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-rw-r--r--indra/newview/app_settings/cmd_line.xml384
-rw-r--r--indra/newview/app_settings/logcontrol.xml8
-rw-r--r--indra/newview/app_settings/settings.xml103
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl52
10 files changed, 406 insertions, 293 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/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index a76eb3cd37..64122bbb6c 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -20,7 +20,7 @@
<key>tags</key>
<array>
<string>AppInit</string>
- <string>Capabilities</string>
+ <string>Capabilities</string>
<string>SystemInfo</string>
<string>TextureCache</string>
<string>AppCache</string>
@@ -42,8 +42,10 @@
</array>
<key>tags</key>
<array>
- <!-- sample entry for debugging a specific item -->
-<!-- <string>Voice</string> -->
+ <!-- sample entry for debugging specific items
+ <string>Avatar</string>
+ <string>Voice</string>
+ -->
</array>
</map>
</array>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index b7b040f98b..1928e53699 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -335,17 +335,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>AuditTexture</key>
- <map>
- <key>Comment</key>
- <string>Enable texture auditting.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>AutoAcceptNewInventory</key>
<map>
<key>Comment</key>
@@ -1936,7 +1925,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>DebugBeaconLineWidth</key>
<map>
@@ -4601,6 +4590,17 @@
<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>
@@ -7164,7 +7164,7 @@
<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>
@@ -7183,6 +7183,17 @@
<key>Value</key>
<integer>-1</integer>
</map>
+ <key>QAModeMetrics</key>
+ <map>
+ <key>Comment</key>
+ <string>"Enables QA features (logging, faster cycling) for metrics collector"</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>QuietSnapshotsToDisk</key>
<map>
<key>Comment</key>
@@ -10690,6 +10701,39 @@
<key>Value</key>
<real>20.0</real>
</map>
+ <key>TexelPixelRatio</key>
+ <map>
+ <key>Comment</key>
+ <string>texel pixel ratio = texel / pixel</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>TextureCameraMotionThreshold</key>
+ <map>
+ <key>Comment</key>
+ <string>If the overall motion is lower than this value, textures will be loaded faster</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.2</real>
+ </map>
+ <key>TextureCameraMotionBoost</key>
+ <map>
+ <key>Comment</key>
+ <string>Progressive discard level decrement when the camera is still</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>TextureDecodeDisabled</key>
<map>
<key>Comment</key>
@@ -10723,6 +10767,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>TextureFetchDebuggerEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable the texture fetching debugger if set</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>TextureLoadFullRes</key>
<map>
<key>Comment</key>
@@ -10745,6 +10800,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>TextureNewByteRange</key>
+ <map>
+ <key>Comment</key>
+ <string>Use the new more accurate byte range computation for j2c discard levels</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>TexturePickerShowFolders</key>
<map>
<key>Comment</key>
@@ -10767,6 +10833,17 @@
<key>Value</key>
<integer>2</integer>
</map>
+ <key>TextureReverseByteRange</key>
+ <map>
+ <key>Comment</key>
+ <string>Minimal percent of the optimal byte range allowed to render a given discard level</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>50</integer>
+ </map>
<key>ThrottleBandwidthKBPS</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 d6848c8dc1..2093fc37dc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -72,20 +72,22 @@ 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;
}
@@ -122,7 +124,7 @@ 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);
}
@@ -135,7 +137,7 @@ 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;
}
@@ -147,7 +149,7 @@ 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;
}
@@ -159,7 +161,7 @@ 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;