to</key> - <string>UserConnectionPort</string> + <!-- Special case. Not mapped to a setting. --> </map> - <key>drop</key> + <key>console</key> <map> <key>count</key> <integer>1</integer> <key>map-to</key> - <string>PacketDropPercentage</string> + <string>ShowConsoleWindow</string> </map> - <key>inbw</key> + <key>cooperative</key> <map> + <key>desc</key> + <string>Yield some idle time to local host.</string> <key>count</key> <integer>1</integer> <key>map-to</key> - <string>InBandwidth</string> + <string>YieldTime</string> </map> - <key>outbw</key> + <key>crashonstartup</key> + <map> + <key>desc</key> + <string>Crashes on startup. For QA use.</string> + <key>map-to</key> + <string>CrashOnStartup</string> + </map> + + <key>debugsession</key> + <map> + <key>desc</key> + <string>Run as if RenderDebugGL is TRUE, but log errors until end of session.</string> + <key>map-to</key> + <string>DebugSession</string> + </map> + + <key>debugviews</key> + <map> + <key>map-to</key> + <string>DebugViews</string> + </map> + + <key>disablecrashlogger</key> + <map> + <key>desc</key> + <string>Disables the crash logger and lets the OS handle crashes</string> + <key>map-to</key> + <string>DisableCrashLogger</string> + </map> + + <key>drop</key> <map> <key>count</key> <integer>1</integer> <key>map-to</key> - <string>OutBandwidth</string> + <string>PacketDropPercentage</string> + </map> + + <key>god</key> + <map> + <key>desc</key> + <string>Log in a god if you have god access.</string> + <key>map-to</key> + <string>ConnectAsGod</string> + </map> + + <key>graphicslevel</key> + <map> + <key>desc</key> + <string>Set the detail level. +0 - low, 1 - medium, 2 - high, 3 - ultra</string> + <key>count</key> + <integer>1</integer> </map> <key>grid</key> @@ -52,16 +108,13 @@ <string>CmdLineGridChoice</string> </map> - <key>loginuri</key> + <key>help</key> <map> <key>desc</key> - <string>login server and CGI script to use</string> - <key>count</key> - <integer>1</integer> - <key>compose</key> - <boolean>true</boolean> - <key>map-to</key> - <string>CmdLineLoginURI</string> + <string>display this help message</string> + + <key>short</key> + <string>h</string> </map> <key>helperuri</key> @@ -74,44 +127,73 @@ <string>CmdLineHelperURI</string> </map> - <key>debugviews</key> + <key>ignorepixeldepth</key> <map> + <key>desc</key> + <string>Ignore pixel depth settings.</string> <key>map-to</key> - <string>DebugViews</string> + <string>IgnorePixelDepth</string> </map> - <key>skin</key> + <key>inbw</key> + <map> + <key>count</key> + <integer>1</integer> + <key>map-to</key> + <string>InBandwidth</string> + </map> + + <key>leap</key> <map> <key>desc</key> - <string>ui/branding skin folder to use</string> + <string>command line to run an LLSD Event API Plugin</string> <key>count</key> <integer>1</integer> + <!-- you can specify multiple such plugins --> + <key>compose</key> + <boolean>true</boolean> <key>map-to</key> - <string>SkinFolder</string> + <string>LeapCommand</string> </map> - <key>autologin</key> + <key>logfile</key> + <map> + <key>count</key> + <integer>1</integer> + <key>map-to</key> + <string>UserLogFile</string> + </map> + + <key>login</key> <map> <key>desc</key> - <string>log in as last saved user</string> + <string>3 tokens: first, last and password</string> + <key>count</key> + <integer>3</integer> <key>map-to</key> - <string>AutoLogin</string> + <string>UserLoginInfo</string> </map> - <key>quitafter</key> + <key>loginpage</key> <map> + <key>desc</key> + <string>Login authentication page to use.</string> <key>count</key> <integer>1</integer> <key>map-to</key> - <string>QuitAfterSeconds</string> + <string>LoginPage</string> </map> - <key>logperformance</key> + <key>loginuri</key> <map> <key>desc</key> - <string>Log performance metrics for benchmarking</string> + <string>login server and CGI script to use</string> + <key>count</key> + <integer>1</integer> + <key>compose</key> + <boolean>true</boolean> <key>map-to</key> - <string>LogPerformance</string> + <string>CmdLineLoginURI</string> </map> <key>logmetrics</key> @@ -123,29 +205,35 @@ <key>map-to</key> <string>LogMetrics</string> </map> - - <key>analyzeperformance</key> + + <key>logperformance</key> <map> <key>desc</key> - <string>When used in conjunction with logperformance, analyzes result of log against baseline.</string> + <string>Log performance metrics for benchmarking</string> <key>map-to</key> - <string>AnalyzePerformance</string> + <string>LogPerformance</string> </map> - <key>debugsession</key> + <key>multiple</key> <map> <key>desc</key> - <string>Run as if RenderDebugGL is TRUE, but log errors until end of session.</string> + <string>Allow multiple viewers.</string> <key>map-to</key> - <string>DebugSession</string> + <string>AllowMultipleViewers</string> </map> - <key>replaysession</key> + <key>noaudio</key> + <map> + <key>map-to</key> + <string>NoAudio</string> + </map> + + <key>noinvlib</key> <map> <key>desc</key> - <string>After login, replay last recorded session and quit.</string> + <string>Do not request the inventory library.</string> <key>map-to</key> - <string>ReplaySession</string> + <string>NoInventoryLibrary</string> </map> <key>nonotifications</key> @@ -156,22 +244,10 @@ <string>IgnoreAllNotifications</string> </map> - <key>rotate</key> - <map> - <key>map-to</key> - <string>RotateRight</string> - </map> - - <key>noaudio</key> - <map> - <key>map-to</key> - <string>NoAudio</string> - </map> - - <key>nosound</key> + <key>nopreload</key> <map> <key>map-to</key> - <string>NoAudio</string> + <string>NoPreload</string> </map> <key>noprobe</key> @@ -186,151 +262,134 @@ <string>NoQuickTime</string> </map> - <key>nopreload</key> + <key>nosound</key> <map> <key>map-to</key> - <string>NoPreload</string> + <string>NoAudio</string> </map> - <key>purge</key> + <key>no-verify-ssl-cert</key> <map> - <key>desc</key> - <string>Delete files in the cache.</string> <key>map-to</key> - <string>PurgeCacheOnNextStartup</string> + <string>NoVerifySSLCert</string> </map> - <key>noinvlib</key> + <key>novoice</key> <map> <key>desc</key> - <string>Do not request the inventory library.</string> + <string>Disable voice.</string> <key>map-to</key> - <string>NoInventoryLibrary</string> + <string>CmdLineDisableVoice</string> </map> - <key>logfile</key> + <key>outbw</key> <map> <key>count</key> <integer>1</integer> <key>map-to</key> - <string>UserLogFile</string> + <string>OutBandwidth</string> </map> - <key>graphicslevel</key> + <key>port</key> <map> - <key>desc</key> - <string>Set the detail level. -0 - low, 1 - medium, 2 - high, 3 - ultra</string> <key>count</key> <integer>1</integer> + <key>map-to</key> + <string>UserConnectionPort</string> </map> - <key>setdefault</key> + <key>purge</key> <map> <key>desc</key> - <string>specify the value of a particular configuration variable which can be overridden by settings.xml.</string> - <key>count</key> - <integer>2</integer> - <!-- Special case. Mapped to settings procedurally. --> + <string>Delete files in the cache.</string> + <key>map-to</key> + <string>PurgeCacheOnNextStartup</string> </map> - <key>set</key> + <key>qa</key> <map> <key>desc</key> - <string>specify the value of a particular configuration variable that overrides all other settings.</string> - <key>count</key> - <integer>2</integer> - <key>compose</key> - <boolean>true</boolean> - <!-- Special case. Mapped to settings procedurally. --> + <string>Activated debugging menu in Advanced Settings.</string> + <key>map-to</key> + <string>QAMode</string> </map> - <key>settings</key> + <key>quitafter</key> <map> - <key>desc</key> - <string>Specify the filename of a configuration file.</string> <key>count</key> <integer>1</integer> - <!-- Special case. Mapped to settings procedurally. --> + <key>map-to</key> + <string>QuitAfterSeconds</string> </map> - - <key>sessionsettings</key> + + <key>replaysession</key> <map> <key>desc</key> - <string>Specify the filename of a configuration file that contains temporary per-session configuration overrides.</string> - <key>count</key> - <integer>1</integer> - <!-- Special case. Mapped to settings procedurally. --> + <string>After login, replay last recorded session and quit.</string> + <key>map-to</key> + <string>ReplaySession</string> </map> - <key>usersessionsettings</key> - <map> - <key>desc</key> - <string>Specify the filename of a configuration file that contains temporary per-session configuration user overrides.</string> - <key>count</key> - <integer>1</integer> - <!-- Special case. Mapped to settings procedurally. --> - </map> - - <key>login</key> + <key>rotate</key> <map> - <key>desc</key> - <string>3 tokens: first, last and password</string> - <key>count</key> - <integer>3</integer> <key>map-to</key> - <string>UserLoginInfo</string> + <string>RotateRight</string> </map> - <key>god</key> + <key>safe</key> <map> <key>desc</key> - <string>Log in a god if you have god access.</string> + <string>Reset preferences, run in safe mode.</string> <key>map-to</key> - <string>ConnectAsGod</string> + <string>SafeMode</string> </map> - <key>console</key> + <key>sessionsettings</key> <map> + <key>desc</key> + <string>Specify the filename of a configuration file that contains temporary per-session configuration overrides.</string> <key>count</key> <integer>1</integer> - <key>map-to</key> - <string>ShowConsoleWindow</string> + <!-- Special case. Mapped to settings procedurally. --> </map> - <key>safe</key> + <key>set</key> <map> <key>desc</key> - <string>Reset preferences, run in safe mode.</string> - <key>map-to</key> - <string>SafeMode</string> + <string>specify the value of a particular configuration variable that overrides all other settings.</string> + <key>count</key> + <integer>2</integer> + <key>compose</key> + <boolean>true</boolean> + <!-- Special case. Mapped to settings procedurally. --> </map> - <key>multiple</key> + <key>setdefault</key> <map> <key>desc</key> - <string>Allow multiple viewers.</string> - <key>map-to</key> - <string>AllowMultipleViewers</string> + <string>specify the value of a particular configuration variable which can be overridden by settings.xml.</string> + <key>count</key> + <integer>2</integer> + <!-- Special case. Mapped to settings procedurally. --> </map> - <key>novoice</key> + <key>settings</key> <map> <key>desc</key> - <string>Disable voice.</string> - <key>map-to</key> - <string>CmdLineDisableVoice</string> + <string>Specify the filename of a configuration file.</string> + <key>count</key> + <integer>1</integer> + <!-- Special case. Mapped to settings procedurally. --> </map> - <key>url</key> + <key>skin</key> <map> <key>desc</key> - <string>Startup location</string> + <string>ui/branding skin folder to use</string> <key>count</key> <integer>1</integer> - <key>last_option</key> - <boolean>true</boolean> - <!-- Special case. Not mapped to a setting. --> + <key>map-to</key> + <string>SkinFolder</string> </map> <key>slurl</key> @@ -346,69 +405,24 @@ <!-- Special case. Not mapped to a setting. --> </map> - <key>ignorepixeldepth</key> - <map> - <key>desc</key> - <string>Ignore pixel depth settings.</string> - <key>map-to</key> - <string>IgnorePixelDepth</string> - </map> - - <key>cooperative</key> + <key>url</key> <map> <key>desc</key> - <string>Yield some idle time to local host.</string> - <key>count</key> - <integer>1</integer> - <key>map-to</key> - <string>YieldTime</string> - </map> - - <key>no-verify-ssl-cert</key> - <map> - <key>map-to</key> - <string>NoVerifySSLCert</string> - </map> - - <key>channel</key> - <map> + <string>Startup location</string> <key>count</key> <integer>1</integer> + <key>last_option</key> + <boolean>true</boolean> <!-- Special case. Not mapped to a setting. --> </map> - <key>loginpage</key> + <key>usersessionsettings</key> <map> <key>desc</key> - <string>Login authentication page to use.</string> + <string>Specify the filename of a configuration file that contains temporary per-session configuration user overrides.</string> <key>count</key> <integer>1</integer> - <key>map-to</key> - <string>LoginPage</string> - </map> - - <key>qa</key> - <map> - <key>desc</key> - <string>Activated debugging menu in Advanced Settings.</string> - <key>map-to</key> - <string>QAMode</string> - </map> - - <key>crashonstartup</key> - <map> - <key>desc</key> - <string>Crashes on startup. For QA use.</string> - <key>map-to</key> - <string>CrashOnStartup</string> - </map> - - <key>disablecrashlogger</key> - <map> - <key>desc</key> - <string>Disables the crash logger and lets the OS handle crashes</string> - <key>map-to</key> - <string>DisableCrashLogger</string> + <!-- Special case. Mapped to settings procedurally. --> </map> </map> </llsd> diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 6a0b9559d0..1792fae973 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -4612,6 +4612,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>LeapCommand</key> + <map> + <key>Comment</key> + <string>Zero or more command lines to run LLSD Event API Plugin programs.</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>LLSD</string> + <key>Value</key> + <array /> + </map> <key>LSLFindCaseInsensitivity</key> <map> <key>Comment</key> @@ -7175,7 +7186,7 @@ <key>QAModeEventHostPort</key> <map> <key>Comment</key> - <string>Port on which lleventhost should listen</string> + <string>DEPRECATED: Port on which lleventhost should listen</string> <key>Persist</key> <integer>0</integer> <key>Type</key> @@ -7653,6 +7664,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderCompressTextures</key> + <map> + <key>Comment</key> + <string>Enable texture compression on OpenGL 3.0 and later implementations (EXPERIMENTAL, requires restart)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderPerformanceTest</key> <map> <key>Comment</key> @@ -9145,28 +9167,19 @@ <key>Value</key> <integer>0</integer> </map> - <key>RenderUseShaderLOD</key> - <map> - <key>Comment</key> - <string>Whether we want to have different shaders for LOD</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>1</integer> - </map> - <key>RenderUseShaderNearParticles</key> - <map> - <key>Comment</key> - <string>Whether we want to use shaders on near particles</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> + + <key>RenderAutoHideSurfaceAreaLimit</key> + <map> + <key>Comment</key> + <string>Maximum surface area of a set of proximal objects inworld before automatically hiding geometry to prevent system overload.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderVBOEnable</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index cf8cf8364a..bced4a5577 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -29,11 +29,11 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform float minimum_alpha; - uniform sampler2D diffuseMap; -VARYING vec4 post_pos; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -41,12 +41,20 @@ void main() { float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a; - if (alpha < minimum_alpha) + 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 = vec4(1,1,1,1); - gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); + gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl index 7d3b06c56e..c1f2d90712 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl @@ -25,12 +25,15 @@ uniform mat4 texture_matrix0; uniform mat4 modelview_projection_matrix; +uniform float shadow_target_width; ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -VARYING vec4 post_pos; +VARYING float pos_zd2; +VARYING float pos_w; +VARYING float target_pos_x; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,8 +42,11 @@ void passTextureIndex(); void main() { //transform vertex - vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); - post_pos = pos; + 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; + pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 08f6ec63fe..8db4cb58cf 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -58,20 +58,22 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + return shadow*0.2; } @@ -101,7 +103,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -114,7 +116,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -126,7 +128,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -138,7 +140,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index aae6a070e2..33958a5010 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -71,20 +71,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + return shadow*0.2; } @@ -114,7 +116,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -127,7 +129,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -139,7 +141,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -151,7 +153,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 931577359e..ba6f3ace53 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -70,20 +70,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; + + stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(scl, -scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, scl, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-scl, -scl, 0.0)).x, cs); - - return shadow/5.0; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + return shadow*0.2; } @@ -113,7 +115,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -126,7 +128,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos)*w; weight += w; } @@ -138,7 +140,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos)*w; weight += w; } @@ -150,7 +152,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos)*w; weight += w; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 8c4ccf9cb3..db3d760359 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -78,42 +78,42 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; - + + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; - return shadow/5.0; - - //return shadow; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + 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 shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; - - //return shadow; + 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; + + return shadow*0.2; } void main() @@ -166,7 +166,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -179,7 +179,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } @@ -191,7 +191,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } @@ -203,7 +203,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -237,11 +237,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 02075a7687..dfe108eb01 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -90,7 +90,7 @@ vec2 getKern(int i) kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750; 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]; } @@ -139,42 +139,42 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += shadow_bias*scl; + + stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(1.5, -1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, 1.5, 0.0)).x, cs); - shadow += max(shadow2DRect(shadowMap, stc.xyz+vec3(-1.5, -1.5, 0.0)).x, cs); - - return shadow/5.0; - //return shadow; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; + shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; + 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 shadow = cs; - vec2 off = 1.5/proj_shadow_res; + vec2 off = 1.0/proj_shadow_res; + off.y *= 1.5; - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs); - shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs); - - return shadow/5.0; - - //return shadow; + 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; + + return shadow*0.2; } void main() @@ -227,7 +227,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } @@ -240,7 +240,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w; weight += w; } @@ -252,7 +252,7 @@ void main() float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos, 0.75)*w; + shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w; weight += w; } @@ -264,7 +264,7 @@ void main() float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w; weight += w; } @@ -298,11 +298,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; |