diff options
Diffstat (limited to 'indra/newview/app_settings')
3 files changed, 184 insertions, 178 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 24804c3011..2569e49743 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -140,7 +140,7 @@ void main()  		discard;  	} -	float envIntensity = texture2DRect(normalMap. frag.xy).z; +	float envIntensity = texture2DRect(normalMap, frag.xy).z;  	vec3 norm = getNorm(frag.xy);  	float l_dist = -dot(lv, proj_n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d9ae37fbfa..df7b8f3f92 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -55,6 +55,7 @@ uniform float fresnelOffset;  uniform float blurMultiplier;  uniform vec2 screen_res;  uniform mat4 norm_mat; //region space to screen space +uniform int water_edge;  //bigWave is (refCoord.w, view.w);  VARYING vec4 refCoord; @@ -73,105 +74,107 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)  void main()   { -	vec4 color; -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - -	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec4 color; +    float dist = length(view.xy); +     +    //normalize view vector +    vec3 viewVec = normalize(view.xyz); +     +    //get wave normals +    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + +    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;      vec3 wave1 = BlendNormal(wave1_a, wave1_b);      vec3 wave2 = BlendNormal(wave2_a, wave2_b);      vec3 wave3 = BlendNormal(wave3_a, wave3_b); -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -	df *= df; -		     -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	 -	float dist2 = dist; -	dist = max(dist, 5.0); -	 -	float dmod = sqrt(dist); -	 -	vec2 dmod_scale = vec2(dmod*dmod, dmod); -	 -	//get reflected color -	vec2 refdistort1 = wave1.xy*normScale.x; -	vec2 refvec1 = distort+refdistort1/dmod_scale; -	vec4 refcol1 = texture2D(refTex, refvec1); -	 -	vec2 refdistort2 = wave2.xy*normScale.y; -	vec2 refvec2 = distort+refdistort2/dmod_scale; -	vec4 refcol2 = texture2D(refTex, refvec2); -	 -	vec2 refdistort3 = wave3.xy*normScale.z; -	vec2 refvec3 = distort+refdistort3/dmod_scale; -	vec4 refcol3 = texture2D(refTex, refvec3); - -	vec4 refcol = refcol1 + refcol2 + refcol3; -	float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -	 -	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	wavef.z *= max(-viewVec.z, 0.1); -	wavef = normalize(wavef); -	 -	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -	 -	vec2 refdistort4 = wavef.xy*0.125; -	refdistort4.y -= abs(refdistort4.y); -	vec2 refvec4 = distort+refdistort4/dmod; -	float dweight = min(dist2*blurMultiplier, 1.0); -	vec4 baseCol = texture2D(refTex, refvec4); - -	refcol = mix(baseCol*df2, refcol, dweight); - -	//get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); - -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug +    //get base fresnel components    +     +    vec3 df = vec3( +                    dot(viewVec, wave1), +                    dot(viewVec, (wave2 + wave3) * 0.5), +                    dot(viewVec, wave3) +                 ) * fresnelScale + fresnelOffset; +    df *= df; +             +    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +     +    float dist2 = dist; +    dist = max(dist, 5.0); +     +    float dmod = sqrt(dist); +     +    vec2 dmod_scale = vec2(dmod*dmod, dmod); +     +    //get reflected color +    vec2 refdistort1 = wave1.xy*normScale.x; +    vec2 refvec1 = distort+refdistort1/dmod_scale; +    vec4 refcol1 = texture2D(refTex, refvec1); +     +    vec2 refdistort2 = wave2.xy*normScale.y; +    vec2 refvec2 = distort+refdistort2/dmod_scale; +    vec4 refcol2 = texture2D(refTex, refvec2); +     +    vec2 refdistort3 = wave3.xy*normScale.z; +    vec2 refvec3 = distort+refdistort3/dmod_scale; +    vec4 refcol3 = texture2D(refTex, refvec3); + +    vec4 refcol = refcol1 + refcol2 + refcol3; +    float df1 = df.x + df.y + df.z; +    refcol *= df1 * 0.333; +     +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; +    wavef.z *= max(-viewVec.z, 0.1); +    wavef = normalize(wavef); +     +    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; +     +    vec2 refdistort4 = wavef.xy*0.125; +    refdistort4.y -= abs(refdistort4.y); +    vec2 refvec4 = distort+refdistort4/dmod; +    float dweight = min(dist2*blurMultiplier, 1.0); +    vec4 baseCol = texture2D(refTex, refvec4); + +    refcol = mix(baseCol*df2, refcol, dweight); + +    //get specular component +    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +         +    //harden specular +    spec = pow(spec, 128.0); + +    //figure out distortion vector (ripply)    +    vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0); +         +    vec4 fb = texture2D(screenTex, distort2); +     +    //mix with reflection +    // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug      refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475 -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	 -	vec4 pos = vary_position; -	 -	color.rgb += spec * specular; -	 -	color.rgb = atmosTransport(color.rgb); -	color.rgb = scaleSoftClipFrag(color.rgb); -	color.a   = spec * sunAngle2; - -	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - +    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); +     +    vec4 pos = vary_position; +     +    color.rgb += spec * specular; +     +    color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClipFrag(color.rgb); +    color.a   = spec * sunAngle2; + +    vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + +#if defined(WATER_EDGE)      // force frag depth which doesn't z-fight -    gl_FragDepth = 0.99999f;	 +    gl_FragDepth = 0.99999f;     +#endif -	frag_data[0] = vec4(color.rgb, color); // diffuse -	frag_data[1] = vec4(0);		// speccolor, spec -	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 +    frag_data[0] = vec4(color.rgb, color); // diffuse +    frag_data[1] = vec4(0);     // speccolor, spec +    frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index c4b3684141..415d0b9db4 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -50,7 +50,7 @@ uniform vec3 normScale;  uniform float fresnelScale;  uniform float fresnelOffset;  uniform float blurMultiplier; - +uniform int water_edge;  //bigWave is (refCoord.w, view.w);  VARYING vec4 refCoord; @@ -68,96 +68,99 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)  void main()   { -	vec4 color; -	 -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -	vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; +    vec4 color; +     +    float dist = length(view.xy); +     +    //normalize view vector +    vec3 viewVec = normalize(view.xyz); +     +    //get wave normals +    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; -	vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; -	vec3 wave1 = BlendNormal(wave1_a, wave1_b); -	vec3 wave2 = BlendNormal(wave2_a, wave2_b); -	vec3 wave3 = BlendNormal(wave3_a, wave3_b); +    vec3 wave1 = BlendNormal(wave1_a, wave1_b); +    vec3 wave2 = BlendNormal(wave2_a, wave2_b); +    vec3 wave3 = BlendNormal(wave3_a, wave3_b); -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -	df *= df; -		     -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	 -	float dist2 = dist; -	dist = max(dist, 5.0); -	 -	float dmod = sqrt(dist); -	 -	vec2 dmod_scale = vec2(dmod*dmod, dmod); -	 -	//get reflected color -	vec2 refdistort1 = wave1.xy*normScale.x; -	vec2 refvec1 = distort+refdistort1/dmod_scale; -	vec4 refcol1 = texture2D(refTex, refvec1); -	 -	vec2 refdistort2 = wave2.xy*normScale.y; -	vec2 refvec2 = distort+refdistort2/dmod_scale; -	vec4 refcol2 = texture2D(refTex, refvec2); -	 -	vec2 refdistort3 = wave3.xy*normScale.z; -	vec2 refvec3 = distort+refdistort3/dmod_scale; -	vec4 refcol3 = texture2D(refTex, refvec3); +    //get base fresnel components    +     +    vec3 df = vec3( +                    dot(viewVec, wave1), +                    dot(viewVec, (wave2 + wave3) * 0.5), +                    dot(viewVec, wave3) +                 ) * fresnelScale + fresnelOffset; +    df *= df; +             +    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +     +    float dist2 = dist; +    dist = max(dist, 5.0); +     +    float dmod = sqrt(dist); +     +    vec2 dmod_scale = vec2(dmod*dmod, dmod); +     +    //get reflected color +    vec2 refdistort1 = wave1.xy*normScale.x; +    vec2 refvec1 = distort+refdistort1/dmod_scale; +    vec4 refcol1 = texture2D(refTex, refvec1); +     +    vec2 refdistort2 = wave2.xy*normScale.y; +    vec2 refvec2 = distort+refdistort2/dmod_scale; +    vec4 refcol2 = texture2D(refTex, refvec2); +     +    vec2 refdistort3 = wave3.xy*normScale.z; +    vec2 refvec3 = distort+refdistort3/dmod_scale; +    vec4 refcol3 = texture2D(refTex, refvec3); -	vec4 refcol = refcol1 + refcol2 + refcol3; -	float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -	 -	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	 -	wavef.z *= max(-viewVec.z, 0.1); -	wavef = normalize(wavef); -	 -	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -	 -	vec2 refdistort4 = wavef.xy*0.125; -	refdistort4.y -= abs(refdistort4.y); -	vec2 refvec4 = distort+refdistort4/dmod; -	float dweight = min(dist2*blurMultiplier, 1.0); -	vec4 baseCol = texture2D(refTex, refvec4); -	refcol = mix(baseCol*df2, refcol, dweight); +    vec4 refcol = refcol1 + refcol2 + refcol3; +    float df1 = df.x + df.y + df.z; +    refcol *= df1 * 0.333; +     +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; +     +    wavef.z *= max(-viewVec.z, 0.1); +    wavef = normalize(wavef); +     +    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; +     +    vec2 refdistort4 = wavef.xy*0.125; +    refdistort4.y -= abs(refdistort4.y); +    vec2 refvec4 = distort+refdistort4/dmod; +    float dweight = min(dist2*blurMultiplier, 1.0); +    vec4 baseCol = texture2D(refTex, refvec4); +    refcol = mix(baseCol*df2, refcol, dweight); -	//get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); +    //get specular component +    float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +         +    //harden specular +    spec = pow(spec, 128.0); -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	color.rgb += spec * specular; -	 -	color.rgb = atmosTransport(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); -	color.a = spec * sunAngle2; +    //figure out distortion vector (ripply)    +    vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); +         +    vec4 fb = texture2D(screenTex, distort2); +     +    //mix with reflection +    // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug +    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); +    color.rgb += spec * specular; +     +    color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClip(color.rgb); +    color.a = spec * sunAngle2; +#if defined(WATER_EDGE)      // force frag depth to fix z-fighting at back edge of water edge pieces      gl_FragDepth = 0.99999; -	frag_color = color; +#endif + +    frag_color = color;  } | 
