diff options
Diffstat (limited to 'indra/newview/app_settings')
34 files changed, 1902 insertions, 1212 deletions
diff --git a/indra/newview/app_settings/foldertypes.xml b/indra/newview/app_settings/foldertypes.xml index 2038779c4f..0d539177f3 100644 --- a/indra/newview/app_settings/foldertypes.xml +++ b/indra/newview/app_settings/foldertypes.xml @@ -1,66 +1,61 @@ <?xml version="1.0" encoding="utf-8" standalone="yes"?> <ensemble_defs> <ensemble - asset_num="-1" - xui_name="default" - icon_name="inv_plain_closed.tga" - /> - <ensemble - asset_num="27" + foldertype_num="27" xui_name="head" icon_name="inv_folder_outfit_head.tga" allowed="hair,eyes" /> <ensemble - asset_num="28" + foldertype_num="28" xui_name="gloves" icon_name="inv_folder_outfit_gloves.tga" allowed="gloves" /> <ensemble - asset_num="29" + foldertype_num="29" xui_name="jacket" icon_name="inv_folder_outfit_jacket.tga" allowed="jacket" /> <ensemble - asset_num="30" + foldertype_num="30" xui_name="pants" icon_name="inv_folder_outfit_pants.tga" allowed="pants,underpants" /> <ensemble - asset_num="31" + foldertype_num="31" xui_name="shape" icon_name="inv_folder_outfit_shape.tga" allowed="shape,skin,hair,eyes" /> <ensemble - asset_num="32" + foldertype_num="32" xui_name="shoes" icon_name="inv_folder_outfit_shoes.tga" allowed="shoes,socks" /> <ensemble - asset_num="33" + foldertype_num="33" xui_name="shirt" icon_name="inv_folder_outfit_shirt.tga" allowed="shirt,undershirt" /> <ensemble - asset_num="34" + foldertype_num="34" xui_name="skirt" icon_name="inv_folder_outfit_skirt.tga" allowed="" /> <ensemble - asset_num="35" + foldertype_num="35" xui_name="underpants" icon_name="inv_folder_outfit_underpants.tga" allowed="underpants" /> <ensemble - asset_num="36" + foldertype_num="36" xui_name="undershirt" icon_name="inv_folder_outfit_undershirt.tga" allowed="undershirt" diff --git a/indra/newview/app_settings/high_graphics.xml b/indra/newview/app_settings/high_graphics.xml index 6368f7099e..93d39c8414 100644 --- a/indra/newview/app_settings/high_graphics.xml +++ b/indra/newview/app_settings/high_graphics.xml @@ -12,8 +12,6 @@ <RenderFlexTimeFactor value="1"/> <!--256... but they don't use this--> <RenderGlowResolutionPow value="9"/> - <!--Sun/Moon only--> - <RenderLightingDetail value="1"/> <!--Low number--> <RenderMaxPartCount value="4096"/> <!--bump okay--> @@ -31,9 +29,14 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <RenderWaterReflections value="FALSE"/> - <!--NO SHADERS--> <VertexShaderEnable value="TRUE"/> <!--NO SHADERS--> <WindLightUseAtmosShaders value="TRUE"/> + <!--Deferred Shading--> + <RenderDeferred value="TRUE"/> + <!--SSAO Disabled--> + <RenderDeferredSSAO value="FALSE"/> + <!--Sun Shadows--> + <RenderShadowDetail value="1"/> + </settings> diff --git a/indra/newview/app_settings/ignorable_dialogs.xml b/indra/newview/app_settings/ignorable_dialogs.xml index 669235af1b..d0e1f62a84 100644 --- a/indra/newview/app_settings/ignorable_dialogs.xml +++ b/indra/newview/app_settings/ignorable_dialogs.xml @@ -1,291 +1,269 @@ -<?xml version="1.0" ?>
-<llsd>
-<map>
- <key>FirstAppearance</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstAppearance warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstAttach</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstAttach warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstBalanceDecrease</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstBalanceDecrease warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstBalanceIncrease</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstBalanceIncrease warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstBuild</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstBuild warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstDebugMenus</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstDebugMenus warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstFlexible</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstFlexible warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstGoTo</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstGoTo warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstInventory</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstInventory warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstLeftClickNoHit</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstLeftClickNoHit warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstMap</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstMap warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstMedia</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstMedia warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstOverrideKeys</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstOverrideKeys warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstSandbox</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstSandbox warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstSculptedPrim</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstSculptedPrim warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstSit</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstSit warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstStreamingMusic</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstStreamingMusic warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstStreamingVideo</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstStreamingVideo warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstTeleport</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstTeleport warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FirstVoice</key>
- <map>
- <key>Comment</key>
- <string>Enables FirstVoice warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>AboutDirectX9</key>
- <map>
- <key>Comment</key>
- <string>Enables AboutDirectX9 warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>BrowserLaunch</key>
- <map>
- <key>Comment</key>
- <string>Enables BrowserLaunch warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DeedObject</key>
- <map>
- <key>Comment</key>
- <string>Enables DeedObject warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>NewClassified</key>
- <map>
- <key>Comment</key>
- <string>Enables NewClassified warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>QuickTimeInstalled</key>
- <map>
- <key>Comment</key>
- <string>Enables QuickTimeInstalled warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>ReturnToOwner</key>
- <map>
- <key>Comment</key>
- <string>Enables ReturnToOwner warning dialog</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- </map>
-</llsd>
+<?xml version="1.0" ?> +<llsd> +<map> + <key>FirstAppearance</key> + <map> + <key>Comment</key> + <string>Enables FirstAppearance warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstAttach</key> + <map> + <key>Comment</key> + <string>Enables FirstAttach warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstBalanceDecrease</key> + <map> + <key>Comment</key> + <string>Enables FirstBalanceDecrease warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstBalanceIncrease</key> + <map> + <key>Comment</key> + <string>Enables FirstBalanceIncrease warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstBuild</key> + <map> + <key>Comment</key> + <string>Enables FirstBuild warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstDebugMenus</key> + <map> + <key>Comment</key> + <string>Enables FirstDebugMenus warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstFlexible</key> + <map> + <key>Comment</key> + <string>Enables FirstFlexible warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstGoTo</key> + <map> + <key>Comment</key> + <string>Enables FirstGoTo warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstInventory</key> + <map> + <key>Comment</key> + <string>Enables FirstInventory warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstLeftClickNoHit</key> + <map> + <key>Comment</key> + <string>Enables FirstLeftClickNoHit warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstMap</key> + <map> + <key>Comment</key> + <string>Enables FirstMap warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstMedia</key> + <map> + <key>Comment</key> + <string>Enables FirstMedia warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstOverrideKeys</key> + <map> + <key>Comment</key> + <string>Enables FirstOverrideKeys warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstSandbox</key> + <map> + <key>Comment</key> + <string>Enables FirstSandbox warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstSculptedPrim</key> + <map> + <key>Comment</key> + <string>Enables FirstSculptedPrim warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstSit</key> + <map> + <key>Comment</key> + <string>Enables FirstSit warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstTeleport</key> + <map> + <key>Comment</key> + <string>Enables FirstTeleport warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>FirstVoice</key> + <map> + <key>Comment</key> + <string>Enables FirstVoice warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>AboutDirectX9</key> + <map> + <key>Comment</key> + <string>Enables AboutDirectX9 warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>BrowserLaunch</key> + <map> + <key>Comment</key> + <string>Enables BrowserLaunch warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>DeedObject</key> + <map> + <key>Comment</key> + <string>Enables DeedObject warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>NewClassified</key> + <map> + <key>Comment</key> + <string>Enables NewClassified warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>QuickTimeInstalled</key> + <map> + <key>Comment</key> + <string>Enables QuickTimeInstalled warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>ReturnToOwner</key> + <map> + <key>Comment</key> + <string>Enables ReturnToOwner warning dialog</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + </map> +</llsd> diff --git a/indra/newview/app_settings/keywords.ini b/indra/newview/app_settings/keywords.ini index 544f1c598e..0805e94b10 100644 --- a/indra/newview/app_settings/keywords.ini +++ b/indra/newview/app_settings/keywords.ini @@ -268,8 +268,8 @@ ATTACH_LHIP Passed to llAttachToAvatar to attach task to left hip ATTACH_LULEG Passed to llAttachToAvatar to attach task to left upper leg ATTACH_LLLEG Passed to llAttachToAvatar to attach task to left lower leg ATTACH_BELLY Passed to llAttachToAvatar to attach task to belly -ATTACH_RPEC Passed to llAttachToAvatar to attach task to right pectoral -ATTACH_LPEC Passed to llAttachToAvatar to attach task to left pectoral +ATTACH_LEFT_PEC Passed to llAttachToAvatar to attach task to left pectoral +ATTACH_RIGHT_PEC Passed to llAttachToAvatar to attach task to right pectoral LAND_LEVEL Passed to llModifyLand to level terrain LAND_RAISE Passed to llModifyLand to raise terrain @@ -510,6 +510,7 @@ CLICK_ACTION_PAY Used with llSetClickAction to set pay as the default act CLICK_ACTION_OPEN Used with llSetClickAction to set open as the default action when object is clicked CLICK_ACTION_PLAY Used with llSetClickAction to set play as the default action when object is clicked CLICK_ACTION_OPEN_MEDIA Used with llSetClickAction to set open-media as the default action when object is clicked +CLICK_ACTION_ZOOM Used with llSetClickAction to set zoom in as the default action when object is clicked TOUCH_INVALID_TEXCOORD Value returned by llDetectedTouchUV() and llDetectedTouchST() when the touch position is not valid. TOUCH_INVALID_VECTOR Value returned by llDetectedTouchPos(), llDetectedTouchNormal(), and llDetectedTouchBinormal() when the touch position is not valid. @@ -560,7 +561,8 @@ STATUS_WHITELIST_FAILED URL failed to pass whitelist NULL_KEY Indicates an empty key EOF Indicates the last line of a notecard was read TEXTURE_BLANK UUID for the "Blank" texture -TEXTURE_DEFAULT UUID for the "Default Media" texture +TEXTURE_DEFAULT Alias for TEXTURE_PLYWOOD +TEXTURE_MEDIA UUID for the "Default Media" texture TEXTURE_PLYWOOD UUID for the default "Plywood" texture TEXTURE_TRANSPARENT UUID for the "White - Transparent" texture diff --git a/indra/newview/app_settings/low_graphics.xml b/indra/newview/app_settings/low_graphics.xml index 3f67a70d7a..a300c8646c 100644 --- a/indra/newview/app_settings/low_graphics.xml +++ b/indra/newview/app_settings/low_graphics.xml @@ -12,8 +12,6 @@ <RenderFlexTimeFactor value="0.5"/> <!--256... but they don't use this--> <RenderGlowResolutionPow value="8"/> - <!--Sun/Moon only--> - <RenderLightingDetail value="0"/> <!--Low number--> <RenderMaxPartCount value="1024"/> <!--bump okay--> @@ -31,9 +29,14 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <RenderWaterReflections value="FALSE"/> - <!--NO SHADERS--> <VertexShaderEnable value="FALSE"/> <!--NO SHADERS--> <WindLightUseAtmosShaders value="FALSE"/> + <!--No Deferred Shading--> + <RenderDeferred value="FALSE"/> + <!--SSAO Disabled--> + <RenderDeferredSSAO value="FALSE"/> + <!--No Shadows--> + <RenderShadowDetail value="0"/> + </settings> diff --git a/indra/newview/app_settings/mid_graphics.xml b/indra/newview/app_settings/mid_graphics.xml index 12da77da40..a1430a58f9 100644 --- a/indra/newview/app_settings/mid_graphics.xml +++ b/indra/newview/app_settings/mid_graphics.xml @@ -12,8 +12,6 @@ <RenderFlexTimeFactor value="1"/> <!--256... but they don't use this--> <RenderGlowResolutionPow value="8"/> - <!--Sun/Moon only--> - <RenderLightingDetail value="1"/> <!--Low number--> <RenderMaxPartCount value="2048"/> <!--bump okay--> @@ -31,9 +29,14 @@ <!--Default for now--> <RenderVolumeLODFactor value="1.125"/> <!--NO SHADERS--> - <RenderWaterReflections value="FALSE"/> - <!--NO SHADERS--> <VertexShaderEnable value="TRUE"/> <!--NO SHADERS--> <WindLightUseAtmosShaders value="FALSE"/> + <!--No Deferred Shading--> + <RenderDeferred value="FALSE"/> + <!--SSAO Disabled--> + <RenderDeferredSSAO value="FALSE"/> + <!--No Shadows--> + <RenderShadowDetail value="0"/> + </settings> diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 073ea766fe..14acf3eada 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -4,13 +4,13 @@ <key>AFKTimeout</key> <map> <key>Comment</key> - <string>Time before automatically setting AFK (away from keyboard) mode (seconds)</string> + <string>Time before automatically setting AFK (away from keyboard) mode (seconds, 0=never)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>F32</string> + <string>S32</string> <key>Value</key> - <real>300.0</real> + <real>0</real> </map> <key>AdvanceSnapshot</key> <map> @@ -45,17 +45,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>AllowIdleAFK</key> - <map> - <key>Comment</key> - <string>Automatically set AFK (away from keyboard) mode when idle</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>1</integer> - </map> <key>AllowMultipleViewers</key> <map> <key>Comment</key> @@ -133,7 +122,7 @@ <key>Value</key> <integer>1</integer> </map> - <key>ArrowKeysMoveAvatar</key> + <key>ArrowKeysAlwaysMove</key> <map> <key>Comment</key> <string>While cursor is in chat entry box, arrow keys still control your avatar</string> @@ -142,7 +131,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>AskedAboutCrashReports</key> <map> @@ -208,7 +197,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>1.0</real> + <real>0.5</real> </map> <key>AudioLevelMic</key> <map> @@ -230,7 +219,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>1.0</real> + <real>0.5</real> </map> <key>AudioLevelRolloff</key> <map> @@ -252,7 +241,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>1.0</real> + <real>0.5</real> </map> <key>AudioLevelUI</key> <map> @@ -276,40 +265,51 @@ <key>Value</key> <real>0.5</real> </map> - <key>AudioSteamingMedia</key> + <key>AudioLevelWind</key> <map> <key>Comment</key> - <string>Enable streaming</string> + <string>Audio level of wind noise when standing still</string> <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>Boolean</string> + <string>F32</string> <key>Value</key> - <integer>0</integer> + <real>0.5</real> </map> - <key>AudioStreamingMusic</key> + <key>AudioStreamingMedia</key> <map> <key>Comment</key> - <string>Enable streaming audio</string> + <string>Enable streaming</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> - <key>AudioStreamingVideo</key> + <key>AudioStreamingMusic</key> <map> <key>Comment</key> - <string>Enable streaming video</string> + <string>Enable streaming audio</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> - <key>AutoAcceptNewInventory</key> + <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> <string>Automatically accept new notecards/textures/landmarks</string> @@ -397,6 +397,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>AvalinePhoneSeparator</key> + <map> + <key>Comment</key> + <string>Separator of phone parts to have Avaline numbers human readable in Voice Control Panel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string>-</string> + </map> <key>AvatarAxisDeadZone0</key> <map> <key>Comment</key> @@ -1033,7 +1044,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>10</integer> + <integer>4</integer> </map> <key>ButtonHeight</key> <map> @@ -1044,7 +1055,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>20</integer> + <integer>23</integer> </map> <key>ButtonHeightSmall</key> <map> @@ -1055,18 +1066,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>16</integer> - </map> - <key>ButtonVPad</key> - <map> - <key>Comment</key> - <string>Default vertical spacing between buttons (pixels)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>1</integer> + <integer>23</integer> </map> <key>CacheLocation</key> <map> @@ -1110,7 +1110,7 @@ <key>Type</key> <string>U32</string> <key>Value</key> - <integer>500</integer> + <integer>512</integer> </map> <key>CacheValidateCounter</key> <map> @@ -1130,9 +1130,9 @@ <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>Boolean</string> + <string>S32</string> <key>Value</key> - <integer>1</integer> + <integer>5</integer> </map> <key>CameraAngle</key> <map> @@ -1363,6 +1363,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>ChatWindow</key> + <map> + <key>Comment</key> + <string>Show chat in multiple windows(by default) or in one multi-tabbed window(requires restart)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>0</integer> + </map> <key>CheesyBeacon</key> <map> <key>Comment</key> @@ -1552,6 +1563,28 @@ <key>Value</key> <integer>1</integer> </map> + <key>BrowserJavascriptEnabled</key> + <map> + <key>Comment</key> + <string>Enable Javascript in the built-in Web browser?</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>BrowserPluginsEnabled</key> + <map> + <key>Comment</key> + <string>Enable Web plugins in the built-in Web browser?</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>CreateToolCopyCenters</key> <map> <key>Comment</key> @@ -1676,7 +1709,7 @@ <key>DebugShowRenderInfo</key> <map> <key>Comment</key> - <string>Show depth buffer contents</string> + <string>Show stats about current scene</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -1684,6 +1717,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>DebugShowUploadCost</key> + <map> + <key>Comment</key> + <string>Show what it would cost to upload assets in current scene</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>DebugShowRenderMatrices</key> <map> <key>Comment</key> @@ -2344,6 +2388,17 @@ <key>Value</key> <string>89556747-24cb-43ed-920b-47caed15465f</string> </map> + <key>DefaultUploadCost</key> + <map> + <key>Comment</key> + <string>Default sound/image/file upload cost(in case economy data is not available).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>10</integer> + </map> <key>DisableCameraConstraints</key> <map> <key>Comment</key> @@ -2355,6 +2410,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>DisableMouseWarp</key> + <map> + <key>Comment</key> + <string>Disable warping of the mouse to the center of the screen during alt-zoom and mouse look. Useful with certain input devices, mouse sharing programs like Synergy, or running under Parallels.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>DisableRendering</key> <map> <key>Comment</key> @@ -3541,7 +3607,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>400</integer> + <integer>305</integer> </map> <key>HelpUseLocal</key> <map> @@ -3563,51 +3629,62 @@ <key>Type</key> <string>String</string> <key>Value</key> - <string>http://www.google.com/search?q=site%3Awiki.secondlife.com+[TOPIC]&ignore_channel=[CHANNEL]&ignore_version=[VERSION]&ignore_os=[OS]&ignore_language=[LANGUAGE]&ignore_version_major=[VERSION_MAJOR]&ignore_version_minor=[VERSION_MINOR]&ignore_version_patch=[VERSION_PATCH]&ignore_version_build=[VERSION_BUILD]</string> + <string>http://viewer-help.secondlife.com/[LANGUAGE]/[CHANNEL]/[VERSION]/[TOPIC][DEBUG_MODE]</string> </map> - <key>HighResSnapshot</key> + <key>HomeSidePanelURL</key> <map> <key>Comment</key> - <string>Double resolution of snapshot from current window resolution</string> + <string>URL for the web page to display in the Home side panel</string> <key>Persist</key> - <integer>1</integer> + <integer>0</integer> <key>Type</key> - <string>Boolean</string> + <string>String</string> <key>Value</key> - <integer>0</integer> + <string>https://viewer-sidebar.secondlife.com/sidebar.html?p=[AUTH_TOKEN]&lang=[LANGUAGE]&channel=[CHANNEL]&version=[VERSION]&major=[VERSION_MAJOR]&minor=[VERSION_MINOR]&patch=[VERSION_PATCH]&build=[VERSION_BUILD]&firstlogin=[FIRST_LOGIN]</string> </map> - <key>HtmlHelpLastPage</key> + <key>SearchURL</key> <map> <key>Comment</key> - <string>Last URL visited via help system</string> + <string>URL for Search website, displayed in the Find floater</string> <key>Persist</key> - <integer>1</integer> + <integer>0</integer> <key>Type</key> <string>String</string> <key>Value</key> - <string /> + <string>http://search.secondlife.com/viewer/[CATEGORY]?q=[QUERY]&p=[AUTH_TOKEN]&r=[MATURITY]&lang=[LANGUAGE]&g=[GODLIKE]&sid=[SESSION_ID]&rid=[REGION_ID]&pid=[PARCEL_ID]&channel=[CHANNEL]&version=[VERSION]&major=[VERSION_MAJOR]&minor=[VERSION_MINOR]&patch=[VERSION_PATCH]&build=[VERSION_BUILD]</string> </map> - <key>IMInChatConsole</key> + <key>HighResSnapshot</key> <map> <key>Comment</key> - <string>Copy IM into chat console</string> + <string>Double resolution of snapshot from current window resolution</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> - <key>IMInChatHistory</key> + <key>HideSelectedObjects</key> <map> <key>Comment</key> - <string>Copy IM into chat history</string> + <string>Hide Selected Objects</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> <integer>0</integer> + </map> + <key>HtmlHelpLastPage</key> + <map> + <key>Comment</key> + <string>Last URL visited via help system</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string /> </map> <key>IMShowTimestamps</key> <map> @@ -3620,6 +3697,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>IMShowControlPanel</key> + <map> + <key>Comment</key> + <string>Show IM Control Panel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>IgnoreAllNotifications</key> <map> <key>Comment</key> @@ -3673,7 +3761,18 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.15</real> + <real>0.5</real> + </map> + <key>InspectorShowTime</key> + <map> + <key>Comment</key> + <string>Stay timing for inspectors</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>3.0</real> </map> <key>InstallLanguage</key> <map> @@ -4215,7 +4314,29 @@ <key>Value</key> <integer>0</integer> </map> - <key>LogMessages</key> + <key>LoginSRVTimeout</key> + <map> + <key>Comment</key> + <string>Duration in seconds of the login SRV request timeout</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>10.0</real> + </map> + <key>LoginSRVPump</key> + <map> + <key>Comment</key> + <string>Name of the message pump that handles SRV request</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string>LLAres</string> + </map> + <key>LogMessages</key> <map> <key>Comment</key> <string>Log network traffic</string> @@ -4240,7 +4361,7 @@ <key>LoginLocation</key> <map> <key>Comment</key> - <string>Login at same location you last logged out</string> + <string>Login location ('last', 'home')</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -4479,6 +4600,61 @@ <key>Value</key> <integer>1</integer> </map> + <key>MediaPerformanceManagerDebug</key> + <map> + <key>Comment</key> + <string>Whether to show debug data for the media performance manager in the nearby media list.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>MediaShowOnOthers</key> + <map> + <key>Comment</key> + <string>Whether or not to show media on other avatars</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>MediaShowOutsideParcel</key> + <map> + <key>Comment</key> + <string>Whether or not to show media from outside the current parcel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>MediaShowWithinParcel</key> + <map> + <key>Comment</key> + <string>Whether or not to show media within the current parcel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>MediaTentativeAutoPlay</key> + <map> + <key>Comment</key> + <string>This is a tentative flag that may be temporarily set off by the user, until she teleports</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>MemoryLogFrequency</key> <map> <key>Comment</key> @@ -4534,6 +4710,17 @@ <key>Value</key> <integer>410</integer> </map> + <key>MePanelOpened</key> + <map> + <key>Comment</key> + <string>Indicates that Me Panel was opened at least once after Viewer was installed</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <real>0</real> + </map> <key>MigrateCacheDirectory</key> <map> <key>Comment</key> @@ -4545,6 +4732,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>MiniMapPrimMaxRadius</key> + <map> + <key>Comment</key> + <string>Radius of the largest prim to show on the MiniMap. Increasing beyond 256 may cause client lag.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>256.0</real> + </map> <key>MiniMapRotate</key> <map> <key>Comment</key> @@ -4559,7 +4757,7 @@ <key>MiniMapScale</key> <map> <key>Comment</key> - <string>Miniature world map zoom levle (pixels per region)</string> + <string>Miniature world map zoom level (pixels per region)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -4688,6 +4886,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>MyOutfitsAutofill</key> + <map> + <key>Comment</key> + <string>Always autofill My Outfits from library when empty (else happens just once).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>NearMeRange</key> <map> <key>Comment</key> @@ -4840,7 +5049,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>350</integer> + <integer>305</integer> </map> <key>NotificationToastLifeTime</key> <map> @@ -4864,7 +5073,7 @@ <key>Value</key> <integer>10</integer> </map> - <key>ToastOpaqueTime</key> + <key>ToastFadingTime</key> <map> <key>Comment</key> <string>Number of seconds while a toast is fading </string> @@ -4875,6 +5084,28 @@ <key>Value</key> <integer>1</integer> </map> + <key>NearbyToastFadingTime</key> + <map> + <key>Comment</key> + <string>Number of seconds while a nearby chat toast is fading </string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>3</integer> + </map> + <key>NearbyToastLifeTime</key> + <map> + <key>Comment</key> + <string>Number of seconds while a nearby chat toast exists</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>23</integer> + </map> <key>StartUpToastLifeTime</key> <map> <key>Comment</key> @@ -4897,6 +5128,20 @@ <key>Value</key> <integer>5</integer> </map> + <key>ToastButtonWidth</key> + <map> + <key>Comment</key> + <string>Default width of buttons in the toast. + Notes: + If required width will be less then this one, a button will be reshaped to default size , otherwise to required + Change of this parameter will affect the layout of buttons in notification toast.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>90</integer> + </map> <key>ChannelBottomPanelMargin</key> <map> <key>Comment</key> @@ -4917,7 +5162,18 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>35</integer> + <integer>5</integer> + </map> + <key>NotificationChannelHeightRatio</key> + <map> + <key>Comment</key> + <string>Notification channel and World View ratio(0.0 - always show 1 notification, 1.0 - max ratio).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> </map> <key>OverflowToastHeight</key> <map> @@ -5137,7 +5393,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>PerAccountSettingsFile</key> <map> @@ -5249,7 +5505,17 @@ <key>Value</key> <integer>1</integer> </map> - + <key>PluginAttachDebuggerToPlugins</key> + <map> + <key>Comment</key> + <string>If true, attach a debugger session to each plugin process as it's launched.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>PluginInstancesCPULimit</key> <map> <key>Comment</key> @@ -5259,8 +5525,21 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.0</real> + <real>0.9</real> </map> + + <key>PlainTextChatHistory</key> + <map> + <key>Comment</key> + <string>Enable/Disable plain text chat history style</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PluginInstancesLow</key> <map> <key>Comment</key> @@ -5275,24 +5554,24 @@ <key>PluginInstancesNormal</key> <map> <key>Comment</key> - <string>Limit on the number of inworld media plugins that will run at "normal" priority</string> + <string>Limit on the number of inworld media plugins that will run at "normal" or higher priority</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>U32</string> <key>Value</key> - <integer>4</integer> + <integer>2</integer> </map> <key>PluginInstancesTotal</key> <map> <key>Comment</key> - <string>Hard limit on the number of plugins that will be instantiated at once</string> + <string>Hard limit on the number of plugins that will be instantiated at once for inworld media</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>U32</string> <key>Value</key> - <integer>16</integer> + <integer>8</integer> </map> <key>PrecachingDelay</key> <map> @@ -5308,7 +5587,7 @@ <key>PreferredMaturity</key> <map> <key>Comment</key> - <string>Setting for the user's preferred maturity level.</string> + <string>Setting for the user's preferred maturity level (consts in indra_constants.h)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -5316,6 +5595,50 @@ <key>Value</key> <integer>13</integer> </map> + <key>PrimMediaMasterEnabled</key> + <map> + <key>Comment</key> + <string>Whether or not Media on a Prim is enabled.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>PrimMediaControlsUseHoverControlSet</key> + <map> + <key>Comment</key> + <string>Whether or not hovering over prim media uses minimal "hover" controls or the authored control set.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PrimMediaDragNDrop</key> + <map> + <key>Comment</key> + <string>Enable drag and drop of URLs onto prim faces</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>PrimMediaMaxRetries</key> + <map> + <key>Comment</key> + <string>Maximum number of retries for media queries.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>4</integer> + </map> <key>PrimMediaRequestQueueDelay</key> <map> <key>Comment</key> @@ -5338,6 +5661,28 @@ <key>Value</key> <real>5.0</real> </map> + <key>PrimMediaMaxSortedQueueSize</key> + <map> + <key>Comment</key> + <string>Maximum number of objects the viewer will load media for initially</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>100000</integer> + </map> + <key>PrimMediaMaxRoundRobinQueueSize</key> + <map> + <key>Comment</key> + <string>Maximum number of objects the viewer will continuously update media for</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>100000</integer> + </map> <key>ProbeHardwareOnStartup</key> <map> <key>Comment</key> @@ -5391,7 +5736,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>QAMode</key> <map> @@ -5404,6 +5749,28 @@ <key>Value</key> <integer>0</integer> </map> + <key>QAModeEventHostPort</key> + <map> + <key>Comment</key> + <string>Port on which lleventhost should listen</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>-1</integer> + </map> + <key>QAModeTermCode</key> + <map> + <key>Comment</key> + <string>On LL_ERRS, terminate with this code instead of OS message box</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>-1</integer> + </map> <key>QuietSnapshotsToDisk</key> <map> <key>Comment</key> @@ -5481,6 +5848,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RegInClient</key> + <map> + <key>Comment</key> + <string>Experimental: Embed registration in login screen</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RegionTextureSize</key> <map> <key>Comment</key> @@ -5591,29 +5969,30 @@ <key>Value</key> <integer>35</integer> </map> - <key>RenderAvatarInvisible</key> + <key>RenderAvatarVP</key> <map> <key>Comment</key> - <string>Set your avatar as Invisible</string> + <string>Use vertex programs to perform hardware skinning of avatar</string> <key>Persist</key> - <integer>0</integer> + <integer>1</integer> <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> - <key>RenderAvatarVP</key> + + <key>RenderLightingDetail</key> <map> <key>Comment</key> - <string>Use vertex programs to perform hardware skinning of avatar</string> + <string>Amount of detail for lighting objects/avatars/terrain (0=sun/moon only, 1=enable local lights)</string> <key>Persist</key> <integer>1</integer> <key>Type</key> - <string>Boolean</string> + <string>S32</string> <key>Value</key> <integer>1</integer> </map> - + <key>RenderShadowNearDist</key> <map> <key>Comment</key> @@ -5727,7 +6106,7 @@ <key>Type</key> <string>U32</string> <key>Value</key> - <integer>60</integer> + <integer>200</integer> </map> <key>RenderSSAOFactor</key> <map> @@ -6139,7 +6518,7 @@ <real>1.0</real> </map> - <key>RenderHighlightEnable</key> + <key>RenderHoverGlowEnable</key> <map> <key>Comment</key> <string>Show glow effect when hovering on interactive objects.</string> @@ -6251,19 +6630,7 @@ <key>Value</key> <integer>0</integer> </map> - - <key>RenderDeferredShadow</key> - <map> - <key>Comment</key> - <string>Enable shadows in deferred renderer.</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>1</integer> - </map> - + <key>RenderDeferredGI</key> <map> <key>Comment</key> @@ -6276,10 +6643,10 @@ <integer>0</integer> </map> - <key>RenderDeferredSunShadow</key> + <key>RenderDeferredSun</key> <map> <key>Comment</key> - <string>Generate shadows from the sun.</string> + <string>Execute sunlight shader in deferred renderer.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6288,10 +6655,10 @@ <integer>1</integer> </map> - <key>RenderDeferredSun</key> + <key>RenderDeferredAtmospheric</key> <map> <key>Comment</key> - <string>Execute sunlight shader in deferred renderer.</string> + <string>Execute atmospheric shader in deferred renderer.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6300,10 +6667,10 @@ <integer>1</integer> </map> - <key>RenderDeferredAtmospheric</key> + <key>RenderDeferredSSAO</key> <map> <key>Comment</key> - <string>Execute atmospheric shader in deferred renderer.</string> + <string>Execute screen space ambient occlusion shader in deferred renderer.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6565,7 +6932,7 @@ <key>RenderFastAlpha</key> <map> <key>Comment</key> - <string>Use lossy alpha rendering optimization (opaque/nonexistent small alpha faces).</string> + <string>Use alpha masks where appropriate.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6834,17 +7201,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>RenderLightingDetail</key> - <map> - <key>Comment</key> - <string>Amount of detail for lighting objects/avatars/terrain (0=sun/moon only, 1=enable local lights)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>1</integer> - </map> <key>RenderMaxPartCount</key> <map> <key>Comment</key> @@ -6944,7 +7300,19 @@ <key>Value</key> <integer>2</integer> </map> - <key>RenderReflectionRes</key> + <key>RenderShadowDetail</key> + <map> + <key>Comment</key> + <string>Detail of shadows.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>2</integer> + </map> + + <key>RenderReflectionRes</key> <map> <key>Comment</key> <string>Reflection map resolution.</string> @@ -7107,8 +7475,30 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> + <key>RenderUseTriStrips</key> + <map> + <key>Comment</key> + <string>Use triangle strips for rendering prims.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderUseTriStrips</key> + <map> + <key>Comment</key> + <string>Use triangle strips for rendering prims.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderUseFarClip</key> <map> <key>Comment</key> @@ -7164,6 +7554,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderUseStreamVBO</key> + <map> + <key>Comment</key> + <string>Use VBO's for stream buffers</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>RenderVolumeLODFactor</key> <map> <key>Comment</key> @@ -7208,17 +7609,6 @@ <key>Value</key> <integer>512</integer> </map> - <key>RenderWaterReflections</key> - <map> - <key>Comment</key> - <string>Reflect the environment in the water.</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> <key>RotateRight</key> <map> <key>Comment</key> @@ -7263,6 +7653,17 @@ <key>Value</key> <integer>8</integer> </map> + <key>MeshMaxConcurrentRequests</key> + <map> + <key>Comment</key> + <string>Number of threads to use for loading meshes.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>32</integer> + </map> <key>SafeMode</key> <map> @@ -7319,17 +7720,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>ScriptErrorsAsChat</key> - <map> - <key>Comment</key> - <string>Display script errors and warning in chat history</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> - </map> <key>ScriptHelpFollowsCursor</key> <map> <key>Comment</key> @@ -7341,45 +7731,6 @@ <key>Value</key> <integer>0</integer> </map> - <key>SearchURLDefault</key> - <map> - <key>Comment</key> - <string>URL to load for empty searches</string> - <key>Persist</key> - <integer>1</integer> - <key>HideFromEditor</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>http://search.secondlife.com/client_search.php?</string> - </map> - <key>SearchURLQuery</key> - <map> - <key>Comment</key> - <string>URL to use for searches</string> - <key>Persist</key> - <integer>1</integer> - <key>HideFromEditor</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>http://search.secondlife.com/client_search.php?q=[QUERY]&s=[COLLECTION]&</string> - </map> - <key>SearchURLSuffix2</key> - <map> - <key>Comment</key> - <string>Parameters added to end of search queries</string> - <key>Persist</key> - <integer>1</integer> - <key>HideFromEditor</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>lang=[LANG]&mat=[MATURITY]&t=[TEEN]&region=[REGION]&x=[X]&y=[Y]&z=[Z]&session=[SESSION]</string> - </map> <key>SelectMovableOnly</key> <map> <key>Comment</key> @@ -7567,10 +7918,21 @@ <key>Value</key> <integer>0</integer> </map> - <key>ShowCoordinatesOption</key> + <key>NavBarShowCoordinates</key> <map> <key>Comment</key> - <string>Show Coordinates in Location Input Field</string> + <string>Show coordinates in navigation bar</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>NavBarShowParcelProperties</key> + <map> + <key>Comment</key> + <string>Show parcel property icons in navigation bar</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -7600,6 +7962,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>ShowDebugAppearanceEditor</key> + <map> + <key>Comment</key> + <string>Show debugging appearance editor</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>ShowEmptyFoldersWhenSearching</key> <map> <key>Comment</key> @@ -7644,6 +8017,28 @@ <key>Value</key> <integer>1</integer> </map> + <key>ShowScriptErrors</key> + <map> + <key>Comment</key> + <string>Show script errors</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>ShowScriptErrorsLocation</key> + <map> + <key>Comment</key> + <string>Show script error in chat or window</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>0</integer> + </map> <key>ShowSnapshotButton</key> <map> <key>Comment</key> @@ -7676,7 +8071,18 @@ <string>Boolean</string> <key>Value</key> <integer>1</integer> - </map> + </map> + <key>ShowObjectRenderingCost</key> + <map> + <key>Comment</key> + <string>Show the object rendering cost in build tools</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>ShowNavbarFavoritesPanel</key> <map> <key>Comment</key> @@ -7710,6 +8116,39 @@ <key>Value</key> <integer>1</integer> </map> + <key>FriendsListShowIcons</key> + <map> + <key>Comment</key> + <string>Show/hide online and all friends icons in the friend list</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>NearbyListShowIcons</key> + <map> + <key>Comment</key> + <string>Show/hide people icons in nearby list</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>RecentListShowIcons</key> + <map> + <key>Comment</key> + <string>Show/hide people icons in recent list</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>FriendsSortOrder</key> <map> <key>Comment</key> @@ -7746,7 +8185,7 @@ <key>ShowPGSearchAll</key> <map> <key>Comment</key> - <string>Display results of search All that are flagged as PG</string> + <string>Display results of search All that are flagged as general</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7759,7 +8198,7 @@ <key>ShowMatureSearchAll</key> <map> <key>Comment</key> - <string>Display results of search All that are flagged as mature</string> + <string>Display results of search All that are flagged as moderate</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7785,7 +8224,7 @@ <key>ShowPGGroups</key> <map> <key>Comment</key> - <string>Display results of find groups that are flagged as PG</string> + <string>Display results of find groups that are flagged as general</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7798,7 +8237,7 @@ <key>ShowMatureGroups</key> <map> <key>Comment</key> - <string>Display results of find groups that are flagged as mature</string> + <string>Display results of find groups that are flagged as moderate</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7824,7 +8263,7 @@ <key>ShowPGClassifieds</key> <map> <key>Comment</key> - <string>Display results of find classifieds that are flagged as PG</string> + <string>Display results of find classifieds that are flagged as general</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7837,7 +8276,7 @@ <key>ShowMatureClassifieds</key> <map> <key>Comment</key> - <string>Display results of find classifieds that are flagged as mature</string> + <string>Display results of find classifieds that are flagged as moderate</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7863,7 +8302,7 @@ <key>ShowPGEvents</key> <map> <key>Comment</key> - <string>Display results of find events that are flagged as PG</string> + <string>Display results of find events that are flagged as general</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7876,7 +8315,7 @@ <key>ShowMatureEvents</key> <map> <key>Comment</key> - <string>Display results of find events that are flagged as mature</string> + <string>Display results of find events that are flagged as moderate</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7902,7 +8341,7 @@ <key>ShowPGLand</key> <map> <key>Comment</key> - <string>Display results of find land sales that are flagged as PG</string> + <string>Display results of find land sales that are flagged as general</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7915,7 +8354,7 @@ <key>ShowMatureLand</key> <map> <key>Comment</key> - <string>Display results of find land sales that are flagged as mature</string> + <string>Display results of find land sales that are flagged as moderate</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7941,7 +8380,7 @@ <key>ShowPGSims</key> <map> <key>Comment</key> - <string>Display results of find places or find popular that are in PG sims</string> + <string>Display results of find places or find popular that are in general sims</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -7954,7 +8393,7 @@ <key>ShowMatureSims</key> <map> <key>Comment</key> - <string>Display results of find places or find popular that are in mature sims</string> + <string>Display results of find places or find popular that are in moderate sims</string> <key>Persist</key> <integer>1</integer> <key>HideFromEditor</key> @@ -8096,7 +8535,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>1</integer> + <integer>0</integer> </map> <key>ShowTangentBasis</key> <map> @@ -8142,6 +8581,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>ShowVoiceVisualizersInCalls</key> + <map> + <key>Comment</key> + <string>Enables in-world voice visualizers, voice gestures and lip-sync while in group or P2P calls.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>ShowVolumeSettingsPopup</key> <map> <key>Comment</key> @@ -8480,6 +8930,39 @@ <key>Value</key> <real>20.0</real> </map> + <key>TextureDecodeDisabled</key> + <map> + <key>Comment</key> + <string>If TRUE, do not fetch and decode any textures</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>TextureDisable</key> + <map> + <key>Comment</key> + <string>If TRUE, do not load textures for in-world content</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> + <string>If TRUE, always load textures at full resolution (discard = 0)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>TextureMemory</key> <map> <key>Comment</key> @@ -8747,13 +9230,13 @@ <key>UICloseBoxFromTop</key> <map> <key>Comment</key> - <string>Size of UI floater close box from top</string> + <string>Distance from top of floater to top of close box icon, pixels</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>S32</string> <key>Value</key> - <real>1</real> + <real>5</real> </map> <key>UIExtraTriangleHeight</key> <map> @@ -8788,17 +9271,6 @@ <key>Value</key> <real>16</real> </map> - <key>UIFloaterHeaderSize</key> - <map> - <key>Comment</key> - <string>Size of UI floater header size</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <real>18</real> - </map> <key>UIFloaterHPad</key> <map> <key>Comment</key> @@ -8821,16 +9293,16 @@ <key>Value</key> <integer>0</integer> </map> - <key>UIFloaterVPad</key> + <key>UIFloaterTitleVPad</key> <map> <key>Comment</key> - <string>Size of UI floater vertical pad</string> + <string>Distance from top of floater to top of title string, pixels</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>S32</string> <key>Value</key> - <real>6</real> + <real>7</real> </map> <key>UIImgDefaultEyesUUID</key> <map> @@ -8942,17 +9414,6 @@ <key>Value</key> <string>5748decc-f629-461c-9a36-a35a221fe21f</string> </map> - <key>UIImgDefaultTattooUUID</key> - <map> - <key>Comment</key> - <string /> - <key>Persist</key> - <integer>0</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>5748decc-f629-461c-9a36-a35a221fe21f</string> - </map> <key>UIImgDefaultUnderwearUUID</key> <map> <key>Comment</key> @@ -9029,29 +9490,7 @@ <string>S32</string> <key>Value</key> <integer>2</integer> - </map> - <key>UILineEditorHPad</key> - <map> - <key>Comment</key> - <string>UI Line Editor Horizontal Pad</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>2</integer> - </map> - <key>UILineEditorVPad</key> - <map> - <key>Comment</key> - <string>UI Line Editor Vertical Pad</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>3</integer> - </map> + </map> <key>UIMaxComboWidth</key> <map> <key>Comment</key> @@ -9437,116 +9876,6 @@ <key>Value</key> <string>00000000-0000-0000-0000-000000000000</string> </map> - <key>UISndPieMenuAppear</key> - <map> - <key>Comment</key> - <string>Sound file for opening pie menu (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>8eaed61f-92ff-6485-de83-4dcc938a478e</string> - </map> - <key>UISndPieMenuHide</key> - <map> - <key>Comment</key> - <string>Sound file for closing pie menu (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>00000000-0000-0000-0000-000000000000</string> - </map> - <key>UISndPieMenuSliceHighlight0</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 0 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>d9f73cf8-17b4-6f7a-1565-7951226c305d</string> - </map> - <key>UISndPieMenuSliceHighlight1</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 1 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>f6ba9816-dcaf-f755-7b67-51b31b6233e5</string> - </map> - <key>UISndPieMenuSliceHighlight2</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 2 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>7aff2265-d05b-8b72-63c7-dbf96dc2f21f</string> - </map> - <key>UISndPieMenuSliceHighlight3</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 3 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>09b2184e-8601-44e2-afbb-ce37434b8ba1</string> - </map> - <key>UISndPieMenuSliceHighlight4</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 4 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>bbe4c7fc-7044-b05e-7b89-36924a67593c</string> - </map> - <key>UISndPieMenuSliceHighlight5</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 5 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>d166039b-b4f5-c2ec-4911-c85c727b016c</string> - </map> - <key>UISndPieMenuSliceHighlight6</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 6 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>242af82b-43c2-9a3b-e108-3b0c7e384981</string> - </map> - <key>UISndPieMenuSliceHighlight7</key> - <map> - <key>Comment</key> - <string>Sound file for selecting pie menu item 7 (uuid for sound asset)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>String</string> - <key>Value</key> - <string>c1f334fb-a5be-8fe7-22b3-29631c21cf0b</string> - </map> <key>UISndSnapshot</key> <map> <key>Comment</key> @@ -9622,7 +9951,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>8</integer> + <integer>11</integer> </map> <key>UISpinctrlBtnWidth</key> <map> @@ -9789,6 +10118,28 @@ <key>Value</key> <integer>0</integer> </map> + <key>UseCircuitCodeMaxRetries</key> + <map> + <key>Comment</key> + <string>Max timeout count for the initial UseCircuitCode message</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <real>3</real> + </map> + <key>UseCircuitCodeTimeout</key> + <map> + <key>Comment</key> + <string>Timeout duration in seconds for the initial UseCircuitCode message</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>5.0</real> + </map> <key>UseDebugLogin</key> <map> <key>Comment</key> @@ -9842,7 +10193,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>UseFreezeFrame</key> <map> @@ -9875,8 +10226,20 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> + <integer>0</integer> + </map> + <key>SpeakerParticipantRemoveDelay</key> + <map> + <key>Comment</key> + <string>Timeout to remove participants who is not in channel before removed from list of active speakers (text/voice chat)</string> + <key>Persist</key> <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>10.0</real> </map> + <key>UseStartScreen</key> <map> <key>Comment</key> @@ -10026,7 +10389,7 @@ <key>Comment</key> <string>Versioning Channel Name.</string> <key>Persist</key> - <integer>1</integer> + <integer>0</integer> <key>Type</key> <string>String</string> <key>Value</key> @@ -10230,6 +10593,17 @@ <key>Value</key> <string>Default</string> </map> + <key>VoiceParticipantLeftRemoveDelay</key> + <map> + <key>Comment</key> + <string>Timeout to remove participants who has left Voice chat from the list in Voice Controls Panel</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>10</integer> + </map> <key>VoicePort</key> <map> <key>Comment</key> @@ -10349,7 +10723,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>700</integer> + <integer>738</integer> </map> <key>WindowMaximized</key> <map> @@ -10371,7 +10745,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>1000</integer> + <integer>1024</integer> </map> <key>WindowX</key> <map> @@ -10415,7 +10789,7 @@ <key>Type</key> <string>String</string> <key>Value</key> - <real>150000.0</real> + <string /> </map> <key>YawFromMousePosition</key> <map> @@ -10428,6 +10802,17 @@ <key>Value</key> <real>90.0</real> </map> + <key>YouAreHereDistance</key> + <map> + <key>Comment</key> + <string>Radius of distance for banner that indicates if the resident is "on" the Place.(meters from avatar to requested place)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>10.0</real> + </map> <key>YieldTime</key> <map> <key>Comment</key> @@ -10538,6 +10923,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>SLURLDragNDrop</key> + <map> + <key>Comment</key> + <string>Enable drag and drop of SLURLs onto the viewer</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>soundsbeacon</key> <map> <key>Comment</key> @@ -10549,5 +10945,38 @@ <key>Value</key> <integer>0</integer> </map> - </map> + <key>LogTextureDownloadsToViewerLog</key> + <map> + <key>Comment</key> + <string>Send texture download details to the viewer log</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>LogTextureDownloadsToSimulator</key> + <map> + <key>Comment</key> + <string>Send a digest of texture info to the sim</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>TextureLoggingThreshold</key> + <map> + <key>Comment</key> + <string>Specifies the byte threshold at which texture download data should be sent to the sim.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>1</integer> + </map> +</map> </llsd> diff --git a/indra/newview/app_settings/settings_per_account.xml b/indra/newview/app_settings/settings_per_account.xml index 893e7acd7a..af5fa4f388 100644 --- a/indra/newview/app_settings/settings_per_account.xml +++ b/indra/newview/app_settings/settings_per_account.xml @@ -22,17 +22,6 @@ <key>Value</key> <string>|TOKEN COPY BusyModeResponse|</string> </map> - <key>IMLogOptions</key> - <map> - <key>Comment</key> - <string>Log options for Instant Messages</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>2</integer> - </map> <key>InstantMessageLogFolder</key> <map> <key>Comment</key> @@ -75,18 +64,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> - </map> - <key>LogChatIM</key> - <map> - <key>Comment</key> - <string>Log Incoming Instant Messages with Chat</string> - <key>Persist</key> <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>0</integer> </map> <key>LogTimestamp</key> <map> @@ -97,7 +75,7 @@ <key>Type</key> <string>Boolean</string> <key>Value</key> - <integer>0</integer> + <integer>1</integer> </map> <key>LogInstantMessages</key> <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4fb109d687..fea2e16090 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -24,8 +24,6 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; -uniform float alpha_soften; - uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) @@ -57,15 +55,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && gl_Color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = gl_Color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 1a7d58b07b..04e556c11a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -41,23 +41,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c1988d3c78..650fbcc3f5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -47,23 +47,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index bd5e9dd758..0fad5b4b50 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -10,13 +10,11 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; -uniform sampler2DRect giLightMap; uniform float dist_factor; uniform float blur_size; uniform vec2 delta; -uniform vec3 kern[32]; -uniform int kern_length; +uniform vec3 kern[4]; uniform float kern_scale; varying vec2 vary_fragcoord; @@ -50,7 +48,7 @@ void main() vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; - for (int i = 1; i < kern_length; i++) + for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; vec3 samppos = getPosition(tc).xyz; @@ -61,12 +59,22 @@ void main() defined_weight += kern[i].xy; } } + for (int i = 1; i < 4; i++) + { + vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; + vec3 samppos = getPosition(tc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= 0.003) + { + col += texture2DRect(lightMap, tc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } + } col /= defined_weight.xyxx; gl_FragColor = col; - - //gl_FragColor = ccol; } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index e518bddb98..0db9586a88 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@ varying vec4 vary_position; varying vec3 vary_normal; varying vec3 vary_fragcoord; -uniform float alpha_soften; - uniform mat4 inv_proj; vec4 getPosition(vec2 pos_screen) @@ -56,15 +54,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 8c140a7b4f..508bbf415e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -11,7 +11,8 @@ uniform sampler2D specularMap; void main() { - gl_FragData[0] = texture2D(diffuseMap, gl_TexCoord[0].xy); + vec4 col = texture2D(diffuseMap, gl_TexCoord[0].xy); + gl_FragData[0] = vec4(col.rgb, col.a <= 0.5 ? 0.0 : 0.005); gl_FragData[1] = texture2D(specularMap, gl_TexCoord[0].xy); gl_FragData[2] = vec4(texture2D(normalMap, gl_TexCoord[0].xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 28bcd720c0..82e9450e68 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -5,9 +5,10 @@ * $License$ */ - #version 120 +//class 1 -- no shadows + #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect diffuseRect; @@ -26,12 +27,15 @@ 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; varying vec4 vary_light; @@ -40,6 +44,52 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -68,7 +118,7 @@ void main() { discard; } - + vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0; norm = normalize(norm); @@ -83,7 +133,11 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = gl_Color.a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); + if (dist_atten <= 0.0) + { + discard; + } lv = proj_origin-pos.xyz; lv = normalize(lv); @@ -101,32 +155,32 @@ void main() 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 = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; lit = da * dist_atten * noise; col = lcol*lit*diff_tex; + amb_da += (da*0.5)*proj_ambiance; } - float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - float lod = diff * proj_lod; - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod); - //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0)); - float amb_da = 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*gl_Color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } @@ -144,35 +198,28 @@ void main() { vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; - vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz; + vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); if (stc.z > 0.0) { - stc.xy /= stc.z+proj_near; - + stc.xy /= stc.w; + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb; } } } } - /*if (spec.a > 0.0) - { - //vec3 ref = reflect(normalize(pos), norm); - float sa = dot(normalize(lv-normalize(pos)),norm);; - //sa = max(sa, 0.0); - //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*lcol*spec.rgb; - }*/ - gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b4b0d0ce9d..155f03fdcf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect positionMap; uniform sampler2DRect normalMap; +uniform sampler2DRect lightMap; uniform sampler2DRect depthMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; @@ -40,7 +41,7 @@ uniform float scene_light_strength; uniform vec3 env_mat[3]; //uniform mat4 shadow_matrix[3]; //uniform vec4 shadow_clip; -//uniform mat3 ssao_effect_mat; +uniform mat3 ssao_effect_mat; varying vec4 vary_light; varying vec2 vary_fragcoord; @@ -55,9 +56,8 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -68,6 +68,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -178,7 +184,17 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); //haze color setAdditiveColor( @@ -241,7 +257,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -250,23 +267,62 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - calcAtmospherics(pos.xyz, 0.0); + vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + float scol = max(scol_ambocc.r, diffuse.a); + float ambocc = scol_ambocc.g; + + calcAtmospherics(pos.xyz, ambocc); vec3 col = atmosAmbient(vec3(0)); - col += atmosAffectDirectionalLight(clamp(da, diffuse.a, 1.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + depth -= 0.5; // unbias depth + // first figure out where we'll make our 2D guess from + vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. + float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 + ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += tc.xy; // use as offset from destination + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = max(dot(refn, lightnorm.xyz), 0.0); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); col = scaleSoftClip(col); - + gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 2a7234fd83..f320dbb400 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -161,17 +161,6 @@ void main() } } - /*if (spec.a > 0.0) - { - //vec3 ref = reflect(normalize(pos), norm); - float sa = dot(normalize(lv-normalize(pos)),norm);; - //sa = max(sa, 0.0); - //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*lcol*spec.rgb; - }*/ - gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index 22bdd2c7f3..56e4055c02 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -5,196 +5,11 @@ * $License$ */ -#extension GL_ARB_texture_rectangle : enable - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; -uniform sampler2DRectShadow shadowMap4; -uniform sampler2DRectShadow shadowMap5; -uniform sampler2D noiseMap; - -uniform sampler2D lightFunc; - - -// Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform float ssao_radius; -uniform float ssao_max_radius; -uniform float ssao_factor; -uniform float ssao_factor_inv; - -varying vec2 vary_fragcoord; -varying vec4 vary_light; - -uniform mat4 inv_proj; -uniform vec2 screen_res; - -uniform float shadow_bias; -uniform float shadow_offset; - -vec4 getPosition(vec2 pos_screen) -{ - float depth = texture2DRect(depthMap, pos_screen.xy).a; - vec2 sc = pos_screen.xy*2.0; - sc /= screen_res; - sc -= vec2(1.0,1.0); - 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; -} +//class 1, no shadow, no SSAO, should never be called -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - 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; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces - // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - return (1.0 - (float(points != 0) * angle_hidden)); -} +#extension GL_ARB_texture_rectangle : enable void main() { - vec2 pos_screen = vary_fragcoord.xy; - - //try doing an unproject here - - vec4 pos = getPosition(pos_screen); - - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; - - /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL - { - gl_FragColor = vec4(0.0); // doesn't matter - return; - }*/ - - float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - - vec4 spos = vec4(pos.xyz + norm.xyz * (-pos.z/64.0*shadow_offset+shadow_bias), 1.0); - - //vec3 debug = vec3(0,0,0); - - if (dp_directional_light == 0.0) - { - // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup - shadow = 0.0; - } - else if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - if (spos.z < -shadow_clip.z) - { - lpos = shadow_matrix[3]*spos; - lpos.xy *= screen_res; - shadow = shadow2DRectProj(shadowMap3, lpos).x; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - else if (spos.z < -shadow_clip.y) - { - lpos = shadow_matrix[2]*spos; - lpos.xy *= screen_res; - shadow = shadow2DRectProj(shadowMap2, lpos).x; - } - else if (spos.z < -shadow_clip.x) - { - lpos = shadow_matrix[1]*spos; - lpos.xy *= screen_res; - shadow = shadow2DRectProj(shadowMap1, lpos).x; - } - else - { - lpos = shadow_matrix[0]*spos; - lpos.xy *= screen_res; - shadow = shadow2DRectProj(shadowMap0, lpos).x; - } - - // take the most-shadowed value out of these two: - // * the blurred sun shadow in the light (shadow) map - // * an unblurred dot product between the sun and this norm - // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting - shadow = min(shadow, dp_directional_light); - - /*debug.r = lpos.y / (lpos.w*screen_res.y); - - lpos.xy /= lpos.w*32.0; - if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) - { - debug.gb = vec2(0.5, 0.5); - } - - debug += (1.0-shadow)*0.5;*/ - - } - else - { - // more distant than the shadow map covers - just use directional shading as shadow - shadow = dp_directional_light; - } - - gl_FragColor[0] = shadow; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - - //spotlight shadow 1 - vec4 lpos = shadow_matrix[4]*spos; - lpos.xy *= screen_res; - gl_FragColor[2] = shadow2DRectProj(shadowMap4, lpos).x; - - //spotlight shadow 2 - lpos = shadow_matrix[5]*spos; - lpos.xy *= screen_res; - gl_FragColor[3] = shadow2DRectProj(shadowMap5, lpos).x; - - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; - //gl_FragColor.rgb = debug; + gl_FragColor = 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 new file mode 100644 index 0000000000..7450817ea7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -0,0 +1,123 @@ +/** + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +//class 1 -- no shadow, SSAO only + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2D noiseMap; + +uniform sampler2D lightFunc; + + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + 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; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + float ret = 1.0; + + float dist = dot(pos.xyz,pos.xyz); + + if (dist < 64.0*64.0) + { + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + 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; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + + float angle_hidden = 0.0; + int points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); + } + + return min(ret, 1.0); +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + + gl_FragColor[0] = 1.0; + gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + gl_FragColor[2] = 1.0; + gl_FragColor[3] = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d21575119d..ceb7e0fb56 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -115,7 +115,7 @@ void main() 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 + // 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); float shadow = 1.0; @@ -131,11 +131,11 @@ void main() //color.rgb = scaleSoftClip(color.rgb); //color.a = spec * sunAngle2; - //wavef.z = -0.25f; - wavef = normalize(wavef); - wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + //wavef.z *= 0.1f; + //wavef = normalize(wavef); + vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; - gl_FragData[0] = vec4(color.rgb, 0.75); - gl_FragData[1] = vec4(1,1,1, 0.8); - gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); + gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse + gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + gl_FragData[2] = vec4(screenspacewavef*0.5+0.5, screenspacewavef.z*0.5); // normal, displace } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 3e8fdfb3e4..da49e59b89 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -12,7 +12,8 @@ float calcDirectionalLight(vec3 n, vec3 l) return a; } -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) + +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -26,9 +27,13 @@ float calcPointLight(vec3 v, vec3 n, vec4 lp, float la) //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); + // spotlight coefficient. + float spot = max(dot(-ln, lv), is_pointlight); + da *= spot*spot; // GL_SPOT_EXPONENT=2 + //angular attenuation da *= calcDirectionalLight(n, lv); - + return da; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index ad16de6d81..665fe16b43 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -29,8 +29,6 @@ varying vec3 vary_fragcoord; varying vec3 vary_position; varying vec3 vary_light; -uniform float alpha_soften; - uniform float shadow_bias; uniform mat4 inv_proj; @@ -115,15 +113,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); - if (samp_pos.z != 0.0 && gl_Color.a < 1.0) - { - float dist_factor = alpha_soften; - float a = gl_Color.a; - a *= a; - dist_factor *= 1.0/(1.0-a); - color.a *= min((pos.z-samp_pos.z)*dist_factor, 1.0); - } - //gl_FragColor = gl_Color; gl_FragColor = color; //gl_FragColor = vec4(1,0,1,1)*shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 5991e1f3b5..1fae8c4da3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -9,7 +9,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -42,23 +42,21 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_light = gl_LightSource[0].position.xyz; vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index a939499b17..f8dd1b7431 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -10,7 +10,7 @@ mat4 getSkinnedTransform(); void calcAtmospherics(vec3 inPositionEye); float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -53,23 +53,22 @@ void main() calcAtmospherics(pos.xyz); //vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); - vec4 col; - col.a = gl_Color.a; - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - col.rgb = scaleUpLight(col.rgb); + + vec4 col = vec4(0.0, 0.0, 0.0, gl_Color.a); // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); + // Add windlight lights + col.rgb += atmosAmbient(vec3(0.)); + vary_ambient = col.rgb*gl_Color.rgb; vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); diff --git a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl index 28908a311d..0fad5b4b50 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/blurLightF.glsl @@ -10,7 +10,6 @@ uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; -uniform sampler2DRect edgeMap; uniform float dist_factor; uniform float blur_size; @@ -46,53 +45,36 @@ void main() dlt /= max(-pos.z*dist_factor, 1.0); - vec2 defined_weight = kern[0].xy; // special case the kern[0] (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' + vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; - - float center_e = 1.0 - (texture2DRect(edgeMap, vary_fragcoord.xy).a+ - texture2DRect(edgeMap, vary_fragcoord.xy+dlt*0.333).a+ - texture2DRect(edgeMap, vary_fragcoord.xy-dlt*0.333).a); - float e = center_e; for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy + kern[i].z*dlt; - - e = max(e, 0.0); - - vec2 wght = kern[i].xy*e; - - col += texture2DRect(lightMap, tc)*wght.xyxx; - defined_weight += wght; - - e *= e; - e -= texture2DRect(edgeMap, tc.xy).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ - texture2DRect(edgeMap, tc.xy-dlt*0.333).a; + vec3 samppos = getPosition(tc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= 0.003) + { + col += texture2DRect(lightMap, tc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } } - - e = center_e; for (int i = 1; i < 4; i++) { vec2 tc = vary_fragcoord.xy - kern[i].z*dlt; - - e = max(e, 0.0); - - vec2 wght = kern[i].xy*e; - - col += texture2DRect(lightMap, tc)*wght.xyxx; - defined_weight += wght; - - e *= e; - e -= texture2DRect(edgeMap, tc.xy).a+ - texture2DRect(edgeMap, tc.xy+dlt*0.333).a+ - texture2DRect(edgeMap, tc.xy-dlt*0.333).a; + vec3 samppos = getPosition(tc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= 0.003) + { + col += texture2DRect(lightMap, tc)*kern[i].xyxx; + defined_weight += kern[i].xy; + } } + col /= defined_weight.xyxx; gl_FragColor = col; - - //gl_FragColor = ccol; } + diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 45884d5732..5308e5bb1e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -43,6 +43,52 @@ uniform vec2 screen_res; uniform mat4 inv_proj; +vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) +{ + vec4 ret = texture2DLod(projectionMap, tc, lod); + + vec2 dist = tc-vec2(0.5); + + float det = max(1.0-lod/(proj_lod*0.5), 0.0); + + float d = dot(dist,dist); + + ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 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) { float depth = texture2DRect(depthMap, pos_screen.xy).a; @@ -126,7 +172,7 @@ void main() float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0); float lod = diff * proj_lod; - vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod); + vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod); vec3 lcol = gl_Color.rgb * plcol.rgb * plcol.a; @@ -137,7 +183,7 @@ void main() } //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0); - vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_lod); + vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod); amb_da += (da*da*0.5+0.5)*proj_ambiance; @@ -167,22 +213,23 @@ void main() if (stc.z > 0.0) { stc.xy /= stc.w; - + + float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0); + + stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); + if (stc.x < 1.0 && stc.y < 1.0 && stc.x > 0.0 && stc.y > 0.0) { - vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); + vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod); col += dist_atten*scol.rgb*gl_Color.rgb*scol.a*spec.rgb*shadow; } } } } - //attenuate point light contribution by SSAO component - col *= texture2DRect(lightMap, frag.xy).g; - gl_FragColor.rgb = col; gl_FragColor.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 531f7376a3..922a07c306 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -11,6 +11,7 @@ uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect normalMap; uniform sampler2DRect lightMap; +uniform sampler2DRect depthMap; uniform sampler2D noiseMap; uniform samplerCube environmentMap; uniform sampler2D lightFunc; @@ -41,7 +42,6 @@ uniform vec3 env_mat[3]; uniform vec4 shadow_clip; uniform mat3 ssao_effect_mat; -uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -55,9 +55,8 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -68,6 +67,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -251,7 +256,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -271,24 +277,52 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + depth -= 0.5; // unbias depth + // first figure out where we'll make our 2D guess from + vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. + float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 + ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += tc.xy; // use as offset from destination + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + float refshad = texture2DRect(lightMap, ref2d).r; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); col = scaleSoftClip(col); gl_FragColor.rgb = col; - - //gl_FragColor.rgb = gi_col.rgb; gl_FragColor.a = 0.0; - - //gl_FragColor.rg = scol_ambocc.rg; - //gl_FragColor.rgb = texture2DRect(lightMap, vary_fragcoord.xy).rgb; - //gl_FragColor.rgb = norm.rgb*0.5+0.5; - //gl_FragColor.rgb = vec3(ambocc); - //gl_FragColor.rgb = vec3(scol); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index d6534083cf..eeaecc157f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -179,21 +179,6 @@ void main() } } - /*if (spec.a > 0.0) - { - //vec3 ref = reflect(normalize(pos), norm); - float sa = dot(normalize(lv-normalize(pos)),norm);; - //sa = max(sa, 0.0); - //sa = pow(sa, 128.0 * spec.a*spec.a/dist_atten)*min(dist_atten*4.0, 1.0); - sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); - sa *= noise; - col += da*sa*lcol*spec.rgb; - }*/ - - //attenuate point light contribution by SSAO component - col *= texture2DRect(lightMap, frag.xy).g; - - gl_FragColor.rgb = col; gl_FragColor.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 4333cc64a7..04c9a4d19a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -7,6 +7,8 @@ #extension GL_ARB_texture_rectangle : enable +//class 2, shadows, no SSAO + uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; uniform sampler2DRectShadow shadowMap0; @@ -52,56 +54,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -//calculate decreases in ambient lighting when crowded out (SSAO) -float calcAmbientOcclusion(vec4 pos, vec3 norm) -{ - vec2 kern[8]; - // exponentially (^2) distant occlusion samples spread around origin - kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; - kern[1] = vec2(1.0, 0.0) * 0.250*0.250; - kern[2] = vec2(0.0, 1.0) * 0.375*0.375; - kern[3] = vec2(0.0, -1.0) * 0.500*0.500; - kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; - 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; - - vec2 pos_screen = vary_fragcoord.xy; - vec3 pos_world = pos.xyz; - vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; - - float angle_hidden = 0.0; - int points = 0; - - float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); - - // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) - for (int i = 0; i < 8; i++) - { - vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); - vec3 samppos_world = getPosition(samppos_screen).xyz; - - vec3 diff = pos_world - samppos_world; - float dist2 = dot(diff, diff); - - // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area - // --> solid angle shrinking by the square of distance - //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 - //(k should vary inversely with # of samples, but this is taken care of later) - - //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces - // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) - angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); - - // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" - points = points + int(diff.z > -1.0); - } - - angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); - - return (1.0 - (float(points != 0) * angle_hidden)); -} - float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) { stc.xyz /= stc.w; @@ -149,7 +101,9 @@ void main() vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz*2.0-1.0; + vec4 nmap4 = texture2DRect(normalMap, pos_screen); + float displace = nmap4.w; + vec3 norm = nmap4.xyz*2.0-1.0; /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { @@ -158,9 +112,9 @@ void main() }*/ float shadow = 1.0; - float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); - vec4 spos = vec4(pos.xyz + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); if (spos.z > -shadow_clip.w) { @@ -220,7 +174,7 @@ void main() } gl_FragColor[0] = shadow; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + gl_FragColor[1] = 1.0; //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl new file mode 100644 index 0000000000..d77d17942a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -0,0 +1,248 @@ +/** + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#extension GL_ARB_texture_rectangle : enable + +//class 2 -- shadows and SSAO + +uniform sampler2DRect depthMap; +uniform sampler2DRect normalMap; +uniform sampler2DRectShadow shadowMap0; +uniform sampler2DRectShadow shadowMap1; +uniform sampler2DRectShadow shadowMap2; +uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap4; +uniform sampler2DShadow shadowMap5; +uniform sampler2D noiseMap; + +uniform sampler2D lightFunc; + +// Inputs +uniform mat4 shadow_matrix[6]; +uniform vec4 shadow_clip; +uniform float ssao_radius; +uniform float ssao_max_radius; +uniform float ssao_factor; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; +uniform vec2 shadow_res; +uniform vec2 proj_shadow_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(vec2 pos_screen) +{ + float depth = texture2DRect(depthMap, pos_screen.xy).a; + vec2 sc = pos_screen.xy*2.0; + sc /= screen_res; + sc -= vec2(1.0,1.0); + 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; +} + +//calculate decreases in ambient lighting when crowded out (SSAO) +float calcAmbientOcclusion(vec4 pos, vec3 norm) +{ + float ret = 1.0; + + float dist = dot(pos.xyz,pos.xyz); + + if (dist < 64.0*64.0) + { + vec2 kern[8]; + // exponentially (^2) distant occlusion samples spread around origin + kern[0] = vec2(-1.0, 0.0) * 0.125*0.125; + kern[1] = vec2(1.0, 0.0) * 0.250*0.250; + kern[2] = vec2(0.0, 1.0) * 0.375*0.375; + kern[3] = vec2(0.0, -1.0) * 0.500*0.500; + kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625; + 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; + + vec2 pos_screen = vary_fragcoord.xy; + vec3 pos_world = pos.xyz; + vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy; + + float angle_hidden = 0.0; + int points = 0; + + float scale = min(ssao_radius / -pos_world.z, ssao_max_radius); + + // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?) + for (int i = 0; i < 8; i++) + { + vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect); + vec3 samppos_world = getPosition(samppos_screen).xyz; + + vec3 diff = pos_world - samppos_world; + float dist2 = dot(diff, diff); + + // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area + // --> solid angle shrinking by the square of distance + //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2 + //(k should vary inversely with # of samples, but this is taken care of later) + + //if (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) // -0.05*norm to shift sample point back slightly for flat surfaces + // angle_hidden += min(1.0/dist2, ssao_factor_inv); // dist != 0 follows from conditional. max of 1.0 (= ssao_factor_inv * ssao_factor) + angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv); + + // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion" + points = points + int(diff.z > -1.0); + } + + angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0); + + ret = (1.0 - (float(points != 0) * angle_hidden)); + ret += max((dist-32.0*32.0)/(32.0*32.0), 0.0); + } + + return min(ret, 1.0); +} + +float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + 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; +} + +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) +{ + stc.xyz /= stc.w; + stc.z += shadow_bias*scl; + + float cs = shadow2D(shadowMap, stc.xyz).x; + float shadow = cs; + + vec2 off = 1.5/proj_shadow_res; + + 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; +} + +void main() +{ + vec2 pos_screen = vary_fragcoord.xy; + + //try doing an unproject here + + vec4 pos = getPosition(pos_screen); + + vec4 nmap4 = texture2DRect(normalMap, pos_screen); + float displace = nmap4.w; + vec3 norm = nmap4.xyz*2.0-1.0; + + /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL + { + gl_FragColor = vec4(0.0); // doesn't matter + return; + }*/ + + float shadow = 1.0; + float dp_directional_light = max(0.0, dot(norm, vary_light.xyz)); + + vec4 spos = vec4(pos.xyz + displace*norm + vary_light.xyz * (1.0-dp_directional_light)*shadow_offset, 1.0); + + if (spos.z > -shadow_clip.w) + { + if (dp_directional_light == 0.0) + { + // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup + shadow = 0.0; + } + else + { + vec4 lpos; + + if (spos.z < -shadow_clip.z) + { + lpos = shadow_matrix[3]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap3, lpos, 0.25); + shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); + } + else if (spos.z < -shadow_clip.y) + { + lpos = shadow_matrix[2]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap2, lpos, 0.5); + } + else if (spos.z < -shadow_clip.x) + { + lpos = shadow_matrix[1]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap1, lpos, 0.75); + } + else + { + lpos = shadow_matrix[0]*spos; + lpos.xy *= shadow_res; + shadow = pcfShadow(shadowMap0, lpos, 1.0); + } + + // take the most-shadowed value out of these two: + // * the blurred sun shadow in the light (shadow) map + // * an unblurred dot product between the sun and this norm + // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting + shadow = min(shadow, dp_directional_light); + + //lpos.xy /= lpos.w*32.0; + //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1) + //{ + // shadow = 0.0; + //} + + } + } + else + { + // more distant than the shadow map covers + shadow = 1.0; + } + + gl_FragColor[0] = shadow; + gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + + //spotlight shadow 1 + vec4 lpos = shadow_matrix[4]*spos; + gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x; + + //spotlight shadow 2 + lpos = shadow_matrix[5]*spos; + gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x; + + //gl_FragColor.rgb = pos.xyz; + //gl_FragColor.b = shadow; +} diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index f4c59734a4..19800d96dc 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -18,9 +18,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) // Collect normal lights (need to be divided by two, as we later multiply by 2) col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); - col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); + + col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + //col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLightOrSpotLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); col.rgb = scaleDownLight(col.rgb); // Add windlight lights diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 96a083b522..ddd69befc3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -56,9 +56,8 @@ vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; uniform float gi_ambiance; -vec4 getPosition(vec2 pos_screen) -{ //get position in screen space (world units) given window coordinate and depth map - float depth = texture2DRect(depthMap, pos_screen.xy).a; +vec4 getPosition_d(vec2 pos_screen, float depth) +{ vec2 sc = pos_screen.xy*2.0; sc /= screen_res; sc -= vec2(1.0,1.0); @@ -69,6 +68,12 @@ vec4 getPosition(vec2 pos_screen) return pos; } +vec4 getPosition(vec2 pos_screen) +{ //get position in screen space (world units) given window coordinate and depth map + float depth = texture2DRect(depthMap, pos_screen.xy).a; + return getPosition_d(pos_screen, depth); +} + vec3 getPositionEye() { return vary_PositionEye; @@ -252,7 +257,8 @@ vec3 scaleSoftClip(vec3 light) void main() { vec2 tc = vary_fragcoord.xy; - vec3 pos = getPosition(tc).xyz; + float depth = texture2DRect(depthMap, tc.xy).a; + vec3 pos = getPosition_d(tc, depth).xyz; vec3 norm = texture2DRect(normalMap, tc).xyz*2.0-1.0; //vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; @@ -274,11 +280,47 @@ void main() col *= diffuse.rgb; - if (spec.a > 0.0) + if (spec.a > 0.0) // specular reflection { - vec3 ref = normalize(reflect(pos.xyz, norm.xyz)); - float sa = dot(ref, vary_light.xyz); - col.rgb += vary_SunlitColor*scol*spec.rgb*texture2D(lightFunc, vec2(sa, spec.a)).a; + // the old infinite-sky shiny reflection + // + vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz)); + float sa = dot(refnorm, vary_light.xyz); + vec3 dumbshiny = vary_SunlitColor*scol*texture2D(lightFunc, vec2(sa, spec.a)).a; + + // screen-space cheap fakey reflection map + // + depth -= 0.5; // unbias depth + // first figure out where we'll make our 2D guess from + vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + // Offset the guess source a little according to a trivial + // checkerboard dither function and spec.a. + // This is meant to be similar to sampling a blurred version + // of the diffuse map. LOD would be better in that regard. + // The goal of the blur is to soften reflections in surfaces + // with low shinyness, and also to disguise our lameness. + float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 + ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += tc.xy; // use as offset from destination + // get attributes from the 2D guess point + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; + float refshad = texture2DRect(lightMap, ref2d).r; + vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); + // figure out how appropriate our guess actually was + float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); + // darken reflections from points which face away from the reflected ray - our guess was a back-face + //refapprop *= step(dot(refnorm, refn), 0.0); + refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant + // get appropriate light strength for guess-point + float reflit = min(max(dot(refn, lightnorm.xyz), 0.0), refshad); + // apply sun color to guess-point, dampen according to inappropriateness of guess + vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop; + vec3 ssshiny = (refprod * spec.a); + + // add the two types of shiny together + col += (ssshiny + dumbshiny) * spec.rgb; } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 1c5234c450..f129a1517b 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -6,7 +6,7 @@ */ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLight(vec3 v, vec3 n, vec4 lp, float la); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); @@ -15,24 +15,21 @@ vec3 scaleUpLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col; - col.a = color.a; + vec4 col = vec4(0.0, 0.0, 0.0, color.a); - // Add windlight lights - col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); - col.rgb += atmosAmbient(baseLight.rgb); - col.rgb = scaleUpLight(col.rgb); - // Collect normal lights (need to be divided by two, as we later multiply by 2) - col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[2].position, gl_LightSource[2].linearAttenuation); - col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[3].position, gl_LightSource[3].linearAttenuation); - col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[4].position, gl_LightSource[4].linearAttenuation); - col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[5].position, gl_LightSource[5].linearAttenuation); - col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[6].position, gl_LightSource[6].linearAttenuation); - col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLight(pos, norm, gl_LightSource[7].position, gl_LightSource[7].linearAttenuation); + col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); + col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); + col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a); + col.rgb += gl_LightSource[5].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[5].position, gl_LightSource[5].spotDirection.xyz, gl_LightSource[5].linearAttenuation, gl_LightSource[5].specular.a); + col.rgb += gl_LightSource[6].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[6].position, gl_LightSource[6].spotDirection.xyz, gl_LightSource[6].linearAttenuation, gl_LightSource[6].specular.a); + col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); - + + // Add windlight lights + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); + col.rgb += atmosAmbient(baseLight.rgb); col.rgb = min(col.rgb*color.rgb, 1.0); diff --git a/indra/newview/app_settings/ultra_graphics.xml b/indra/newview/app_settings/ultra_graphics.xml index f16ec6c30f..f741089ca2 100644 --- a/indra/newview/app_settings/ultra_graphics.xml +++ b/indra/newview/app_settings/ultra_graphics.xml @@ -12,14 +12,12 @@ <RenderFlexTimeFactor value="1"/> <!--256... but they don't use this--> <RenderGlowResolutionPow value="9"/> - <!--Sun/Moon only--> - <RenderLightingDetail value="1"/> <!--Low number--> <RenderMaxPartCount value="4096"/> <!--bump okay--> <RenderObjectBump value="TRUE"/> <!--NO SHADERS--> - <RenderReflectionDetail value="3"/> + <RenderReflectionDetail value="4"/> <!--Simple--> <RenderTerrainDetail value="1"/> <!--Default for now--> @@ -31,9 +29,14 @@ <!--Default for now--> <RenderVolumeLODFactor value="2.0"/> <!--NO SHADERS--> - <RenderWaterReflections value="TRUE"/> - <!--NO SHADERS--> <VertexShaderEnable value="TRUE"/> <!--NO SHADERS--> <WindLightUseAtmosShaders value="TRUE"/> + <!--Deferred Shading--> + <RenderDeferred value="TRUE"/> + <!--SSAO Enabled--> + <RenderDeferredSSAO value="TRUE"/> + <!--Full Shadows--> + <RenderShadowDetail value="2"/> + </settings> |