diff options
Diffstat (limited to 'indra/newview/app_settings')
51 files changed, 2090 insertions, 2282 deletions
diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml index 7ab7787d77..a9f6079630 100755 --- a/indra/newview/app_settings/cmd_line.xml +++ b/indra/newview/app_settings/cmd_line.xml @@ -22,7 +22,8 @@ <map> <key>count</key> <integer>1</integer> - <!-- Special case. Not mapped to a setting. --> + <key>map-to</key> + <string>CmdLineChannel</string> </map> <key>console</key> @@ -96,6 +97,8 @@ 0 - low, 1 - medium, 2 - high, 3 - ultra</string> <key>count</key> <integer>1</integer> + <key>map-to</key> + <string>RenderQualityPerformance</string> </map> <key>grid</key> @@ -108,6 +111,16 @@ <string>CmdLineGridChoice</string> </map> + <key>update-service</key> + <map> + <key>desc</key> + <string>Override the url base for the update query.</string> + <key>count</key> + <integer>1</integer> + <key>map-to</key> + <string>CmdLineUpdateService</string> + </map> + <key>help</key> <map> <key>desc</key> @@ -370,7 +383,8 @@ <boolean>true</boolean> <key>last_option</key> <boolean>true</boolean> - <!-- Special case. Not mapped to a setting. --> + <key>map-to</key> + <string>CmdLineLoginLocation</string> </map> <key>url</key> @@ -381,7 +395,8 @@ <integer>1</integer> <key>last_option</key> <boolean>true</boolean> - <!-- Special case. Not mapped to a setting. --> + <key>map-to</key> + <string>CmdLineLoginLocation</string> </map> <key>usersessionsettings</key> diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 12ca902c59..eeed12499d 100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -126,6 +126,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>AnalyzePerformance</key> + <map> + <key>Comment</key> + <string>Request performance analysis for a particular viewer run</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>AnimateTextures</key> <map> <key>Comment</key> @@ -1738,6 +1749,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>CmdLineChannel</key> + <map> + <key>Comment</key> + <string>Command line specified channel name</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string /> + </map> <key>CmdLineDisableVoice</key> <map> <key>Comment</key> @@ -1760,6 +1782,17 @@ <key>Value</key> <string /> </map> + <key>CmdLineUpdateService</key> + <map> + <key>Comment</key> + <string>Override the url base for the update query.</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string /> + </map> <key>CmdLineHelperURI</key> <map> <key>Comment</key> @@ -1784,6 +1817,17 @@ <string /> </array> </map> + <key>CmdLineLoginLocation</key> + <map> + <key>Comment</key> + <string>Startup destination requested on command line</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string/> + </map> <key>ConnectAsGod</key> <map> <key>Comment</key> @@ -1916,6 +1960,17 @@ <key>Value</key> <integer>262144</integer> </map> + <key>CrashOnStartup</key> + <map> + <key>Comment</key> + <string>User-requested crash on viewer startup</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>CreateToolCopyCenters</key> <map> <key>Comment</key> @@ -2158,6 +2213,28 @@ <key>Value</key> <integer>0</integer> </map> + <key>DebugSession</key> + <map> + <key>Comment</key> + <string>Request debugging for a particular viewer session</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>DebugShowAvatarRenderInfo</key> + <map> + <key>Comment</key> + <string>Show avatar render cost information</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>DebugShowColor</key> <map> <key>Comment</key> @@ -2972,6 +3049,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>DisableCrashLogger</key> + <map> + <key>Comment</key> + <string>Do not send crash report to Linden server</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>DisableMouseWarp</key> <map> <key>Comment</key> @@ -3489,16 +3577,27 @@ <key>Value</key> <real>10.0</real> </map> - <key>FilterItemsPerFrame</key> + <key>FilterItemsMaxTimePerFrameVisible</key> <map> - <key>Comment</key> - <string>Maximum number of inventory items to match against search filter every frame (lower to increase framerate while searching, higher to improve search speed)</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>S32</string> - <key>Value</key> - <integer>500</integer> + <key>Comment</key> + <string>Max time devoted to items filtering per frame for visible inventory listings (in milliseconds)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>10</integer> + </map> + <key>FilterItemsMaxTimePerFrameUnvisible</key> + <map> + <key>Comment</key> + <string>Max time devoted to items filtering per frame for non visible inventory listings (in milliseconds)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>1</integer> </map> <key>FindLandArea</key> <map> @@ -5217,6 +5316,28 @@ <key>Value</key> <integer>0</integer> </map> + <key>LogMetrics</key> + <map> + <key>Comment</key> + <string>Log viewer metrics</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string/> + </map> + <key>LogPerformance</key> + <map> + <key>Comment</key> + <string>Log performance analysis for a particular viewer run</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>LogTextureNetworkTraffic</key> <map> <key>Comment</key> @@ -6394,6 +6515,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>NoQuickTime</key> + <map> + <key>Comment</key> + <string>Disable QuickTime for a particular viewer run</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>NoVerifySSLCert</key> <map> <key>Comment</key> @@ -6430,7 +6562,10 @@ <key>NotificationConferenceIMOptions</key> <map> <key>Comment</key> - <string>Specifies how the UI responds to Conference IM Notifications.</string> + <string> + Specifies how the UI responds to Conference IM Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6441,7 +6576,10 @@ <key>NotificationFriendIMOptions</key> <map> <key>Comment</key> - <string>Specifies how the UI responds to Friend IM Notifications.</string> + <string> + Specifies how the UI responds to Friend IM Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6452,7 +6590,10 @@ <key>NotificationGroupChatOptions</key> <map> <key>Comment</key> - <string>Specifies how the UI responds to Group Chat Notifications.</string> + <string> + Specifies how the UI responds to Group Chat Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6463,7 +6604,10 @@ <key>NotificationNearbyChatOptions</key> <map> <key>Comment</key> - <string>Specifies how the UI responds to Nearby Chat Notifications.</string> + <string> + Specifies how the UI responds to Nearby Chat Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6474,7 +6618,24 @@ <key>NotificationNonFriendIMOptions</key> <map> <key>Comment</key> - <string>Specifies how the UI responds to Non Friend IM Notifications.</string> + <string> + Specifies how the UI responds to Non Friend IM Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string>toast</string> + </map> + <key>NotificationObjectIMOptions</key> + <map> + <key>Comment</key> + <string> + Specifies how the UI responds to Object IM Notifications. + Allowed values: [openconversations,toast,flash,noaction] + </string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6987,6 +7148,17 @@ <key>Value</key> <real>90.0</real> </map> + <key>PlayChatAnim</key> + <map> + <key>Comment</key> + <string>Your avatar plays the chat animation whenever you say, shout or whisper something in nearby chat</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>PlayTypingAnim</key> <map> <key>Comment</key> @@ -7020,6 +7192,72 @@ <key>Value</key> <integer>0</integer> </map> + <key>PlaySoundFriendIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when friend's IM received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PlaySoundNonFriendIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when non-friend's IM received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PlaySoundConferenceIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when conference IM received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PlaySoundGroupChatIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when group chat IM received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PlaySoundNearbyChatIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when nearby chat IM received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>PlaySoundObjectIM</key> + <map> + <key>Comment</key> + <string>Plays a sound when IM fom an object received.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>PlaySoundNewConversation</key> <map> <key>Comment</key> @@ -7732,7 +7970,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>4</integer> + <integer>3</integer> </map> <key>OctreeAlphaDistanceFactor</key> @@ -8446,6 +8684,18 @@ <integer>0</integer> </map> + <key>RenderDepthOfFieldInEditMode</key> + <map> + <key>Comment</key> + <string>Whether to use depth of field effect when in edit mode</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>CameraDoFResScale</key> <map> <key>Comment</key> @@ -8504,7 +8754,6 @@ <key>Value</key> <real>1.0</real> </map> - <key>RenderDeferredTreeShadowBias</key> <map> <key>Comment</key> @@ -8593,6 +8842,18 @@ </array> </map> + <key>RenderSpecularPrecision</key> + <map> + <key>Comment</key> + <string>Force 32-bit floating point LUT</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderSpecularResX</key> <map> <key>Comment</key> @@ -8883,6 +9144,17 @@ <key>Value</key> <real>1.0</real> </map> + <key>RenderDeferredDisplayGamma</key> + <map> + <key>Comment</key> + <string>Gamma ramp exponent for final correction before display gamma.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>2.2</real> + </map> <key>RenderGLCoreProfile</key> <map> <key>Comment</key> @@ -9486,10 +9758,22 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderAutoMuteByteLimit</key> <map> <key>Comment</key> - <string>Maximum bytes of attachments before an avatar is automatically visually muted (0 for no limit).</string> + <string>Maximum bytes of attachments before an avatar is rendered as a simple impostor (0 for no limit).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderAutoMuteRenderWeightLimit</key> + <map> + <key>Comment</key> + <string>Maximum render weight before an avatar is rendered as a simple impostor (0 to not use this limit).</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -9500,7 +9784,7 @@ <key>RenderAutoMuteSurfaceAreaLimit</key> <map> <key>Comment</key> - <string>Maximum surface area of attachments before an avatar is automatically visually muted (0 for no limit).</string> + <string>Maximum surface area of attachments before an avatar is rendered as a simple impostor (0 to not use this limit).</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -9508,7 +9792,28 @@ <key>Value</key> <integer>0</integer> </map> - + <key>RenderAutoMuteFunctions</key> + <map> + <key>Comment</key> + <string>Developing feature to render some avatars using simple impostors or colored silhouettes. (Set to 7 for all functionality)</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>0</real> + </map> + <key>RenderAutoMuteLogging</key> + <map> + <key>Comment</key> + <string>Show extra information in viewer logs about avatar rendering costs</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderAutoHideSurfaceAreaLimit</key> <map> <key>Comment</key> @@ -9610,6 +9915,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>RenderWaterMaterials</key> + <map> + <key>Comment</key> + <string>Water planar reflections include materials rendering.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderWaterMipNormal</key> <map> <key>Comment</key> @@ -9643,6 +9959,28 @@ <key>Value</key> <integer>1</integer> </map> + <key>ReplaySession</key> + <map> + <key>Comment</key> + <string>Request replay of previously-recorded pilot file</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RevokePermsOnStopAnimation</key> + <map> + <key>Comment</key> + <string>Clear animation permssions when choosing "Stop Animating Me"</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> <key>RotateRight</key> <map> <key>Comment</key> @@ -12859,12 +13197,13 @@ <key>UserLoginInfo</key> <map> <key>Comment</key> - <string>Users loging data.</string> + <string>User login data.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>LLSD</string> <key>Value</key> + <string/> </map> <key>VFSOldSize</key> <map> @@ -14544,5 +14883,18 @@ <key>Value</key> <integer>0</integer> </map> + + <key>VersionChannelName</key> + <map> + <key>Comment</key> + <string>Version information generated by running the viewer</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>String</string> + <key>Value</key> + <string /> + </map> </map> </llsd> + diff --git a/indra/newview/app_settings/settings_files.xml b/indra/newview/app_settings/settings_files.xml index bfc09286e3..4a9e522a96 100755 --- a/indra/newview/app_settings/settings_files.xml +++ b/indra/newview/app_settings/settings_files.xml @@ -4,6 +4,9 @@ <file name="Global" file_name="settings.xml" required="true"/> + <file name="Global" + file_name="settings_install.xml" + required="false"/> <file name="PerAccount" file_name="settings_per_account.xml" required="true"/> diff --git a/indra/newview/app_settings/settings_minimal.xml b/indra/newview/app_settings/settings_minimal.xml index 01a70f2671..e660c1a33b 100755 --- a/indra/newview/app_settings/settings_minimal.xml +++ b/indra/newview/app_settings/settings_minimal.xml @@ -1 +1,4 @@ -<llsd/>
\ No newline at end of file +<?xml version="1.0"?> +<llsd> + <undef/> +</llsd> diff --git a/indra/newview/app_settings/settings_per_account.xml b/indra/newview/app_settings/settings_per_account.xml index 590f41283b..636caf5ef3 100755 --- a/indra/newview/app_settings/settings_per_account.xml +++ b/indra/newview/app_settings/settings_per_account.xml @@ -109,18 +109,7 @@ <string>Boolean</string> <key>Value</key> <integer>0</integer> - </map> - <key>DisplayDestinationsOnInitialRun</key> - <map> - <key>Comment</key> - <string>Display the destinations guide when a user first launches Second Life.</string> - <key>Persist</key> - <integer>1</integer> - <key>Type</key> - <string>Boolean</string> - <key>Value</key> - <integer>1</integer> - </map> + </map> <key>LastInventoryInboxActivity</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 43ed41a205..efd0d03965 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -45,3 +45,4 @@ mat4 getObjectSkinnedTransform() return mat; } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 77a53a71aa..e5f7366b70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -35,6 +35,26 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +uniform float display_gamma; +uniform vec4 gamma; +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; +uniform vec4 glow; +uniform float scene_light_strength; +uniform mat3 env_mat; +uniform mat3 ssao_effect_mat; + +uniform vec3 sun_dir; + #if HAS_SHADOW uniform sampler2DShadow shadowMap0; uniform sampler2DShadow shadowMap1; @@ -53,14 +73,8 @@ uniform float shadow_bias; uniform sampler2D diffuseMap; #endif -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec3 vary_norm; @@ -68,28 +82,92 @@ VARYING vec3 vary_norm; VARYING vec4 vertex_color; #endif +vec3 vary_PositionEye; +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + uniform vec4 light_position[8]; uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -uniform vec2 screen_res; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); + a = pow(a, 1.0/1.3); return vec3(a,a,a); } -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); - float da = 0.0; + float da = 1.0; + + vec3 col = vec3(0); if (d > 0.0 && la > 0.0 && fa > 0.0) { @@ -97,9 +175,10 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float lv = normalize(lv); //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - da = pow(da, 2.2) * 2.2; + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -107,9 +186,15 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float //angular attenuation da *= max(dot(n, lv), 0.0); + + float lit = max(da * dist_atten,0.0); + + col = light_col * lit * diffuse; + + // no spec for alpha shader... } - return vec3(da,da,da); + return max(col, vec3(0.0,0.0,0.0)); } #if HAS_SHADOW @@ -132,6 +217,237 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc) } #endif +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; +} +#endif + +vec3 getSunlitColor() +{ + return vary_SunlitColor; +} +vec3 getAmblitColor() +{ + return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ + return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ + return vary_AtmosAttenuation; +} + +void setPositionEye(vec3 v) +{ + vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ + vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ + vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ + vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ + vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + + vec3 P = inPositionEye; + setPositionEye(P); + + vec3 tmpLightnorm = lightnorm.xyz; + + vec3 Pn = normalize(P); + float Plen = length(P); + + vec4 temp1 = vec4(0); + vec3 temp2 = vec3(0); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + //sunlight attenuation effect (hue and brightness) due to atmosphere + //this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + //I had thought blue_density and haze_density should have equal weighting, + //but attenuation due to haze_density tends to seem too strong + + temp1 = blue_density + vec4(haze_density); + blue_weight = blue_density / temp1; + haze_weight = vec4(haze_density) / temp1; + + //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) + temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // main atmospheric scattering line integral + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z * distance_multiplier); + + //final atmosphere attenuation factor + setAtmosAttenuation(temp1.rgb); + + //compute haze glow + //(can use temp2.x as temp because we haven't used it yet) + temp2.x = dot(Pn, tmpLightnorm.xyz); + temp2.x = 1. - temp2.x; + //temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .03); //was glow.y + //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + //higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + //glow.z should be negative, so we're doing a sort of (1 / "angle") function + + //add "minimum anti-solar illumination" + temp2.x += .25; + + //increase ambient when there are more clouds + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; + + /* decrease value and saturation (that in HSV, not HSL) for occluded areas + * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html + * // The following line of code performs the equivalent of: + * float ambAlpha = tmpAmbient.a; + * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis + * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); + * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); + */ + tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + + //haze color + setAdditiveColor( + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + + tmpAmbient))); + + //brightness of surface both sunlight and ambient + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ + light *= getAtmosAttenuation().r; + light += getAdditiveColor(); + return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { + light *= getAtmosAttenuation().r; + light += getAdditiveColor() * 2.0; + return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ + return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ + return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 scaleUpLight(vec3 light) +{ + return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength)); +} + +vec3 atmosAmbient(vec3 light) +{ + return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f)); +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ + return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity); +} + +vec3 scaleSoftClip(vec3 light) +{ + //soft clip effect: + vec3 zeroes = vec3(0.0f, 0.0f, 0.0f); + vec3 ones = vec3(1.0f, 1.0f, 1.0f); + + light = ones - clamp(light, zeroes, ones); + light = ones - pow(light, gamma.xxx); + + return light; +} + +vec3 fullbrightAtmosTransport(vec3 light) { + float brightness = dot(light.rgb, vec3(0.33333)); + + return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness); +} + +vec3 fullbrightScaleSoftClip(vec3 light) +{ + //soft clip effect: + return light; +} void main() { @@ -140,13 +456,15 @@ void main() vec4 pos = vec4(vary_position, 1.0); + float shadow = 1.0; #if HAS_SHADOW - float shadow = 0.0; vec4 spos = pos; if (spos.z > -shadow_clip.w) { + shadow = 0.0; + vec4 lpos; vec4 near_split = shadow_clip*-0.75; @@ -213,34 +531,75 @@ void main() vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif - diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); +#ifdef FOR_IMPOSTOR + vec4 color; + color.rgb = diff.rgb; #ifdef USE_VERTEX_COLOR - float vertex_color_alpha = vertex_color.a; + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; #else - float vertex_color_alpha = 1.0; + float final_alpha = diff.a; #endif - vec3 normal = vary_norm; + // Insure we don't pollute depth with invis pixels in impostor rendering + // + if (final_alpha < 0.01) + { + discard; + } +#else - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(normal, l) * 2.6; - dlight = dlight * vary_directional.rgb * vary_pointlight_col; - -#if HAS_SHADOW - vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha); +#ifdef USE_VERTEX_COLOR + float final_alpha = diff.a * vertex_color.a; + diff.rgb *= vertex_color.rgb; #else - vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); + float final_alpha = diff.a; #endif - vec4 color = diff * col; + + vec4 gamma_diff = diff; + diff.rgb = srgb_to_linear(diff.rgb); + + vec3 norm = vary_norm; + + calcAtmospherics(pos.xyz, 1.0); + + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); + + float da = dot(norm.xyz, sun_dir.xyz); + + float final_da = da; + final_da = min(final_da, shadow); + final_da = max(final_da, 0.0f); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); + + vec4 color = vec4(0,0,0,0); + + color.rgb = atmosAmbient(color.rgb); + color.a = final_alpha; + + float ambient = abs(da); + ambient *= 0.5; + ambient *= ambient; + ambient = (1.0-ambient); + + color.rgb *= ambient; + color.rgb += atmosAffectDirectionalLight(final_da); + color.rgb *= gamma_diff.rgb; + + //color.rgb = mix(diff.rgb, color.rgb, final_alpha); color.rgb = atmosLighting(color.rgb); - color.rgb = scaleSoftClip(color.rgb); - col = vec4(0,0,0,0); - #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + vec4 light = vec4(0,0,0,0); + + color.rgb = srgb_to_linear(color.rgb); + + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -250,9 +609,19 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) - color.rgb += diff.rgb * vary_pointlight_col * col.rgb; + // keep it linear + // + color.rgb += light.rgb; - color.rgb = pow(color.rgb, vec3(1.0/2.2)); + // straight to display gamma, we're post-deferred + // + color.rgb = linear_to_srgb(color.rgb); + +#ifdef WATER_FOG + color = applyWaterFogDeferred(pos.xyz, color); +#endif + +#endif frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl deleted file mode 100755 index 2ce44d599f..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ /dev/null @@ -1,150 +0,0 @@ -/** - * @file alphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; -VARYING vec3 vary_norm; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = pow(max(dot(n,l),0.0), 0.7); - return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(pow(dot(n, lv), 0.7), 0.0); - } - - return vec3(da,da,da); -} - -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; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - - vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - - vec3 n = vary_norm; - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(n, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; - - vec4 col = vec4(vary_ambient + dlight, vertex_color.a); - vec4 color = diff * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - vec3 light_col = vec3(0,0,0); - - #define LIGHT_LOOP(i) \ - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color.rgb += diff.rgb * vary_pointlight_col * light_col; - - color.rgb = pow(color.rgb, vec3(1.0/2.2)); - - frag_color = color; - //frag_color = vec4(1,0,1,1); - //frag_color = vec4(1,0,1,1)*shadow; - -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl deleted file mode 100755 index 1113a9845b..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ /dev/null @@ -1,92 +0,0 @@ -/** - * @file alphaNonIndexedNoColorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; - -uniform mat4 inv_proj; - -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; -} - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - vec4 pos = vec4(vary_position, 1.0); - - vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy); - - if (diff.a < minimum_alpha) - { - discard; - } - - vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0); - vec4 color = diff * col; - - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - - color.rgb += diff.rgb * vary_pointlight_col.rgb; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl deleted file mode 100755 index 5f93986f1d..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ /dev/null @@ -1,136 +0,0 @@ -/** - * @file alphaSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -mat4 getObjectSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -VARYING vec3 vary_norm; - -uniform float near_clip; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; - - pos = trans * vec4(position.xyz, 1.0); - - norm = position.xyz + normal.xyz; - norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz); - vary_norm = norm; - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vary_pointlight_col = diffuse_color.rgb; - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1); - - col.rgb = col.rgb*diffuse_color.rgb; - - vertex_color = col; - - - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 247ee0a34f..b40785bbd7 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -55,75 +55,18 @@ mat4 getSkinnedTransform(); #endif #endif -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -vec3 calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; #ifdef USE_VERTEX_COLOR VARYING vec4 vertex_color; #endif VARYING vec2 vary_texcoord0; - VARYING vec3 vary_norm; uniform float near_clip; -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -uniform vec3 sun_dir; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return vec3(da,da,da); -} - void main() { vec4 pos; @@ -176,41 +119,8 @@ void main() vary_norm = norm; vary_position = pos.xyz; - calcAtmospherics(pos.xyz); - -#ifndef USE_VERTEX_COLOR - vec4 diffuse_color = vec4(1,1,1,1); -#endif - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - vec3 diff = pow(diffuse_color.rgb, vec3(2.2)); - - - - vary_pointlight_col = diff; - - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(col.rgb); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - vary_ambient = col.rgb*diff.rgb; - - vary_directional.rgb = atmosAffectDirectionalLight(1.0f); - - col.rgb = col.rgb*diff.rgb; - #ifdef USE_VERTEX_COLOR - vertex_color = col; + vertex_color = diffuse_color; #endif #ifdef HAS_SKIN diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl deleted file mode 100755 index d6149fcc32..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ /dev/null @@ -1,153 +0,0 @@ -/** - * @file avatarAlphaV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - - -uniform float near_clip; - -uniform vec4 color; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; - - vary_position = pos.xyz; - - calcAtmospherics(pos.xyz); - - vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*color.rgb; - vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - - col.rgb = col.rgb * color.rgb; - - vertex_color = col; - - - - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index bcccbf77d2..662c762bca 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -31,6 +31,8 @@ out vec4 frag_data[3]; uniform sampler2D diffuseMap; +uniform float minimum_alpha; + VARYING vec3 vary_normal; VARYING vec2 vary_texcoord0; @@ -44,7 +46,7 @@ void main() { vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); - if (diff.a < 0.2) + if (diff.a < minimum_alpha) { discard; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index eebeb91bf8..a4f54dff70 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -46,11 +46,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 getKern(int i) -{ - return kern[i]; -} - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -64,22 +59,6 @@ vec4 getPosition(vec2 pos_screen) return pos; } -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -96,7 +75,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { @@ -110,7 +88,7 @@ void main() vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); dlt /= max(-pos.z*dist_factor, 1.0); - vec2 defined_weight = getKern(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' + 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; // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances @@ -120,28 +98,33 @@ void main() float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2) tc_mod -= floor(tc_mod); tc_mod *= 2.0; - tc += ( (tc_mod - 0.5) * getKern(1).z * dlt * 0.5 ); + tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 ); for (int i = 1; i < 4; i++) { - vec2 samptc = tc + getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc + kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } + for (int i = 1; i < 4; i++) { - vec2 samptc = tc - getKern(i).z*dlt; - vec3 samppos = getPosition(samptc).xyz; + vec2 samptc = tc - kern[i].z*dlt; + vec3 samppos = getPosition(samptc).xyz; + float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane + if (d*d <= pointplanedist_tolerance_pow2) { - col += texture2DRect(lightMap, samptc)*getKern(i).xyxx; - defined_weight += getKern(i).xy; + col += texture2DRect(lightMap, samptc)*kern[i].xyxx; + defined_weight += kern[i].xy; } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 59d109b886..8525e13333 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -50,7 +50,7 @@ void main() { discard; } - + frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index a2c3ec3355..adc361d7a2 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -43,10 +43,12 @@ vec2 encode_normal(vec3 n) void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + + vec3 spec; + spec.rgb = vec3(vertex_color.a); frag_data[0] = vec4(col, 0.0); - frag_data[1] = vertex_color.aaaa; // spec - frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index dc1dead656..f22b16965c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,29 +35,143 @@ out vec4 frag_color; uniform sampler2D diffuseMap; #endif +VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -vec3 fullbrightAtmosTransport(vec3 light); -vec3 fullbrightScaleSoftClip(vec3 light); +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec3 fullbrightAtmosTransportDeferred(vec3 light) +{ + return light; +} + +vec3 fullbrightScaleSoftClipDeferred(vec3 light) +{ + //soft clip effect: + return light; +} + +#ifdef HAS_ALPHA_MASK +uniform float minimum_alpha; +#endif + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; +} +#endif void main() { #if HAS_DIFFUSE_LOOKUP - vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; + vec4 color = diffuseLookup(vary_texcoord0.xy); #else - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy)*vertex_color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); #endif - color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); - - color.rgb = fullbrightAtmosTransport(color.rgb); + float final_alpha = color.a * vertex_color.a; - color.rgb = fullbrightScaleSoftClip(color.rgb); +#ifdef HAS_ALPHA_MASK + if (color.a < minimum_alpha) + { + discard; + } +#endif + + color.rgb *= vertex_color.rgb; + color.rgb = srgb_to_linear(color.rgb); + color.rgb = fullbrightAtmosTransportDeferred(color.rgb); + color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); + + color.rgb = linear_to_srgb(color.rgb); - color.rgb = pow(color.rgb, vec3(1.0/2.2)); +#ifdef WATER_FOG + vec3 pos = vary_position; + vec4 fogged = applyWaterFogDeferred(pos, vec4(color.rgb, final_alpha)); + color.rgb = fogged.rgb; + color.a = fogged.a; +#else + color.a = final_alpha; +#endif - frag_color = color; + frag_color.rgb = color.rgb; + frag_color.a = color.a; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index 3f09a15375..8e899e3e0f 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -40,6 +40,9 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec3 scaleUpLight(vec3 light); +#ifdef WATER_FOG +VARYING vec3 vary_position; +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -53,7 +56,11 @@ void main() passTextureIndex(); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - + +#ifdef WATER_FOG + vary_position = pos.xyz; +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 2cef8f2a5d..a2b4b3b8c8 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl deleted file mode 100755 index da1b234240..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ /dev/null @@ -1,190 +0,0 @@ -/** - * @file giF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2D noiseMap; - -uniform sampler2D diffuseGIMap; -uniform sampler2D normalGIMap; -uniform sampler2D depthGIMap; - -uniform sampler2D lightFunc; - -// Inputs -VARYING vec2 vary_fragcoord; - -uniform vec2 screen_res; - -uniform mat4 inv_proj; -uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space -uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space -uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix -uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space -uniform float gi_radius; -uniform float gi_intensity; -uniform int gi_samples; -uniform vec2 gi_kern[25]; -uniform vec2 gi_scale; -uniform vec3 gi_quad; -uniform vec3 gi_spec; -uniform float gi_direction_weight; -uniform float gi_light_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; -} - -vec4 getGIPosition(vec2 gi_tc) -{ - float depth = texture2D(depthGIMap, gi_tc).a; - vec2 sc = gi_tc*2.0; - sc -= vec2(1.0, 1.0); - vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); - vec4 pos = gi_inv_proj*ndc; - pos.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -vec3 giAmbient(vec3 pos, vec3 norm) -{ - vec4 gi_c = gi_mat_proj * vec4(pos, 1.0); - gi_c.xyz /= gi_c.w; - - vec4 gi_pos = gi_mat*vec4(pos,1.0); - vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz; - gi_norm = normalize(gi_norm); - - vec2 tcx = gi_norm.xy; - vec2 tcy = gi_norm.yx; - - vec4 eye_pos = gi_mat*vec4(0,0,0,1.0); - - vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w); - - //vec3 eye_dir = vec3(0,0,-1); - //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz; - //eye_dir = normalize(eye_dir); - - //float round_x = gi_scale.x; - //float round_y = gi_scale.y; - - vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5; - debug.xz = vec2(0.0,0.0); - //debug = fract(debug); - - float round_x = 1.0/64.0; - float round_y = 1.0/64.0; - - //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x; - //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y; - - float fda = 0.0; - vec3 fdiff = vec3(0,0,0); - - vec3 rcol = vec3(0,0,0); - - float fsa = 0.0; - - for (int i = -1; i < 2; i+=2 ) - { - for (int j = -1; j < 2; j+=2) - { - vec2 tc = vec2(i, j)*0.75; - vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz; - //tc += gi_norm.xy*nz.z; - tc += nz.xy*2.0; - tc /= gi_samples; - tc += gi_c.xy; - - vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0); - vec3 lpos = getGIPosition(tc.xy).xyz; - - vec3 at = lpos-gi_pos.xyz; - float dist = dot(at,at); - float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0); - - if (da > 0.0) - { - //add angular attenuation - vec3 ldir = at; - float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0); - - float ld = -dot(ldir, lnorm); - - if (ang_atten > 0.0 && ld < 0.0) - { - vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz; - da = da*ang_atten; - fda += da; - fdiff += diff*da; - } - } - } - } - - fdiff /= max(gi_spec.y*fda, gi_quad.z); - fdiff = clamp(fdiff, vec3(0), vec3(1)); - - vec3 ret = fda*fdiff; - //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z; - - //fda *= nz.z; - - //rcol.rgb *= gi_intensity; - //return rcol.rgb+vary_AmblitColor.rgb*0.25; - //return vec4(debug, 0.0); - //return vec4(fda*fdiff, 0.0); - return clamp(ret,vec3(0.0), vec3(1.0)); - //return debug.xyz; -} - -void main() -{ - vec2 pos_screen = vary_fragcoord.xy; - vec4 pos = getPosition(pos_screen); - vec3 norm = texture2DRect(normalMap, pos_screen).xyz; - norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - - frag_color.xyz = giAmbient(pos, norm); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index bc0719cb82..f8fdde43f9 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -38,6 +38,42 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; +vec3 decode_normal (vec2 enc) +{ + vec2 fenc = enc*4-2; + float f = dot(fenc,fenc); + float g = sqrt(1-f/4); + vec3 n; + n.xy = fenc*g; + n.z = 1-f/2; + return n; +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -47,7 +83,12 @@ void main() discard; } - frag_data[0] = vec4(col.rgb, col.a * 0.005); - frag_data[1] = texture2D(specularMap, vary_texcoord0.xy); - frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); + vec4 norm = texture2D(normalMap, vary_texcoord0.xy); + vec4 spec = texture2D(specularMap, vary_texcoord0.xy); + + col.rgb = linear_to_srgb(col.rgb); + + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = spec; + frag_data[2] = vec4(norm.xy,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index de2f74b681..07d28ed4cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -29,6 +29,44 @@ #define DIFFUSE_ALPHA_MODE_EMISSIVE 3 uniform float emissive_brightness; +uniform float display_gamma; + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) @@ -114,6 +152,52 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; +} +#endif + vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); @@ -127,7 +211,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 lv = lp.xyz-v; //get distance - float d = dot(lv,lv); + float d = length(lv); float da = 1.0; @@ -139,8 +223,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe lv = normalize(lv); //distance attenuation - float dist2 = d/la; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist = d/la; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); @@ -197,10 +283,13 @@ vec4 getPosition_d(vec2 pos_screen, float depth) return pos; } +#ifndef WATER_FOG vec3 getPositionEye() { return vary_PositionEye; } +#endif + vec3 getSunlitColor() { return vary_SunlitColor; @@ -321,9 +410,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(2.2)) * 2.2); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(2.2)) * 2.2); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(2.2)) * 2.2); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -426,22 +515,6 @@ VARYING vec3 vary_normal; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -458,7 +531,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif void main() { @@ -473,8 +545,8 @@ void main() #endif #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 old_diffcol = diffcol.rgb; - diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); + vec3 gamma_diff = diffcol.rgb; + diffcol.rgb = srgb_to_linear(diffcol.rgb); #endif #if HAS_SPECULAR_MAP @@ -500,6 +572,9 @@ void main() norm.xyz = tnorm; norm.xyz = normalize(norm.xyz); + vec2 abnormal = encode_normal(norm.xyz); + norm.xyz = decode_normal(abnormal.xy); + vec4 final_color = diffcol; #if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE) @@ -603,22 +678,26 @@ void main() vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float da =dot(norm.xyz, sun_dir.xyz); + float final_da = da; final_da = min(final_da, shadow); - final_da = max(final_da, diffuse.a); + //final_da = max(final_da, diffuse.a); final_da = max(final_da, 0.0f); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); col.rgb = atmosAmbient(col); - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); + float ambient = min(abs(da), 1.0); ambient *= 0.5; ambient *= ambient; ambient = (1.0-ambient); col.rgb *= ambient; - col.rgb = col.rgb + atmosAffectDirectionalLight(final_da * 2.6); - col.rgb *= diffuse.rgb; + col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); + + col.rgb *= gamma_diff.rgb; float glare = 0.0; @@ -641,15 +720,15 @@ void main() col += spec_contrib; } - col = mix(col.rgb, old_diffcol.rgb, diffuse.a); + + col = mix(col.rgb, diffcol.rgb, diffuse.a); if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); @@ -660,17 +739,20 @@ void main() glare += cur_glare; } - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - - - col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); - col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); + //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); + + col = atmosLighting(col); + col = scaleSoftClip(col); + + //convert to linear space before adding local lights + col = srgb_to_linear(col); - vec3 npos = normalize(-pos.xyz); + + vec3 light = vec3(0,0,0); - #define LIGHT_LOOP(i) col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -680,12 +762,22 @@ void main() LIGHT_LOOP(6) LIGHT_LOOP(7) + col.rgb += light.rgb; + + glare = min(glare, 1.0); + float al = max(diffcol.a,glare)*vertex_color.a; - col.rgb = pow(col.rgb, vec3(1.0/2.2)); + //convert to gamma space for display on screen + col.rgb = linear_to_srgb(col.rgb); + +#ifdef WATER_FOG + vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al)); + col.rgb = temp.rgb; + al = temp.a; +#endif frag_color.rgb = col.rgb; - glare = min(glare, 1.0); - frag_color.a = max(diffcol.a,glare)*vertex_color.a; + frag_color.a = al; #else frag_data[0] = final_color; @@ -693,3 +785,4 @@ void main() frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. #endif } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index b25032866b..393d1e69da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -142,3 +142,4 @@ vary_normal = n; #endif #endif } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index b35ba549f6..236567219b 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -45,9 +45,8 @@ uniform float sun_wash; uniform int light_count; -#define MAX_LIGHT_COUNT 16 -uniform vec4 light[MAX_LIGHT_COUNT]; -uniform vec4 light_col[MAX_LIGHT_COUNT]; +uniform vec4 light[LIGHT_COUNT]; +uniform vec4 light_col[LIGHT_COUNT]; VARYING vec4 vary_fragcoord; uniform vec2 screen_res; @@ -56,22 +55,6 @@ uniform float far_z; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -88,7 +71,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -117,39 +99,30 @@ void main() norm = normalize(norm); vec4 spec = texture2DRect(specularRect, frag.xy); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; + float noise = texture2D(noiseMap, frag.xy/128.0).b; vec3 out_col = vec3(0,0,0); vec3 npos = normalize(-pos); // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop - for (int i = 0; i < MAX_LIGHT_COUNT; ++i) + for (int i = 0; i < LIGHT_COUNT; ++i) { - bool light_contrib = (i < light_count); - vec3 lv = light[i].xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= light[i].w; - if (dist2 > 1.0) + float dist = length(lv); + dist /= light[i].w; + if (dist <= 1.0) { - light_contrib = false; - } - float da = dot(norm, lv); - if (da < 0.0) - { - light_contrib = false; - } - - if (light_contrib) + if (da > 0.0) { lv = normalize(lv); da = dot(norm, lv); float fa = light_col[i].a+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; - dist_atten = pow(dist_atten, 2.2) * 2.2; - dist_atten *= noise; float lit = da * dist_atten; @@ -183,12 +156,9 @@ void main() out_col += col; } } - - if (dot(out_col, out_col) <= 0.0) - { - discard; } + frag_color.rgb = out_col; frag_color.a = 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 36fb4afa52..0e6ab80d4d 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -32,6 +32,7 @@ out vec4 frag_color; //class 1 -- no shadows #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; @@ -67,22 +68,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -99,17 +84,48 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); #endif -vec4 correctWithGamma(vec4 col) +} + +vec3 linear_to_srgb(vec3 cl) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + } + vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -125,7 +141,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -143,7 +159,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret = correctWithGamma(ret); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -177,9 +193,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -201,8 +217,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; @@ -293,14 +311,11 @@ void main() vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); - + stc /= stc.w; if (stc.z > 0.0) { - stc.xy /= stc.w; - - float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0); - //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -308,7 +323,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*spec.rgb; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*spec.rgb; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index c6b1eb7c8d..106d48bd71 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -54,22 +54,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; uniform vec4 viewport; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -86,7 +70,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { @@ -110,9 +93,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -133,8 +116,10 @@ void main() vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; float fa = falloff+1.0; - float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + float lit = da * dist_atten * noise; col = color.rgb*lit*col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl index 9491421236..a5625fbc16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl @@ -37,7 +37,7 @@ VARYING vec3 trans_center; void main() { //transform vertex - vec3 p = position*sqrt(size)+center; + vec3 p = position*size+center; vec4 pos = modelview_projection_matrix * vec4(p.xyz, 1.0); vary_fragcoord = pos; trans_center = (modelview_matrix*vec4(center.xyz, 1.0)).xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 6f2cfae6d2..4e2f98aa29 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -36,11 +36,32 @@ uniform sampler2DRect diffuseRect; uniform vec2 screen_res; VARYING vec2 vary_fragcoord; -uniform float texture_gamma; +uniform float display_gamma; + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); - frag_color = pow(diff, vec4(texture_gamma, texture_gamma, texture_gamma, 1.0f)); + diff.rgb = linear_to_srgb(diff.rgb); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b40850e769..760d52a9ce 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -78,22 +79,43 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) +vec3 srgb_to_linear(vec3 cs) { - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + } -vec3 decode_normal (vec2 enc) +vec3 linear_to_srgb(vec3 cl) { - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; #else + return mix(high_range, low_range, lt); +#endif + +} + + vec3 decode_normal (vec2 enc) { vec2 fenc = enc*4-2; @@ -104,7 +126,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -170,6 +191,53 @@ void setAtmosAttenuation(vec3 v) vary_AtmosAttenuation = v; } + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; +} +#endif + void calcAtmospherics(vec3 inPositionEye, float ambFactor) { vec3 P = inPositionEye; @@ -248,9 +316,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); } vec3 atmosLighting(vec3 light) @@ -324,9 +392,17 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); // unpack norm - float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float da = dot(norm.xyz, sun_dir.xyz); + + float final_da = max(0.0,da); + final_da = min(final_da, 1.0f); + final_da = pow(final_da, 1.0/1.3); vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = linear_to_srgb(diffuse.rgb); + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 col; float bloom = 0.0; @@ -341,7 +417,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(final_da); col *= diffuse.rgb; @@ -362,23 +438,18 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col.rgb, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); - } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); if (norm.w < 0.5) { @@ -386,11 +457,19 @@ void main() col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + #ifdef WATER_FOG + vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + + col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } - - frag_color.rgb = col; + frag_color.rgb = col.rgb; frag_color.a = bloom; } + diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 3539c8d2b2..8d8a6c9dde 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -22,8 +22,9 @@ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ - + #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -31,6 +32,8 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif +//class 1 -- no shadows + uniform sampler2DRect diffuseRect; uniform sampler2DRect specularRect; uniform sampler2DRect depthMap; @@ -65,22 +68,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -97,11 +84,47 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); #endif +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) @@ -175,9 +198,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -199,8 +222,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; @@ -279,10 +304,7 @@ void main() //col += spec.rgb; } } - - - - + if (envIntensity > 0.0) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl new file mode 100644 index 0000000000..587f3d5a94 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl @@ -0,0 +1,46 @@ +/** + * @file srgb.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + return mix(high_range, low_range, lte); + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + + bvec3 lt = lessThan(cl,vec3(0.0031308)); + return mix(high_range, low_range, lt); + +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl new file mode 100644 index 0000000000..6cc1e6e798 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/srgb_mac.glsl @@ -0,0 +1,54 @@ +/** + * @file srgb.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + + bvec3 lt = lessThan(cl,vec3(0.0031308)); + + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 6653f57ee1..c0a5865bef 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -49,22 +49,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -81,7 +65,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl new file mode 100644 index 0000000000..78f841c733 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -0,0 +1,157 @@ +/** + * @file underWaterF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +uniform sampler2D diffuseMap; +uniform sampler2D bumpMap; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform sampler2D screenDepth; + +uniform vec4 fogCol; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform vec2 fbScale; +uniform float refScale; +uniform float znear; +uniform float zfar; +uniform float kd; +uniform vec4 waterPlane; +uniform vec3 eyeVec; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; +uniform vec2 screenRes; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + +vec2 encode_normal(vec3 n) +{ + float f = sqrt(8 * n.z + 8); + return n.xy / f + 0.5; +} + +vec4 applyWaterFog(vec4 color, vec3 viewVec) +{ + //normalize view vector + vec3 view = normalize(viewVec); + float es = -view.z; + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + //get object depth + float depth = length(viewVec); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + //return vec4(1.0, 0.0, 1.0, 1.0); + return color * D + kc * L; + //depth /= 10.0; + //return vec4(depth,depth,depth,0.0); +} + +void main() +{ + vec4 color; + + //get detail normals + vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; + vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; + vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + vec3 wavef = normalize(wave1+wave2+wave3); + + //figure out distortion vector (ripply) + vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; + distort = distort+wavef.xy*refScale; + + vec4 fb = texture2D(screenTex, distort); + + frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse + frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index daa2fb390a..1c3ad49a21 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -67,6 +67,43 @@ VARYING vec4 littleWave; VARYING vec4 view; VARYING vec4 vary_position; +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -121,7 +158,7 @@ void main() refcol *= df1 * 0.333; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; - //wavef.z *= max(-viewVec.z, 0.1); + wavef.z *= max(-viewVec.z, 0.1); wavef = normalize(wavef); float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; @@ -131,13 +168,14 @@ void main() 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); + float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); //harden specular - //spec = pow(spec, 128.0); + spec = pow(spec, 128.0); //figure out distortion vector (ripply) vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); @@ -148,24 +186,17 @@ void main() // 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; vec4 pos = vary_position; - //vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz; - vec4 spos = pos; - - //spec *= shadow; - //color.rgb += spec * specular; + color.rgb += spec * specular; color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClip(color.rgb); - //color.a = spec * sunAngle2; + color.a = spec * sunAngle2; - //wavef.z *= 0.1f; - //wavef = normalize(wavef); - vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; + vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 0.5); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace + 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/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index ece34dcc4e..9734acf005 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -85,7 +85,7 @@ void main() pos.w = 1.0; pos = modelview_matrix*pos; - calcAtmospherics(view.xyz); + calcAtmospherics(pos.xyz); //pass wave parameters to pixel shader vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055; diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl new file mode 100644 index 0000000000..f8efd7cb4a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthF.glsl @@ -0,0 +1,65 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D depthMap; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + vec4 depth1 = + vec4(texture2D(depthMap, tc0).r, + texture2D(depthMap, tc1).r, + texture2D(depthMap, tc2).r, + texture2D(depthMap, tc3).r); + + vec4 depth2 = + vec4(texture2D(depthMap, tc4).r, + texture2D(depthMap, tc5).r, + texture2D(depthMap, tc6).r, + texture2D(depthMap, tc7).r); + + depth1 = min(depth1, depth2); + float depth = min(depth1.x, depth1.y); + depth = min(depth, depth1.z); + depth = min(depth, depth1.w); + depth = min(depth, texture2D(depthMap, tc8).r); + + gl_FragDepth = depth; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl new file mode 100644 index 0000000000..942c5888e7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -0,0 +1,67 @@ +/** + * @file debugF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2DRect depthMap; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + vec4 depth1 = + vec4(texture2DRect(depthMap, tc0).r, + texture2DRect(depthMap, tc1).r, + texture2DRect(depthMap, tc2).r, + texture2DRect(depthMap, tc3).r); + + vec4 depth2 = + vec4(texture2DRect(depthMap, tc4).r, + texture2DRect(depthMap, tc5).r, + texture2DRect(depthMap, tc6).r, + texture2DRect(depthMap, tc7).r); + + depth1 = min(depth1, depth2); + float depth = min(depth1.x, depth1.y); + depth = min(depth, depth1.z); + depth = min(depth, depth1.w); + depth = min(depth, texture2DRect(depthMap, tc8).r); + + gl_FragDepth = depth; +} diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl new file mode 100644 index 0000000000..71d80911d6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl @@ -0,0 +1,59 @@ +/** + * @file debugV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +uniform vec2 delta; + +VARYING vec2 tc0; +VARYING vec2 tc1; +VARYING vec2 tc2; +VARYING vec2 tc3; +VARYING vec2 tc4; +VARYING vec2 tc5; +VARYING vec2 tc6; +VARYING vec2 tc7; +VARYING vec2 tc8; + +void main() +{ + gl_Position = vec4(position, 1.0); + + vec2 tc = (position.xy*0.5+0.5)*screen_res; + tc0 = tc+vec2(-delta.x,-delta.y); + tc1 = tc+vec2(0,-delta.y); + tc2 = tc+vec2(delta.x,-delta.y); + tc3 = tc+vec2(-delta.x,0); + tc4 = tc+vec2(0,0); + tc5 = tc+vec2(delta.x,0); + tc6 = tc+vec2(-delta.x,delta.y); + tc7 = tc+vec2(0,delta.y); + tc8 = tc+vec2(delta.x,delta.y); +} + diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index eaaa7b208d..cad5b9ff04 100755 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -41,13 +41,13 @@ void default_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy); + color *= vertex_color; + if (color.a < minimum_alpha) { discard; } - color.rgb *= vertex_color.rgb; - color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl deleted file mode 100755 index 9670d59399..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ /dev/null @@ -1,235 +0,0 @@ -/** - * @file alphaF.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; -VARYING vec3 vary_norm; - -uniform vec2 shadow_res; -uniform float shadow_bias; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = pow(max(dot(n,l),0.0), 0.7); - return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(pow(dot(n, lv), 0.7), 0.0); - } - - return vec3(da,da,da); -} - -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.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - - float cs = shadow2D(shadowMap, stc.xyz).x; - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - return shadow*0.2; -} - - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - float shadow = 0.0; - vec4 pos = vec4(vary_position, 1.0); - - vec4 spos = pos; - - if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadow(shadowMap0, lpos)*w; - weight += w; - } - - - shadow /= weight; - - } - else - { - shadow = 1.0; - } - vec3 n = vary_norm; - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(n, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - - vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a); - vec4 color = diff * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - vec3 light_col = vec3(0,0,0); - - #define LIGHT_LOOP(i) \ - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color.rgb += diff.rgb * vary_pointlight_col * light_col; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl deleted file mode 100755 index fae279fba0..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ /dev/null @@ -1,242 +0,0 @@ -/** - * @file alphaNonIndexedNoColorF.glsl - * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2005, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -#extension GL_ARB_texture_rectangle : enable - -#ifdef DEFINE_GL_FRAGCOLOR -out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif - -uniform float minimum_alpha; - -uniform sampler2DShadow shadowMap0; -uniform sampler2DShadow shadowMap1; -uniform sampler2DShadow shadowMap2; -uniform sampler2DShadow shadowMap3; -uniform sampler2DRect depthMap; -uniform sampler2D diffuseMap; - -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; -uniform vec2 screen_res; - -vec3 atmosLighting(vec3 light); -vec3 scaleSoftClip(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -uniform vec2 shadow_res; - -uniform float shadow_bias; - -uniform mat4 inv_proj; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = pow(max(dot(n,l),0.0), 0.7); - return vec3(a, a, a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(pow(dot(n, lv), 0.7), 0.0); - } - - return vec3(da,da,da); -} - -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.xyz /= pos.w; - pos.w = 1.0; - return pos; -} - -float pcfShadow(sampler2DShadow shadowMap, vec4 stc) -{ - stc.xyz /= stc.w; - stc.z += shadow_bias; - - stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2D(shadowMap, stc.xyz).x; - - float shadow = cs; - - shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; - shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - - return shadow*0.2; -} - - -void main() -{ - vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; - frag *= screen_res; - - float shadow = 0.0; - vec4 pos = vec4(vary_position, 1.0); - - vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); - - if (diff.a < minimum_alpha) - { - discard; - } - - vec4 spos = pos; - - if (spos.z > -shadow_clip.w) - { - vec4 lpos; - - vec4 near_split = shadow_clip*-0.75; - vec4 far_split = shadow_clip*-1.25; - vec4 transition_domain = near_split-far_split; - float weight = 0.0; - - if (spos.z < near_split.z) - { - lpos = shadow_matrix[3]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap3, lpos)*w; - weight += w; - shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); - } - - if (spos.z < near_split.y && spos.z > far_split.z) - { - lpos = shadow_matrix[2]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.y, 0.0)/transition_domain.y; - w -= max(near_split.z-spos.z, 0.0)/transition_domain.z; - shadow += pcfShadow(shadowMap2, lpos)*w; - weight += w; - } - - if (spos.z < near_split.x && spos.z > far_split.y) - { - lpos = shadow_matrix[1]*spos; - - float w = 1.0; - w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; - w -= max(near_split.y-spos.z, 0.0)/transition_domain.y; - shadow += pcfShadow(shadowMap1, lpos)*w; - weight += w; - } - - if (spos.z > far_split.x) - { - lpos = shadow_matrix[0]*spos; - - float w = 1.0; - w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; - - shadow += pcfShadow(shadowMap0, lpos)*w; - weight += w; - } - - - shadow /= weight; - } - else - { - shadow = 1.0; - } - vec3 n = vary_norm; - vec3 l = light_position[0].xyz; - vec3 dlight = calcDirectionalLight(n, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; - - vec4 col = vec4(vary_ambient + dlight*shadow, 1.0); - vec4 color = diff * col; - - color.rgb = atmosLighting(color.rgb); - - color.rgb = scaleSoftClip(color.rgb); - vec3 light_col = vec3(0,0,0); - - #define LIGHT_LOOP(i) \ - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - - LIGHT_LOOP(1) - LIGHT_LOOP(2) - LIGHT_LOOP(3) - LIGHT_LOOP(4) - LIGHT_LOOP(5) - LIGHT_LOOP(6) - LIGHT_LOOP(7) - - color.rgb += diff.rgb * vary_pointlight_col * light_col; - - frag_color = color; -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl deleted file mode 100755 index 7f4d82ecc6..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ /dev/null @@ -1,156 +0,0 @@ -/** - * @file alphaSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); -mat4 getObjectSkinnedTransform(); -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; - -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ -//get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec3 pos = (mat*vec4(position, 1.0)).xyz; - - gl_Position = projection_matrix * vec4(pos, 1.0); - - vec4 n = vec4(position, 1.0); - n.xyz += normal.xyz; - n.xyz = (mat*n).xyz; - n.xyz = normalize(n.xyz-pos.xyz); - - vec3 norm = n.xyz; - vary_norm = norm; - - float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); - vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - - calcAtmospherics(pos.xyz); - - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*diffuse_color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a))); - - col.rgb = min(col.rgb*diffuse_color.rgb, 1.0); - - vertex_color = col; - - - - pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); - -} - diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl deleted file mode 100755 index 13c6ffc607..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ /dev/null @@ -1,224 +0,0 @@ -/** - * @file alphaV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -#ifdef USE_INDEXED_TEX -void passTextureIndex(); -#endif - -ATTRIBUTE vec3 normal; - -#ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; -#endif - -ATTRIBUTE vec2 texcoord0; - -#ifdef HAS_SKIN -mat4 getObjectSkinnedTransform(); -#else -#ifdef IS_AVATAR_SKIN -mat4 getSkinnedTransform(); -#endif -#endif - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -vec3 calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; - -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif - -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -uniform vec3 sun_dir; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return vec3(a,a,a); -} - -vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return vec3(da,da,da); -} - -void main() -{ - vec4 pos; - vec3 norm; - - //transform vertex -#ifdef HAS_SKIN - mat4 trans = getObjectSkinnedTransform(); - trans = modelview_matrix * trans; - - pos = trans * vec4(position.xyz, 1.0); - - norm = position.xyz + normal.xyz; - norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; -#else - -#ifdef IS_AVATAR_SKIN - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - vec4 frag_pos = projection_matrix * pos; - gl_Position = frag_pos; -#else - norm = normalize(normal_matrix * normal); - vec4 vert = vec4(position.xyz, 1.0); - pos = (modelview_matrix * vert); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -#endif - -#endif - -#ifdef USE_INDEXED_TEX - passTextureIndex(); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#else - vary_texcoord0 = texcoord0; -#endif - - vary_norm = norm; - float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); - vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - - calcAtmospherics(pos.xyz); - -#ifndef USE_VERTEX_COLOR - vec4 diffuse_color = vec4(1,1,1,1); -#endif - - //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); - vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - - vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); - - vary_pointlight_col = dff; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(col.rgb); - - float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0-ambient); - - col.rgb *= ambient; - - vary_directional.rgb = atmosAffectDirectionalLight(1.0f); - vary_ambient = col.rgb*dff; - - col.rgb = col.rgb*dff; - -#ifdef USE_VERTEX_COLOR - vertex_color = col; -#endif - -#ifdef HAS_SKIN - vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else - -#ifdef IS_AVATAR_SKIN - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#else - pos = modelview_projection_matrix * vert; - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#endif - -#endif - -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl deleted file mode 100755 index 44aaa98b97..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ /dev/null @@ -1,153 +0,0 @@ -/** - * @file avatarAlphaV.glsl - * - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -mat4 getSkinnedTransform(); -void calcAtmospherics(vec3 inPositionEye); - -float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_position; -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_pointlight_col; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -uniform vec4 color; - -uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8]; -uniform vec3 light_diffuse[8]; - -float calcDirectionalLight(vec3 n, vec3 l) -{ - float a = max(dot(n,l),0.0); - return a; -} - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) -{ - //get light vector - vec3 lv = lp.xyz-v; - - //get distance - float d = dot(lv,lv); - - float da = 0.0; - - if (d > 0.0 && la > 0.0 && fa > 0.0) - { - //normalize light vector - lv = normalize(lv); - - //distance attenuation - float dist2 = d/la; - da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - - // spotlight coefficient. - float spot = max(dot(-ln, lv), is_pointlight); - da *= spot*spot; // GL_SPOT_EXPONENT=2 - - //angular attenuation - da *= max(dot(n, lv), 0.0); - } - - return da; -} - -void main() -{ - vary_texcoord0 = texcoord0; - - vec4 pos; - vec3 norm; - - mat4 trans = getSkinnedTransform(); - vec4 pos_in = vec4(position.xyz, 1.0); - pos.x = dot(trans[0], pos_in); - pos.y = dot(trans[1], pos_in); - pos.z = dot(trans[2], pos_in); - pos.w = 1.0; - - norm.x = dot(trans[0].xyz, normal); - norm.y = dot(trans[1].xyz, normal); - norm.z = dot(trans[2].xyz, normal); - norm = normalize(norm); - - gl_Position = projection_matrix * pos; - - float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); - vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; - - calcAtmospherics(pos.xyz); - - vec4 col = vec4(0.0, 0.0, 0.0, 1.0); - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); - col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z); - col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z); - col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z); - - vary_pointlight_col = col.rgb*color.rgb; - - col.rgb = vec3(0,0,0); - - // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); - - vary_ambient = col.rgb*color.rgb; - vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0)); - - col.rgb = col.rgb*color.rgb; - - vertex_color = col; - - - vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -} - - diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index eaacb93cb9..c20e00163c 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -68,22 +69,43 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) +vec3 srgb_to_linear(vec3 cs) { - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + } -vec3 decode_normal (vec2 enc) +vec3 linear_to_srgb(vec3 cl) { - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; #else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -100,14 +122,12 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } - vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); @@ -179,9 +199,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -215,8 +235,9 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; if (dist_atten <= 0.0) { discard; @@ -313,14 +334,12 @@ void main() vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds; vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0)); + stc /= stc.w; if (stc.z > 0.0) { - stc.xy /= stc.w; + float fatten = clamp(envIntensity*envIntensity+envIntensity*0.25, 0.25, 1.0); - float fatten = clamp(envIntensity*envIntensity+envIntensity*0.5, 0.25, 1.0); - - //stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5); if (stc.x < 1.0 && @@ -328,12 +347,16 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod-envIntensity*proj_lod).rgb*shadow*spec.rgb; + col += color.rgb*texture2DLodSpecular(projectionMap, stc.xy, proj_lod).rgb*shadow*spec.rgb; } } } } + + //not sure why, but this line prevents MATBUG-194 + col = max(col, vec3(0.0)); + frag_color.rgb = col; frag_color.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 4fe2f1551e..1022c23f7b 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,22 +78,43 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) +vec3 srgb_to_linear(vec3 cs) { - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + } -vec3 decode_normal (vec2 enc) +vec3 linear_to_srgb(vec3 cl) { - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; #else + return mix(high_range, low_range, lt); +#endif + +} + vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -110,7 +131,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition_d(vec2 pos_screen, float depth) { @@ -254,10 +274,60 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + /*setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);*/ + + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +#ifdef WATER_FOG +uniform vec4 waterPlane; +uniform vec4 waterFogColor; +uniform float waterFogDensity; +uniform float waterFogKS; + +vec4 applyWaterFogDeferred(vec3 pos, vec4 color) +{ + //normalize view vector + vec3 view = normalize(pos); + float es = -(dot(view, waterPlane.xyz)); + + //find intersection point with water plane and eye vector + + //get eye depth + float e0 = max(-waterPlane.w, 0.0); + + vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0); + + //get object depth + float depth = length(pos - int_v); + + //get "thickness" of water + float l = max(depth, 0.1); + + float kd = waterFogDensity; + float ks = waterFogKS; + vec4 kc = waterFogColor; + + float F = 0.98; + + float t1 = -kd * pow(F, ks * e0); + float t2 = kd + ks * es; + float t3 = pow(F, t2*l) - 1.0; + + float L = min(t1/t2*t3, 1.0); + + float D = pow(0.98, l*kd); + + color.rgb = color.rgb * D + kc.rgb * L; + color.a = kc.a + color.a; + + return color; } +#endif vec3 atmosLighting(vec3 light) { @@ -332,7 +402,14 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); + float light_gamma = 1.0/1.3; + da = pow(da, light_gamma); + + vec4 diffuse = texture2DRect(diffuseRect, tc); + + //convert to gamma space + diffuse.rgb = linear_to_srgb(diffuse.rgb); vec3 col; float bloom = 0.0; @@ -340,7 +417,12 @@ void main() vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; + scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); + float scol = max(scol_ambocc.r, diffuse.a); + + + float ambocc = scol_ambocc.g; calcAtmospherics(pos.xyz, ambocc); @@ -353,7 +435,7 @@ void main() col.rgb *= ambient; - col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, 0.0)); + col += atmosAffectDirectionalLight(max(min(da, scol), 0.0)); col *= diffuse.rgb; @@ -374,30 +456,33 @@ void main() } - col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a); - - + col = mix(col, diffuse.rgb, diffuse.a); + if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; - float exponent = mix(2.2, 1.0, diffuse.a); - vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent; + vec3 refcol = textureCube(environmentMap, env_vec).rgb; col = mix(col.rgb, refcol, envIntensity); } - - float exponent = mix(1.0, 2.2, diffuse.a); - col = pow(col, vec3(exponent)); - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a); } + #ifdef WATER_FOG + vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + col = fogged.rgb; + bloom = fogged.a; + #endif + + col = srgb_to_linear(col); + //col = vec3(1,0,1); //col.g = envIntensity; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index bdb713d682..7689b72d20 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -24,6 +24,7 @@ */ #extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_shader_texture_lod : enable #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -68,22 +69,6 @@ uniform vec2 screen_res; uniform mat4 inv_proj; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -100,11 +85,47 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } + +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); #endif +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) @@ -178,9 +199,9 @@ void main() vec3 pos = getPosition(frag.xy).xyz; vec3 lv = trans_center.xyz-pos.xyz; - float dist2 = dot(lv,lv); - dist2 /= size; - if (dist2 > 1.0) + float dist = length(lv); + dist /= size; + if (dist > 1.0) { discard; } @@ -212,8 +233,10 @@ void main() proj_tc.xyz /= proj_tc.w; float fa = falloff+1.0; - float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0); - dist_atten = pow(dist_atten, 2.2) * 2.2; + float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0); + dist_atten *= dist_atten; + dist_atten *= 2.0; + if (dist_atten <= 0.0) { discard; @@ -331,6 +354,9 @@ void main() } } + //not sure why, but this line prevents MATBUG-194 + col = max(col, vec3(0.0)); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 7b09dd29dd..95c09d3238 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -65,22 +65,6 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 01e34ed792..b5ff6404ea 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -66,22 +66,6 @@ uniform float shadow_offset; uniform float spot_shadow_bias; uniform float spot_shadow_offset; -#ifdef SINGLE_FP_ONLY -vec2 encode_normal(vec3 n) -{ - vec2 sn; - sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f); - return sn; -} - -vec3 decode_normal (vec2 enc) -{ - vec3 n; - n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f); - n.z = sqrt(1.0f - dot(n.xy,n.xy)); - return n; -} -#else vec2 encode_normal(vec3 n) { float f = sqrt(8 * n.z + 8); @@ -98,7 +82,6 @@ vec3 decode_normal (vec2 enc) n.z = 1-f/2; return n; } -#endif vec4 getPosition(vec2 pos_screen) { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 8fd06c7e2f..d174805cc0 100755 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -54,7 +54,6 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; -uniform float global_gamma; void calcAtmospherics(vec3 inPositionEye) { @@ -132,9 +131,9 @@ void calcAtmospherics(vec3 inPositionEye) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); + setSunlitColor(vec3(sunlight * .5)); + setAmblitColor(vec3(tmpAmbient * .25)); + setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); |