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-rw-r--r--indra/newview/app_settings/camera/Front.xml22
-rw-r--r--indra/newview/app_settings/camera/Rear.xml22
-rw-r--r--indra/newview/app_settings/camera/Side.xml22
-rw-r--r--indra/newview/app_settings/cmd_line.xml6
-rw-r--r--indra/newview/app_settings/keywords_lsl_default.xml9
-rw-r--r--indra/newview/app_settings/logcontrol.xml2
-rw-r--r--indra/newview/app_settings/settings.xml3340
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/CASF.glsl2556
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl1463
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl98
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl110
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl330
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl162
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl128
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/globalF.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl71
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl439
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl522
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl204
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl156
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl146
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyF.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/starsV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl104
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/tonemapUtilF.glsl180
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeV.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl34
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterV.glsl104
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl330
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl329
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/clipF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/clipV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/debugV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/highlightV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl (renamed from indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl)27
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeV.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl150
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/uiV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl54
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/bumpV.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/impostorV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl109
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl76
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl95
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl221
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl116
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl88
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl41
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl259
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl60
-rw-r--r--indra/newview/app_settings/shaders/errorF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/errorV.glsl10
226 files changed, 11669 insertions, 5688 deletions
diff --git a/indra/newview/app_settings/camera/Front.xml b/indra/newview/app_settings/camera/Front.xml
index 39f44e11a8..f96d3bc779 100644
--- a/indra/newview/app_settings/camera/Front.xml
+++ b/indra/newview/app_settings/camera/Front.xml
@@ -1,16 +1,5 @@
<llsd>
<map>
- <key>AppearanceCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering appearance editing mode, camera zooms in on currently selected portion of avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
@@ -90,17 +79,6 @@
<key>Value</key>
<real>0.90322577953338623</real>
</map>
- <key>EditCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering build mode, camera moves up above avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/camera/Rear.xml b/indra/newview/app_settings/camera/Rear.xml
index 8dc36353ce..7eda566e48 100644
--- a/indra/newview/app_settings/camera/Rear.xml
+++ b/indra/newview/app_settings/camera/Rear.xml
@@ -1,16 +1,5 @@
<llsd>
<map>
- <key>AppearanceCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering appearance editing mode, camera zooms in on currently selected portion of avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
@@ -90,17 +79,6 @@
<key>Value</key>
<real>0.90322577953338623</real>
</map>
- <key>EditCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering build mode, camera moves up above avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/camera/Side.xml b/indra/newview/app_settings/camera/Side.xml
index 089ab93a8f..77f73f1df1 100644
--- a/indra/newview/app_settings/camera/Side.xml
+++ b/indra/newview/app_settings/camera/Side.xml
@@ -1,16 +1,5 @@
<llsd>
<map>
- <key>AppearanceCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering appearance editing mode, camera zooms in on currently selected portion of avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
@@ -90,17 +79,6 @@
<key>Value</key>
<real>0.90322577953338623</real>
</map>
- <key>EditCameraMovement</key>
- <map>
- <key>Comment</key>
- <string>When entering build mode, camera moves up above avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>FocusOffsetRearView</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml
index 340334aee8..e16a5c7e76 100644
--- a/indra/newview/app_settings/cmd_line.xml
+++ b/indra/newview/app_settings/cmd_line.xml
@@ -209,12 +209,6 @@
<string>NoAudio</string>
</map>
- <key>nofmod</key>
- <map>
- <key>map-to</key>
- <string>UseMediaPluginsForStreamingAudio</string>
- </map>
-
<key>noninteractive</key>
<map>
<key>desc</key>
diff --git a/indra/newview/app_settings/keywords_lsl_default.xml b/indra/newview/app_settings/keywords_lsl_default.xml
index 893b017367..f99b86bd39 100644
--- a/indra/newview/app_settings/keywords_lsl_default.xml
+++ b/indra/newview/app_settings/keywords_lsl_default.xml
@@ -1945,6 +1945,15 @@
<key>tooltip</key>
<string/>
</map>
+ <key>INVENTORY_SETTING</key>
+ <map>
+ <key>type</key>
+ <string>integer</string>
+ <key>value</key>
+ <integer>56</integer>
+ <key>tooltip</key>
+ <string/>
+ </map>
<key>INVENTORY_SOUND</key>
<map>
<key>type</key>
diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml
index 482012cdd6..51b5c66384 100644
--- a/indra/newview/app_settings/logcontrol.xml
+++ b/indra/newview/app_settings/logcontrol.xml
@@ -71,7 +71,7 @@
<string>Inventory</string>
<string>SceneLoadTiming</string>
<string>Avatar</string>
- <string>Voice</string>
+ <string>Voice</string>
-->
</array>
</map>
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 84a89251a4..9743323466 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -137,17 +137,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>AdvanceOutfitSnapshot</key>
- <map>
- <key>Comment</key>
- <string>Display advanced parameter settings in outfit snaphot interface</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AgentPause</key>
<map>
<key>Comment</key>
@@ -214,17 +203,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>AnimationDebug</key>
- <map>
- <key>Comment</key>
- <string>Show active animations in a bubble above avatars head</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>AppearanceCameraMovement</key>
<map>
<key>Comment</key>
@@ -269,17 +247,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AskedAboutCrashReports</key>
- <map>
- <key>Comment</key>
- <string>Turns off dialog asking if you want to enable crash reporting</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>AuctionShowFence</key>
<map>
<key>Comment</key>
@@ -302,17 +269,6 @@
<key>Value</key>
<real>0.5</real>
</map>
- <key>AudioLevelDoppler</key>
- <map>
- <key>Comment</key>
- <string>Scale of doppler effect on moving audio sources (1.0 = normal, &lt;1.0 = diminished doppler effect, &gt;1.0 = enhanced doppler effect)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
<key>AudioLevelMaster</key>
<map>
<key>Comment</key>
@@ -357,28 +313,6 @@
<key>Value</key>
<real>0.3</real>
</map>
- <key>AudioLevelRolloff</key>
- <map>
- <key>Comment</key>
- <string>Controls the distance-based dropoff of audio volume (fraction or multiple of default audio rolloff)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
- <key>AudioLevelUnderwaterRolloff</key>
- <map>
- <key>Comment</key>
- <string>Controls the distance-based dropoff of audio volume underwater(fraction or multiple of default audio rolloff)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>5.0</real>
- </map>
<key>AudioLevelSFX</key>
<map>
<key>Comment</key>
@@ -412,17 +346,6 @@
<key>Value</key>
<real>0.5</real>
</map>
- <key>AudioLevelWind</key>
- <map>
- <key>Comment</key>
- <string>Audio level of wind noise when standing still</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
<key>AudioStreamingMedia</key>
<map>
<key>Comment</key>
@@ -478,17 +401,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>AutoLoadWebProfiles</key>
- <map>
- <key>Comment</key>
- <string>Automatically load ALL profile webpages without asking first.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>AutoLogin</key>
<map>
<key>Comment</key>
@@ -687,17 +599,6 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>AvatarBacklight</key>
- <map>
- <key>Comment</key>
- <string>Add rim lighting to avatar rendering to approximate shininess of skin</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AvatarFeathering</key>
<map>
<key>Comment</key>
@@ -709,32 +610,6 @@
<key>Value</key>
<real>16.0</real>
</map>
- <key>AvatarPickerSortOrder</key>
- <map>
- <key>Comment</key>
- <string>Specifies sort key for textures in avatar picker (+0 = name, +1 = date, +2 = folders always by name, +4 = system folders to top)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>2</integer>
- </map>
- <key>AvatarPosFinalOffset</key>
- <map>
- <key>Comment</key>
- <string>After-everything-else fixup for avatar position.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>0.0</real>
- <real>0.0</real>
- <real>0.0</real>
- </array>
- </map>
<key>AvatarPickerURL</key>
<map>
<key>Comment</key>
@@ -746,49 +621,17 @@
<key>Value</key>
<string>http://lecs-viewer-web-components.s3.amazonaws.com/v3.0/[GRID_LOWERCASE]/avatars.html</string>
</map>
- <key>AvatarRotateThresholdSlow</key>
- <map>
- <key>Comment</key>
- <string>Angle between avatar facing and camera facing at which avatar turns to face same direction as camera, when moving slowly (degrees)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <integer>60</integer>
- </map>
- <key>AvatarRotateThresholdFast</key>
- <map>
- <key>Comment</key>
- <string>Angle between avatar facing and camera facing at which avatar turns to face same direction as camera, when moving fast (degrees)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <integer>2</integer>
- </map>
+ <!--AvatarBakedTextureUploadTimeout is in use by QA-->
<key>AvatarBakedTextureUploadTimeout</key>
<map>
- <key>Comment</key>
- <string>Specifes the maximum time in seconds to wait before sending your baked textures for avatar appearance. Set to 0 to disable and wait until all baked textures are at highest resolution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>60</integer>
- </map>
- <key>AvatarBakedLocalTextureUpdateTimeout</key>
- <map>
- <key>Comment</key>
- <string>Specifes the maximum time in seconds to wait before updating your appearance during appearance mode.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>10</integer>
+ <key>Comment</key>
+ <string>Specifes the maximum time in seconds to wait before sending your baked textures for avatar appearance. Set to 0 to disable and wait until all baked textures are at highest resolution.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>60</integer>
</map>
<key>AvatarPhysics</key>
<map>
@@ -823,28 +666,6 @@
<key>Value</key>
<integer>40</integer>
</map>
- <key>BottomPanelNew</key>
- <map>
- <key>Comment</key>
- <string>Enable the new bottom panel</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>BrowserHomePage</key>
- <map>
- <key>Comment</key>
- <string>[NOT USED]</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>http://www.secondlife.com</string>
- </map>
<key>BrowserIgnoreSSLCertErrors</key>
<map>
<key>Comment</key>
@@ -878,17 +699,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>BlockSomeAvatarAppearanceVisualParams</key>
- <map>
- <key>Comment</key>
- <string>Drop around 50% of VisualParam occurances in appearance messages (for simulating Ruth)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>BrowserProxyAddress</key>
<map>
<key>Comment</key>
@@ -911,17 +721,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>BrowserProxyExclusions</key>
- <map>
- <key>Comment</key>
- <string>[NOT USED]</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string />
- </map>
<key>BrowserProxyPort</key>
<map>
<key>Comment</key>
@@ -933,17 +732,6 @@
<key>Value</key>
<integer>3128</integer>
</map>
- <key>BrowserProxySocks45</key>
- <map>
- <key>Comment</key>
- <string>[NOT USED]</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>5</integer>
- </map>
<key>Socks5ProxyEnabled</key>
<map>
<key>Comment</key>
@@ -1318,6 +1106,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>BulkUpload2KTextures</key>
+ <map>
+ <key>Comment</key>
+ <string>Bulk upload scales textures to 2K if true, to 1K if false</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>EnableButtonFlashing</key>
<map>
<key>Comment</key>
@@ -1329,39 +1128,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ButtonHPad</key>
- <map>
- <key>Comment</key>
- <string>Default horizontal spacing between buttons (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>4</integer>
- </map>
- <key>ButtonHeight</key>
- <map>
- <key>Comment</key>
- <string>Default height for normal buttons (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>23</integer>
- </map>
- <key>ButtonHeightSmall</key>
- <map>
- <key>Comment</key>
- <string>Default height for small buttons (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>23</integer>
- </map>
<key>EnableDiskCacheDebugInfo</key>
<map>
<key>Comment</key>
@@ -1417,17 +1183,6 @@
<key>Value</key>
<string />
</map>
- <key>CacheNumberOfRegionsForObjects</key>
- <map>
- <key>Comment</key>
- <string>Controls number of regions to be cached for objects.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>128</integer>
- </map>
<key>CacheSize</key>
<map>
<key>Comment</key>
@@ -1513,51 +1268,6 @@
<real>0.75</real>
</array>
</map>
- <key>CameraOffsetFrontView</key>
- <map>
- <key>Comment</key>
- <string>Initial camera offset from avatar in Front View</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>2.2</real>
- <real>0.0</real>
- <real>0.0</real>
- </array>
- </map>
- <key>CameraOffsetGroupView</key>
- <map>
- <key>Comment</key>
- <string>Initial camera offset from avatar in Group View</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>-1.0</real>
- <real>0.7</real>
- <real>0.5</real>
- </array>
- </map>
- <key>CameraOffsetCustomPreset</key>
- <map>
- <key>Comment</key>
- <string>Initial camera offset from avatar for the custom camera preset</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3</string>
- <key>Value</key>
- <array>
- <real>-3.0</real>
- <real>0.0</real>
- <real>0.75</real>
- </array>
- </map>
<key>CameraOffsetScale</key>
<map>
<key>Comment</key>
@@ -1712,17 +1422,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ChatBarStealsFocus</key>
- <map>
- <key>Comment</key>
- <string>Whenever keyboard focus is removed from the UI, and the chat bar is visible, the chat bar takes focus</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>LetterKeysFocusChatBar</key>
<map>
<key>Comment</key>
@@ -1767,17 +1466,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ChatHistoryTornOff</key>
- <map>
- <key>Comment</key>
- <string>Show chat history window separately from Communicate window.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>ChatLoadGroupMaxMembers</key>
<map>
<key>Comment</key>
@@ -1789,17 +1477,6 @@
<key>Value</key>
<integer>100</integer>
</map>
- <key>ChatLoadGroupTimeout</key>
- <map>
- <key>Comment</key>
- <string>Time we give the server to send group participants before we hit the server for group info (seconds)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>10.0</real>
- </map>
<key>ChatOnlineNotification</key>
<map>
<key>Comment</key>
@@ -1811,28 +1488,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ChatPersistTime</key>
- <map>
- <key>Comment</key>
- <string>Time for which chat stays visible in console (seconds)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>20.0</real>
- </map>
- <key>ChatShowTimestamps</key>
- <map>
- <key>Comment</key>
- <string>Show timestamps in chat</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>CheesyBeacon</key>
<map>
<key>Comment</key>
@@ -1855,50 +1510,6 @@
<key>Value</key>
<string />
</map>
- <key>ContextConeInAlpha</key>
- <map>
- <key>Comment</key>
- <string>Cone In Alpha</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.0</real>
- </map>
- <key>ContextConeOutAlpha</key>
- <map>
- <key>Comment</key>
- <string>Cone Out Alpha</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
- <key>ContextConeFadeTime</key>
- <map>
- <key>Comment</key>
- <string>Cone Fade Time</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>.08</real>
- </map>
- <key>ConversationHistoryPageSize</key>
- <map>
- <key>Comment</key>
- <string>Chat history of conversation opened from call log is displayed by pages. So this is number of entries per page.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>100</integer>
- </map>
<key>ConversationSortOrder</key>
<map>
<key>Comment</key>
@@ -2077,17 +1688,6 @@
<key>Value</key>
<integer>40</integer>
</map>
- <key>ContactsTornOff</key>
- <map>
- <key>Comment</key>
- <string>Show contacts window separately from Communicate window.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>CookiesEnabled</key>
<map>
<key>Comment</key>
@@ -2132,17 +1732,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ChatBarCustomWidth</key>
- <map>
- <key>Comment</key>
- <string>Stores customized width of chat bar.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>CoroutineStackSize</key>
<map>
<key>Comment</key>
@@ -2209,17 +1798,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>CurlMaximumNumberOfHandles</key>
- <map>
- <key>Comment</key>
- <string>Maximum number of handles curl can use (requires restart)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>256</integer>
- </map>
<key>CurlRequestTimeOut</key>
<map>
<key>Comment</key>
@@ -2231,17 +1809,6 @@
<key>Value</key>
<real>120.0</real>
</map>
- <key>CurlUseMultipleThreads</key>
- <map>
- <key>Comment</key>
- <string>Use background threads for executing curl_multi_perform (requires restart)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>Cursor3D</key>
<map>
<key>Comment</key>
@@ -2264,17 +1831,6 @@
<key>Value</key>
<string></string>
</map>
- <key>CustomServer</key>
- <map>
- <key>Comment</key>
- <string>Specifies IP address or hostname of grid to which you connect</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string />
- </map>
<key>DebugAnimatedObjects</key>
<map>
<key>Comment</key>
@@ -2297,17 +1853,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AnimatedObjectsIgnoreLimits</key>
- <map>
- <key>Comment</key>
- <string>Ignore server-enforced limits on animated objects. This is only useful for server testing.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>AnimatedObjectsAllowLeftClick</key>
<map>
<key>Comment</key>
@@ -2319,49 +1864,49 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AnimatedObjectsGlobalScale</key>
+ <key>AnimatedObjectsMaxLegalOffset</key>
<map>
<key>Comment</key>
- <string>Temporary testing: allow an extra scale factor to be forced on animated objects.</string>
+ <string>Max visual offset between object position and rendered position</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1.00</real>
+ <real>3.0</real>
</map>
- <key>AnimatedObjectsMaxLegalOffset</key>
+ <key>AnimatedObjectsMaxLegalSize</key>
<map>
<key>Comment</key>
- <string>Max visual offset between object position and rendered position</string>
+ <string>Max bounding box size for animated object's rendered position</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>3.0</real>
+ <real>64.0</real>
</map>
- <key>AnimatedObjectsMaxLegalSize</key>
+ <key>AvatarExtentRefreshPeriodBatch</key>
<map>
<key>Comment</key>
- <string>Max bounding box size for animated object's rendered position</string>
+ <string>how many frames do we spread over by default when refreshing extents (default is 4)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>F32</string>
+ <string>S32</string>
<key>Value</key>
- <real>64.0</real>
+ <integer>4</integer>
</map>
- <key>AvatarBoundingBoxComplexity</key>
+ <key>AvatarExtentRefreshMaxPerBatch</key>
<map>
<key>Comment</key>
- <string>How many aspects to consider for avatar bounding box</string>
+ <string>how many avatars do we want to handle in total per batch (default is 5)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>3</integer>
+ <integer>5</integer>
</map>
<key>DebugAvatarAppearanceMessage</key>
<map>
@@ -2473,17 +2018,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>DebugInventoryFilters</key>
- <map>
- <key>Comment</key>
- <string>Turn on debugging display for inventory filtering</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>DebugPermissions</key>
<map>
<key>Comment</key>
@@ -2550,18 +2084,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>DebugShowPrivateMem</key>
- <!-- deprecated (see MAINT-8091) -->
- <map>
- <key>Comment</key>
- <string>(Deprecated) Show Private Mem Info</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>DebugShowRenderInfo</key>
<map>
<key>Comment</key>
@@ -2628,435 +2150,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>DebugSlshareLogTag</key>
- <map>
- <key>Comment</key>
- <string>Request slshare-service debug logging</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string/>
- </map>
- <key>DebugStatModeFPS</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeBandwidth</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModePacketLoss</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatMode</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeKTrisDrawnFr</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeKTrisDrawnSec</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeTotalObjs</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeNewObjs</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeTextureCount</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeRawCount</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeGLMem</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeFormattedMem</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeRawMem</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeBoundMem</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModePacketsIn</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModePacketsOut</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeObjects</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeTexture</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeAsset</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeLayers</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeActualIn</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeActualOut</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeTimeDialation</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimFPS</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModePhysicsFPS</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModePinnedObjects</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeLowLODObjects</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeMemoryAllocated</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeAgentUpdatesSec</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeMainAgents</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeChildAgents</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimObjects</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimActiveObjects</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimActiveScripts</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimScriptEvents</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimInPPS</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimOutPPS</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
- <key>DebugStatModeSimPendingDownloads</key>
- <map>
- <key>Comment</key>
- <string>Mode of stat in Statistics floater</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>-1</integer>
- </map>
<key>SimPendingUploads</key>
<map>
<key>Comment</key>
@@ -3277,17 +2370,6 @@
<key>Value</key>
<string>Male Shape &amp; Outfit</string>
</map>
- <key>DefaultUploadCost</key>
- <map>
- <key>Comment</key>
- <string>Default sound/image/file upload cost(in case economy data is not available).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>10</integer>
- </map>
<key>DestinationGuideURL</key>
<map>
<key>Comment</key>
@@ -3387,21 +2469,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableIMChatPopups</key>
- <map>
- <key>Comment</key>
- <string>Enable Incoming IM Chat Popups</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayAvatarAgentTarget</key>
+ <key>UseGroupMemberPagination</key>
<map>
<key>Comment</key>
- <string>Show avatar positioning locators (animation debug)</string>
+ <string>Enable pagination of group memeber list 50 members at a time.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -3409,72 +2480,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>DisplayChat</key>
- <map>
- <key>Comment</key>
- <string>Display Latest Chat message on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayDebug</key>
- <map>
- <key>Comment</key>
- <string>Display Network Information on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayDebugConsole</key>
- <map>
- <key>Comment</key>
- <string>Display Console Debug Information on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayIM</key>
- <map>
- <key>Comment</key>
- <string>Display Latest IM message on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayLinden</key>
- <map>
- <key>Comment</key>
- <string>Display Account Information on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>DisplayRegion</key>
- <map>
- <key>Comment</key>
- <string>Display Location information on LCD</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>DisplayTimecode</key>
<map>
<key>Comment</key>
@@ -3508,28 +2513,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ClickActionBuyEnabled</key>
- <map>
- <key>Comment</key>
- <string>Enable click to buy actions in tool pie menu</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>ClickActionPayEnabled</key>
- <map>
- <key>Comment</key>
- <string>Enable click to pay actions in tool pie menu</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>DoubleClickAutoPilot</key>
<map>
<key>Comment</key>
@@ -3563,72 +2546,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>DragAndDropToolTipDelay</key>
- <map>
- <key>Comment</key>
- <string>Seconds before displaying tooltip when performing drag and drop operation</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.10000000149</real>
- </map>
- <key>DragAndDropDistanceThreshold</key>
- <map>
- <key>Comment</key>
- <string>Number of pixels that mouse should move before triggering drag and drop mode</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>3</integer>
- </map>
- <key>DropShadowButton</key>
- <map>
- <key>Comment</key>
- <string>Drop shadow width for buttons (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>2</integer>
- </map>
- <key>DropShadowFloater</key>
- <map>
- <key>Comment</key>
- <string>Drop shadow width for floaters (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>5</integer>
- </map>
- <key>DropShadowSlider</key>
- <map>
- <key>Comment</key>
- <string>Drop shadow width for sliders (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>3</integer>
- </map>
- <key>DropShadowTooltip</key>
- <map>
- <key>Comment</key>
- <string>Drop shadow width for tooltips (pixels)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>4</integer>
- </map>
<key>DynamicCameraStrength</key>
<map>
<key>Comment</key>
@@ -3662,17 +2579,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>IncludeEnhancedSkeleton</key>
- <map>
- <key>Comment</key>
- <string>Include extended skeleton joints when rendering skinned meshes.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>MinObjectsForUnlinkConfirm</key>
<map>
<key>Comment</key>
@@ -3772,39 +2678,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnergyFromTop</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>20</integer>
- </map>
- <key>EnergyHeight</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>40</integer>
- </map>
- <key>EnergyWidth</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>175</integer>
- </map>
<key>EventURL</key>
<map>
<key>Comment</key>
@@ -3816,61 +2689,6 @@
<key>Value</key>
<string>http://events.[GRID]/viewer/embed/event/[EVENT_ID]</string>
</map>
- <key>FastCacheFetchEnabled</key>
- <map>
- <key>Comment</key>
- <string>Enable texture fast cache fetching if set</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <string>1</string>
- </map>
- <key>FeatureManagerHTTPTable</key>
- <map>
- <key>Comment</key>
- <string>Deprecated</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string></string>
- </map>
- <key>FPSLogFrequency</key>
- <map>
- <key>Comment</key>
- <string>Seconds between display of FPS in log (0 for never)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>10.0</real>
- </map>
- <key>FilterItemsMaxTimePerFrameVisible</key>
- <map>
- <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>MainWorkTime</key>
<map>
<key>Comment</key>
@@ -3882,72 +2700,6 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>QueueInventoryFetchTimeout</key>
- <map>
- <key>Comment</key>
- <string>Max time llcompilequeue will wait for inventory fetch to complete (in seconds)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>300.0</real>
- </map>
- <key>FindLandArea</key>
- <map>
- <key>Comment</key>
- <string>Enables filtering of land search results by area</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>FindLandPrice</key>
- <map>
- <key>Comment</key>
- <string>Enables filtering of land search results by price</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FindLandType</key>
- <map>
- <key>Comment</key>
- <string>Controls which type of land you are searching for in Find Land interface ("All", "Auction", "For Sale")</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>All</string>
- </map>
- <key>FindPeopleOnline</key>
- <map>
- <key>Comment</key>
- <string>Limits people search to only users who are logged on</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>FindPlacesPictures</key>
- <map>
- <key>Comment</key>
- <string>Display only results of find places that have pictures</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>FirstName</key>
<map>
<key>Comment</key>
@@ -4339,17 +3091,6 @@
<key>Value</key>
<real>16.0</real>
</map>
- <key>FlycamZoomDirect</key>
- <map>
- <key>Comment</key>
- <string>Map flycam zoom axis directly to camera zoom.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>FlyingAtExit</key>
<map>
<key>Comment</key>
@@ -4376,51 +3117,6 @@
<real>1.0</real>
</array>
</map>
- <key>FocusOffsetFrontView</key>
- <map>
- <key>Comment</key>
- <string>Initial focus point offset relative to avatar for the camera preset Front View</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3D</string>
- <key>Value</key>
- <array>
- <real>0.0</real>
- <real>0.0</real>
- <real>0.0</real>
- </array>
- </map>
- <key>FocusOffsetGroupView</key>
- <map>
- <key>Comment</key>
- <string>Initial focus point offset relative to avatar for the camera preset Group View</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3D</string>
- <key>Value</key>
- <array>
- <real>1.5</real>
- <real>0.7</real>
- <real>1.0</real>
- </array>
- </map>
- <key>FocusOffsetCustomPreset</key>
- <map>
- <key>Comment</key>
- <string>Initial focus point offset relative to avatar for the custom camera preset (x-axis is forward)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Vector3D</string>
- <key>Value</key>
- <array>
- <real>1.0</real>
- <real>0.0</real>
- <real>1.0</real>
- </array>
- </map>
<key>AvatarSitRotation</key>
<map>
<key>Comment</key>
@@ -4463,17 +3159,6 @@
<key>Value</key>
<real>0.75</real>
</map>
- <key>FolderLoadingMessageWaitTime</key>
- <map>
- <key>Comment</key>
- <string>Seconds to wait before showing the LOADING... text in folder views</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
<key>FontScreenDPI</key>
<map>
<key>Comment</key>
@@ -4529,17 +3214,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>ForceMandatoryUpdate</key>
- <map>
- <key>Comment</key>
- <string>For QA: On next startup, forces the auto-updater to run</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>FreezeTime</key>
<map>
<key>Comment</key>
@@ -4661,28 +3335,6 @@
<key>Value</key>
<integer>32</integer>
</map>
- <key>GroupNotifyBoxHeight</key>
- <map>
- <key>Comment</key>
- <string>Height of group notice messages</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>260</integer>
- </map>
- <key>GroupNotifyBoxWidth</key>
- <map>
- <key>Comment</key>
- <string>Width of group notice messages</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>305</integer>
- </map>
<key>HelpURLFormat</key>
<map>
<key>Comment</key>
@@ -4771,17 +3423,6 @@
<key>Value</key>
<string />
</map>
- <key>HtmlHelpLastPage</key>
- <map>
- <key>Comment</key>
- <string>Last URL visited via help system</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string />
- </map>
<key>HttpPipelining</key>
<map>
<key>Comment</key>
@@ -4804,17 +3445,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>IMShowTimestamps</key>
- <map>
- <key>Comment</key>
- <string>Show timestamps in IM</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>IMShowControlPanel</key>
<map>
<key>Comment</key>
@@ -4826,17 +3456,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>IMShowContentPanel</key>
- <map>
- <key>Comment</key>
- <string>Show Toolbar and Body Panels</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>IgnoreFOVZoomForLODs</key>
<map>
<key>Comment</key>
@@ -4903,28 +3522,6 @@
<key>Value</key>
<real>0.0</real>
</map>
- <key>InspectorFadeTime</key>
- <map>
- <key>Comment</key>
- <string>Fade out timing for inspectors</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.5</real>
- </map>
- <key>InspectorShowTime</key>
- <map>
- <key>Comment</key>
- <string>Stay timing for inspectors</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>3.0</real>
- </map>
<key>InstallLanguage</key>
<map>
<key>Comment</key>
@@ -4991,17 +3588,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>InventoryOutboxDisplayBoth</key>
- <map>
- <key>Comment</key>
- <string>(Deprecated) Show the legacy Merchant Outbox UI as well as the Marketplace Listings UI</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>InventoryOutboxLogging</key>
<map>
<key>Comment</key>
@@ -5251,7 +3837,7 @@
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>String</string>
+ <string>LLSD</string>
<key>Value</key>
<string />
</map>
@@ -5332,17 +3918,6 @@
<key>Value</key>
<real>2.0</real>
</map>
- <key>LCDDestination</key>
- <map>
- <key>Comment</key>
- <string>Which LCD to use</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>LeapCommand</key>
<map>
<key>Comment</key>
@@ -5387,6 +3962,17 @@
<key>Value</key>
<string>http://wiki.secondlife.com/wiki/[LSL_STRING]</string>
</map>
+ <key>LSLFontSizeName</key>
+ <map>
+ <key>Comment</key>
+ <string>Text font size in LSL editor</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>Monospace</string>
+ </map>
<key>GridStatusRSS</key>
<map>
<key>Comment</key>
@@ -5553,105 +4139,6 @@
<string>0.0.0</string>
</map>
- <key>LastSnapshotToProfileHeight</key>
- <map>
- <key>Comment</key>
- <string>The height of the last profile snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>768</integer>
- </map>
- <key>LastSnapshotToEmailHeight</key>
- <map>
- <key>Comment</key>
- <string>The height of the last email snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>768</integer>
- </map>
- <key>LastSnapshotToProfileWidth</key>
- <map>
- <key>Comment</key>
- <string>The width of the last profile snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>1024</integer>
- </map>
- <key>LastSnapshotToEmailWidth</key>
- <map>
- <key>Comment</key>
- <string>The width of the last email snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>1024</integer>
- </map>
- <key>LastSnapshotToDiskHeight</key>
- <map>
- <key>Comment</key>
- <string>The height of the last disk snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>768</integer>
- </map>
- <key>LastSnapshotToDiskWidth</key>
- <map>
- <key>Comment</key>
- <string>The width of the last disk snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>1024</integer>
- </map>
- <key>LastSnapshotToInventoryHeight</key>
- <map>
- <key>Comment</key>
- <string>The height of the last texture snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>512</integer>
- </map>
- <key>LastSnapshotToInventoryWidth</key>
- <map>
- <key>Comment</key>
- <string>The width of the last texture snapshot, in px</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>512</integer>
- </map>
- <key>LeftClickShowMenu</key>
- <map>
- <key>Comment</key>
- <string>Unused obsolete setting</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>LimitDragDistance</key>
<map>
<key>Comment</key>
@@ -5818,17 +4305,6 @@
<key>Value</key>
<real>40.0</real>
</map>
- <key>LoginSRVPump</key>
- <map>
- <key>Comment</key>
- <string>(Deprecated) Name of the message pump that handles SRV request)</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>LLAres</string>
- </map>
<key>LogMessages</key>
<map>
<key>Comment</key>
@@ -5917,17 +4393,6 @@
<key>Value</key>
<real>60.0</real>
</map>
- <key>MapOverlayIndex</key>
- <map>
- <key>Comment</key>
- <string>Currently selected world map type</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>MapScale</key>
<map>
<key>Comment</key>
@@ -6667,28 +5132,6 @@
<key>Value</key>
<real>0.25</real>
</map>
- <key>MenuBarHeight</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>18</integer>
- </map>
- <key>MenuBarWidth</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>410</integer>
- </map>
<key>MePanelOpened</key>
<map>
<key>Comment</key>
@@ -7055,17 +5498,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>UseMediaPluginsForStreamingAudio</key>
- <map>
- <key>Comment</key>
- <string>Use media plugins (VLC) for streaming audio.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>NoHardwareProbe</key>
<map>
<key>Comment</key>
@@ -7143,28 +5575,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>NotifyBoxHeight</key>
- <map>
- <key>Comment</key>
- <string>Height of notification messages</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>200</integer>
- </map>
- <key>NotifyBoxWidth</key>
- <map>
- <key>Comment</key>
- <string>Width of notification messages</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>305</integer>
- </map>
<key>NotificationConferenceIMOptions</key>
<map>
<key>Comment</key>
@@ -7342,17 +5752,6 @@
<key>Value</key>
<integer>90</integer>
</map>
- <key>ChannelBottomPanelMargin</key>
- <map>
- <key>Comment</key>
- <string>Space from a lower toast to the Bottom Tray</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>35</integer>
- </map>
<key>NotificationChannelRightMargin</key>
<map>
<key>Comment</key>
@@ -7463,10 +5862,21 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>OpenDebugStatBasic</key>
+ <map>
+ <key>Comment</key>
+ <string>Expand Basic performance stats display</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>OpenDebugStatAdvanced</key>
<map>
<key>Comment</key>
- <string>Expand advanced performance stats display</string>
+ <string>Expand Advanced performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7474,10 +5884,10 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>OpenDebugStatBasic</key>
+ <key>OpenDebugStatRender</key>
<map>
<key>Comment</key>
- <string>Expand basic performance stats display</string>
+ <string>Expand Render performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7485,10 +5895,21 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>OpenDebugStatNet</key>
+ <key>OpenDebugStatTexture</key>
<map>
<key>Comment</key>
- <string>Expand network stats display</string>
+ <string>Expand Texture performance stats display</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>OpenDebugStatMemory</key>
+ <map>
+ <key>Comment</key>
+ <string>Expand Memory Usage stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7496,10 +5917,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>OpenDebugStatRender</key>
+ <key>OpenDebugStatNet</key>
<map>
<key>Comment</key>
- <string>Expand render stats display</string>
+ <string>Expand Network performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7510,7 +5931,7 @@
<key>OpenDebugStatSim</key>
<map>
<key>Comment</key>
- <string>Expand simulator performance stats display</string>
+ <string>Expand Simulator performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7518,10 +5939,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>OpenDebugStatTexture</key>
+ <key>OpenDebugStatPhysicsDetails</key>
<map>
<key>Comment</key>
- <string>Expand Texture performance stats display</string>
+ <string>Expand Physics Details performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -7529,10 +5950,10 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>OpenDebugStatPhysicsDetails</key>
+ <key>OpenDebugStatPathfinding</key>
<map>
<key>Comment</key>
- <string>Expand Physics Details performance stats display</string>
+ <string>Expand Pathfinding performance stats display</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -8031,17 +6452,6 @@
<key>Value</key>
<real>6.0</real>
</map>
- <key>ClothingLoadingDelay</key>
- <map>
- <key>Comment</key>
- <string>Time to wait for avatar appearance to resolve before showing world (seconds)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>10.0</real>
- </map>
<key>PreferredMaturity</key>
<map>
<key>Comment</key>
@@ -8484,17 +6894,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RadioLandBrushSize</key>
- <map>
- <key>Comment</key>
- <string>Size of land modification brush (0 = small, 1 = medium, 2 = large)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>LandBrushForce</key>
<map>
<key>Comment</key>
@@ -8506,17 +6905,6 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>MediaBrowserWindowLimit</key>
- <map>
- <key>Comment</key>
- <string>Maximum number of media brower windows that can be open at once in the media browser floater (0 for no limit)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>5</integer>
- </map>
<key>WebContentWindowLimit</key>
<map>
<key>Comment</key>
@@ -8699,7 +7087,7 @@
<key>OctreeAlphaDistanceFactor</key>
<map>
<key>Comment</key>
- <string>Multiplier on alpha object distance for determining octree node size </string>
+ <string>Multiplier on alpha object distance for determining octree node size. First two parameters are currently unused. Third parameter is distance at which to perform detailed alpha sorting.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -8708,7 +7096,7 @@
<array>
<real>0.1</real>
<real>0.0</real>
- <real>0.0</real>
+ <real>64.0</real>
</array>
</map>
@@ -8784,10 +7172,10 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>AlwaysRenderFriends</key>
+ <key>RenderAvatarCloth</key>
<map>
<key>Comment</key>
- <string>Always render friends regardless of max complexity</string>
+ <string>DEPRECATED - only false supported - Controls if avatars use wavy cloth</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -8795,27 +7183,27 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderAvatar</key>
+ <key>RenderCanUseGLTFPBROpaqueShaders</key>
<map>
- <key>Comment</key>
- <string>Render Avatars</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
+ <key>Comment</key>
+ <string>Hardware has support for GLTF scene shaders</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
</map>
- <key>RenderAvatarCloth</key>
+ <key>RenderCanUseTerrainBakeShaders</key>
<map>
- <key>Comment</key>
- <string>DEPRECATED - only false supported - Controls if avatars use wavy cloth</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
+ <key>Comment</key>
+ <string>Hardware has support for Terrain Bake shaders</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
</map>
<key>RenderClass1MemoryBandwidth</key>
<map>
@@ -8828,17 +7216,6 @@
<key>Value</key>
<real>32.0</real>
</map>
- <key>RenderCloudShadowAmbianceFactor</key>
- <map>
- <key>Comment</key>
- <string>Amount that cloud shadow (aka cloud coverage) contributes to reflection probe ambiance</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.1</real>
- </map>
<key>RenderCPUBasis</key>
<map>
<key>Comment</key>
@@ -8956,7 +7333,7 @@
<key>RenderBufferVisualization</key>
<map>
<key>Comment</key>
- <string>Outputs a selected buffer to the screen. -1 = final render buffer. 0 = Albedo, 1 = Specular/ORM, 2 = Normal, 3 = Emissive, 4 = Eye luminance</string>
+ <string>Outputs a selected buffer to the screen. -1 = final render buffer. 0 = Albedo, 1 = Specular/ORM, 2 = Normal, 3 = Emissive, 4 = Eye luminance, 5 = FXAA Luminance/SMAA Edge Tex, 6 = SMAA Blend Weights</string>
<key>Persist</key>
<integer>0</integer>
<key>Type</key>
@@ -8978,7 +7355,7 @@
<key>RenderHiDPI</key>
<map>
<key>Comment</key>
- <string>Enable support for HiDPI displays, like Retina (MacOS X ONLY, requires restart)</string>
+ <string>Enable support for HiDPI displays, like Retina (macOS ONLY, requires restart)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9153,6 +7530,17 @@
<real>0.00</real>
</array>
</map>
+ <key>RenderMirrors</key>
+ <map>
+ <key>Comment</key>
+ <string>Renders realtime mirrors.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderScreenSpaceReflections</key>
<map>
<key>Comment</key>
@@ -9263,6 +7651,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderDesaturateIrradiance</key>
+ <map>
+ <key>Comment</key>
+ <string>Desaturate irradiance to remove blue tint</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RenderDebugAlphaMask</key>
<map>
<key>Comment</key>
@@ -9318,10 +7717,54 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderPostProcessingHDR</key>
+ <key>RenderEnableEmissiveBuffer</key>
<map>
<key>Comment</key>
- <string>Enable HDR for post processing buffer</string>
+ <string>Enable emissive buffer in gbuffer. Should only be disabled in GL3 mode.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderHDRIExposure</key>
+ <map>
+ <key>Comment</key>
+ <string>Exposure adjustment of HDRI when previewing an HDRI. Units are EV. Sane values would be -10 to 10.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>RenderHDRIRotation</key>
+ <map>
+ <key>Comment</key>
+ <string>Rotation (in degrees) of environment when previewing an HDRI.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>RenderHDRISplitScreen</key>
+ <map>
+ <key>Comment</key>
+ <string>What percentage of screen to render using HDRI vs EEP sky.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>RenderHDRIIrradianceOnly</key>
+ <map>
+ <key>Comment</key>
+ <string>Only use HDRI sky for irradiance map when RenderHDRISplitScreen is 0</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9332,7 +7775,7 @@
<key>RenderMaxOpenGLVersion</key>
<map>
<key>Comment</key>
- <string>Maximum OpenGL version to attempt use (minimum 3.2 maximum 4.6). Requires restart.</string>
+ <string>Maximum OpenGL version to attempt use (minimum 3.1 maximum 4.6). Requires restart.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9343,7 +7786,7 @@
<key>RenderMaxVRAMBudget</key>
<map>
<key>Comment</key>
- <string>Maximum amount of texture memory to budget for (in MB), or 0 for autodetect. Requires restart.</string>
+ <string>Maximum amount of texture memory to budget for (in MB), or 0 for autodetect.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9351,6 +7794,39 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderMinFreeMainMemoryThreshold</key>
+ <map>
+ <key>Comment</key>
+ <string>Minimum of available physical memory in MB before textures get scaled down</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>512</integer>
+ </map>
+ <key>RenderLowMemMinDiscardIncrement</key>
+ <map>
+ <key>Comment</key>
+ <string>Minimum increment of discard bias if available texture memory gets low</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.1</real>
+ </map>
+ <key>RenderHighMemMinDiscardDecrement</key>
+ <map>
+ <key>Comment</key>
+ <string>Minimum decrement of discard bias if excess texture memory is available</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.1</real>
+ </map>
<key>RenderMaxTextureIndex</key>
<map>
<key>Comment</key>
@@ -9362,6 +7838,28 @@
<key>Value</key>
<integer>16</integer>
</map>
+ <key>RenderMaxTextureResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum texture resolution to download for non-boosted textures.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>2048</integer>
+ </map>
+ <key>RenderDownScaleMethod</key>
+ <map>
+ <key>Comment</key>
+ <string>Method to use to downscale images. 0 - FBO, 1 - PBO</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderDebugTextureBind</key>
<map>
<key>Comment</key>
@@ -9945,7 +8443,18 @@
<key>RenderFSAASamples</key>
<map>
<key>Comment</key>
- <string>Number of samples to use for FSAA (0 = no AA).</string>
+ <string>Quality of antialiasing: 0 = Low, 1 = Medium, 2 = High, 3 = Ultra</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderFSAAType</key>
+ <map>
+ <key>Comment</key>
+ <string>Type of Antialiasing to use: 0 = None, 1 = FXAA, 2 = SMAA</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10335,6 +8844,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>NameTagDebugAVRezState</key>
+ <map>
+ <key>Comment</key>
+ <string>Show Avatar Rez state in name tag</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderInitError</key>
<map>
<key>Comment</key>
@@ -10357,6 +8877,50 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderHeroProbeResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Resolution to render hero probes used for mirrors, water, etc.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>1024</integer>
+ </map>
+ <key>RenderHeroProbeDistance</key>
+ <map>
+ <key>Comment</key>
+ <string>Distance in meters for hero probes to render out to.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8</real>
+ </map>
+ <key>RenderHeroProbeUpdateRate</key>
+ <map>
+ <key>Comment</key>
+ <string>How many frames to wait for until it's time to render the probe. E.g., every other frame (1), every two frames (2), every three frames (3) etc.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>2</integer>
+ </map>
+ <key>RenderHeroProbeConservativeUpdateMultiplier</key>
+ <map>
+ <key>Comment</key>
+ <string>How many probe updates to wait until it's time to update faces that are not directly facing the camera. Acts as a multiplier. E.g., frames to the periphery of the camera updating once every 3 updates, vs ones directly facing the camera updating every update.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>16</integer>
+ </map>
<key>RenderReflectionProbeVolumes</key>
<map>
<key>Comment</key>
@@ -10521,7 +9085,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>1</real>
+ <real>1.0</real>
</map>
<key>RenderReflectionProbeDrawDistance</key>
@@ -10569,38 +9133,49 @@
<integer>3</integer>
</map>
<key>RenderReflectionRes</key>
- <map>
- <key>Comment</key>
- <string>Reflection map resolution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>64</integer>
- </map>
- <key>RenderResolutionDivisor</key>
- <map>
- <key>Comment</key>
- <string>Divisor for rendering 3D scene at reduced resolution.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>RenderShaderLightingMaxLevel</key>
- <map>
- <key>Comment</key>
- <string>Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>3</integer>
- </map>
+ <map>
+ <key>Comment</key>
+ <string>Reflection map resolution.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>64</integer>
+ </map>
+ <key>RenderReservedTextureIndices</key>
+ <map>
+ <key>Comment</key>
+ <string>Count of texture indices to reserve for shadow and reflection maps when using indexed texture rendering. Probably only want to set from the login screen.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>14</integer>
+ </map>
+ <key>RenderResolutionDivisor</key>
+ <map>
+ <key>Comment</key>
+ <string>Divisor for rendering 3D scene at reduced resolution.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderShaderLightingMaxLevel</key>
+ <map>
+ <key>Comment</key>
+ <string>Max lighting level to use in the shader (class 3 is default, 2 is less lights, 1 is sun/moon only. Works around shader compiler bugs on certain platforms.)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>3</integer>
+ </map>
<key>RenderSkyAutoAdjustLegacy</key>
<map>
<key>Comment</key>
@@ -10610,7 +9185,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>RenderSkyAutoAdjustAmbientScale</key>
<map>
@@ -10634,7 +9209,7 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>RendeSkyAutoAdjustBlueHorizonScale</key>
+ <key>RenderSkyAutoAdjustBlueHorizonScale</key>
<map>
<key>Comment</key>
<string>Blue Horizon Scale value to use when auto-adjusting legacy skies</string>
@@ -10645,7 +9220,7 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>RendeSkyAutoAdjustBlueDensityScale</key>
+ <key>RenderSkyAutoAdjustBlueDensityScale</key>
<map>
<key>Comment</key>
<string>Blue Horizon Scale value to use when auto-adjusting legacy skies</string>
@@ -10681,14 +9256,25 @@
<key>RenderSkySunlightScale</key>
<map>
<key>Comment</key>
- <string>Sunlight scale fudge factor for matching with pre-PBR viewer</string>
+ <string>Sunlight scale fudge factor for matching with pre-PBR viewer when HDR is disabled</string>
<key>Persist</key>
- <integer>1</integer>
+ <integer>0</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
<real>1.0</real>
</map>
+ <key>RenderHDRSkySunlightScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Sunlight scale fudge factor for matching with pre-PBR viewer when HDR is enabled</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
<key>RenderSkyAmbientScale</key>
<map>
<key>Comment</key>
@@ -10698,7 +9284,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0.7</real>
+ <real>1.0</real>
</map>
<key>RenderReflectionProbeMaxLocalLightAmbiance</key>
@@ -10712,6 +9298,17 @@
<key>Value</key>
<real>4.0</real>
</map>
+ <key>RenderUseExposureSkySettings</key>
+ <map>
+ <key>Comment</key>
+ <string>Use exposure sky settings instead of deriving from HDR scale.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderDynamicExposureCoefficient</key>
<map>
<key>Comment</key>
@@ -10723,6 +9320,17 @@
<key>Value</key>
<real>0.5</real>
</map>
+ <key>RenderDiffuseLuminanceScale</key>
+ <map>
+ <key>Comment</key>
+ <string>Luminance adjustment for diffuse surfaces to aid auto-exposure behavior</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.5</real>
+ </map>
<key>RenderShaderLODThreshold</key>
<map>
<key>Comment</key>
@@ -10781,7 +9389,7 @@
<key>RenderTerrainScale</key>
<map>
<key>Comment</key>
- <string>Terrain detail texture scale</string>
+ <string>Terrain detail texture scale (meters)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -10789,6 +9397,83 @@
<key>Value</key>
<real>12.0</real>
</map>
+ <key>RenderTerrainPBREnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable PBR Terrain features.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRDetail</key>
+ <map>
+ <key>Comment</key>
+ <string>Detail level for PBR terrain. 0 is full detail. Negative values drop rendering features, in accordance with the GLTF specification when possible, which reduces the number of texture binds.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRScale</key>
+ <map>
+ <key>Comment</key>
+ <string>PBR terrain detail texture scale (meters)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8.0</real>
+ </map>
+ <key>RenderTerrainPBRPlanarSampleCount</key>
+ <map>
+ <key>Comment</key>
+ <string>How many UV planes to sample PBR terrain textures from. 1 is "flat", 3 is triplanar mapping (aka box mapping)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <real>3</real>
+ </map>
+ <key>RenderTerrainPBRTriplanarBlendFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Higher values create sharper transitions, but are more likely to produce artifacts.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>8.0</real>
+ </map>
+ <key>RenderTerrainPBRTransformsEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>EXPERIMENTAL: Enable PBR Terrain texture transforms.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderTerrainPBRNormalsEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>EXPERIMENTAL: Change normal gen for PBR Terrain.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderTrackerBeacon</key>
<map>
<key>Comment</key>
@@ -10888,16 +9573,27 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>RenderUseImpostors</key>
+ <key>RenderAvatarFriendsOnly</key>
<map>
- <key>Comment</key>
- <string>OBSOLETE and UNUSED. See RenderAvatarMaxNonImpostors and RenderAvatarMaxComplexity.</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
+ <key>Comment</key>
+ <string>When enabled hides all avatars that aren't friends. Does not affect inworld control avatars (animeshes), nor self.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <real>0</real>
+ </map>
+ <key>RenderAvatarComplexityMode</key>
+ <map>
+ <key>Comment</key>
+ <string>0 - complexity limit applies to everyone, 1 - always show friends, 2 - only show friends</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <real>0</real>
</map>
<key>RenderAvatarMaxNonImpostors</key>
<map>
@@ -10923,6 +9619,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>CollectFontVertexBuffers</key>
+ <map>
+ <key>Comment</key>
+ <string>When enabled some UI elements with cache buffers generated by fonts and reuse them. When disabled general cahce will be used with a significant overhead for hash, but it regenerates vertices each frame so it's always up to date.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <real>1</real>
+ </map>
<key>ShowMyComplexityChanges</key>
<map>
<key>Comment</key>
@@ -11191,6 +9898,39 @@
<key>Value</key>
<string>00000000-0000-0000-0000-000000000000</string>
</map>
+ <key>RenderCASSharpness</key>
+ <map>
+ <key>Comment</key>
+ <string>Level of sharpening to apply via Contrast Adaptive Sharpening (0.0(off) - 1.0)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.4</real>
+ </map>
+ <key>RenderTonemapMix</key>
+ <map>
+ <key>Comment</key>
+ <string>Mix between linear and tonemapped colors (0.0(Linear) - 1.0(Tonemapped)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.7</real>
+ </map>
+ <key>RenderTonemapType</key>
+ <map>
+ <key>Comment</key>
+ <string>What tonemapper to use: 0 = Khronos Neutral, 1 = ACES</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>ReplaySession</key>
<map>
<key>Comment</key>
@@ -11532,17 +10272,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>SecondLifeEnterprise</key>
- <map>
- <key>Comment</key>
- <string>Enables Second Life Enterprise features</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>SelectMovableOnly</key>
<map>
<key>Comment</key>
@@ -11818,17 +10547,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>ShowEmptyFoldersWhenSearching</key>
- <map>
- <key>Comment</key>
- <string>Shows folders that do not have any visible contents when applying a filter to inventory</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>ShowEventRecorderMenuItems</key>
<map>
<key>Comment</key>
@@ -12170,136 +10888,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ShowPGSearchAll</key>
- <map>
- <key>Comment</key>
- <string>Display results of search All that are flagged as general</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>ShowMatureSearchAll</key>
- <map>
- <key>Comment</key>
- <string>Display results of search All that are flagged as moderate</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowAdultSearchAll</key>
- <map>
- <key>Comment</key>
- <string>Display results of search All that are flagged as adult</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowPGGroups</key>
- <map>
- <key>Comment</key>
- <string>Display results of find groups that are flagged as general</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>ShowMatureGroups</key>
- <map>
- <key>Comment</key>
- <string>Display results of find groups that are flagged as moderate</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowAdultGroups</key>
- <map>
- <key>Comment</key>
- <string>Display results of find groups that are flagged as adult</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowPGClassifieds</key>
- <map>
- <key>Comment</key>
- <string>Display results of find classifieds that are flagged as general</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>ShowMatureClassifieds</key>
- <map>
- <key>Comment</key>
- <string>Display results of find classifieds that are flagged as moderate</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowAdultClassifieds</key>
- <map>
- <key>Comment</key>
- <string>Display results of find classifieds that are flagged as adult</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
- <key>ShowPGEvents</key>
- <map>
- <key>Comment</key>
- <string>Display results of find events that are flagged as general</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>HideFromEditor</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>ShowMatureEvents</key>
<map>
<key>Comment</key>
@@ -12536,17 +11124,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>ShowToolBar</key>
- <map>
- <key>Comment</key>
- <string>Show toolbar at bottom of screen</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>ShowTutorial</key>
<map>
<key>Comment</key>
@@ -12878,12 +11455,12 @@
<key>Value</key>
<real>20.0</real>
</map>
- <key>TextureBiasDistanceScale</key>
+ <key>TextureCameraBoost</key>
<map>
<key>Comment</key>
- <string>When biasing textures to lower resolution due to lack of vram, weight to put on distance factor.</string>
+ <string>Amount to boost resolution of textures that are important to the camera.</string>
<key>Persist</key>
- <integer>1</integer>
+ <integer>0</integer>
<key>Type</key>
<string>F32</string>
<key>Value</key>
@@ -12922,6 +11499,28 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>TextureDiscardBackgroundedTime</key>
+ <map>
+ <key>Comment</key>
+ <string>Specify how long to wait before discarding texture data after viewer is backgrounded. (zero or negative to disable)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>60.0</real>
+ </map>
+ <key>TextureDiscardMinimizedTime</key>
+ <map>
+ <key>Comment</key>
+ <string>Specify how long to wait before discarding texture data after viewer is minimized. (zero or negative to disable)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
<key>TextureFetchConcurrency</key>
<map>
<key>Comment</key>
@@ -12988,28 +11587,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>TexturePickerShowFolders</key>
- <map>
- <key>Comment</key>
- <string>Show folders with no texures in texture picker</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>TexturePickerSortOrder</key>
- <map>
- <key>Comment</key>
- <string>Specifies sort key for textures in texture picker (+0 = name, +1 = date, +2 = folders always by name, +4 = system folders to top)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>2</integer>
- </map>
<key>TextureReverseByteRange</key>
<map>
<key>Comment</key>
@@ -13032,6 +11609,28 @@
<key>Value</key>
<string />
</map>
+ <key>TextureScaleMinAreaFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Limits how texture scale affects area calculation.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.04</real>
+ </map>
+ <key>TextureScaleMaxAreaFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Limits how texture scale affects area calculation.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>25.0</real>
+ </map>
<key>ThreadPoolSizes</key>
<map>
<key>Comment</key>
@@ -13059,17 +11658,6 @@
<key>Value</key>
<real>3000.0</real>
</map>
- <key>UpdaterMaximumBandwidth</key>
- <map>
- <key>Comment</key>
- <string>Obsolete: this parameter is no longer used.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>500.0</real>
- </map>
<key>ToolTipDelay</key>
<map>
<key>Comment</key>
@@ -13202,17 +11790,6 @@
<key>Value</key>
<string></string>
</map>
- <key>BingTranslateAPIKey</key>
- <map>
- <key>Comment</key>
- <string>(Deprecated) Bing AppID to use with the Microsoft Translator API</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string></string>
- </map>
<key>AzureTranslateAPIKey</key>
<map>
<key>Comment</key>
@@ -13279,28 +11856,6 @@
<key>Value</key>
<integer>6</integer>
</map>
- <key>UICheckboxctrlBtnSize</key>
- <map>
- <key>Comment</key>
- <string>UI Checkbox Control Button Size</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>13</integer>
- </map>
- <key>UICheckboxctrlHeight</key>
- <map>
- <key>Comment</key>
- <string>UI Checkbox Control Height</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>16</integer>
- </map>
<key>UICheckboxctrlHPad</key>
<map>
<key>Comment</key>
@@ -13532,50 +12087,6 @@
<key>Value</key>
<string>5748decc-f629-461c-9a36-a35a221fe21f</string>
</map>
- <key>StartUpChannelUUID</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>B56AF90D-6684-48E4-B1E4-722D3DEB2CB6</string>
- </map>
- <key>NearByChatChannelUUID</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>E1158BD6-661C-4981-9DAD-4DCBFF062502</string>
- </map>
- <key>NotificationChannelUUID</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>AEED3193-8709-4693-8558-7452CCA97AE5</string>
- </map>
- <key>AlertChannelUUID</key>
- <map>
- <key>Comment</key>
- <string />
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>F3E07BC8-A973-476D-8C7F-F3B7293975D1</string>
- </map>
<key>UILineEditorCursorThickness</key>
<map>
<key>Comment</key>
@@ -13719,6 +12230,17 @@
<key>Value</key>
<integer>2</integer>
</map>
+ <key>UIPreviewMaterial</key>
+ <map>
+ <key>Comment</key>
+ <string>Whether or not PBR material swatch is enabled</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <real>0</real>
+ </map>
<key>UIResizeBarHeight</key>
<map>
<key>Comment</key>
@@ -13752,17 +12274,6 @@
<key>Value</key>
<real>1.0</real>
</map>
- <key>LastSystemUIScaleFactor</key>
- <map>
- <key>Comment</key>
- <string>OBSOLETE: System UI scale factor is now automatically and independently from UIScaleFactor applied</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1.0</real>
- </map>
<key>UIScrollbarSize</key>
<map>
<key>Comment</key>
@@ -14082,17 +12593,6 @@
<key>Value</key>
<integer>16</integer>
</map>
- <key>UISpinctrlDefaultLabelWidth</key>
- <map>
- <key>Comment</key>
- <string>UI spin control default label width</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>10</integer>
- </map>
<key>UISpinctrlSpacing</key>
<map>
<key>Comment</key>
@@ -14214,43 +12714,10 @@
<key>Value</key>
<integer>3</integer>
</map>
- <key>UpdaterServiceCheckPeriod</key>
- <map>
- <key>Comment</key>
- <string>Obsolete; no longer used.</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>3600</integer>
- </map>
- <key>UpdaterServiceURL</key>
- <map>
- <key>Comment</key>
- <string>Obsolete; no longer used.</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>https://update.secondlife.com</string>
- </map>
- <key>UpdaterServicePath</key>
- <map>
- <key>Comment</key>
- <string>Obsolete: no longer used</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>update</string>
- </map>
<key>UpdaterWillingToTest</key>
<map>
<key>Comment</key>
- <string>Whether or not the updater should offer test candidate upgrades.</string>
+ <string>Whether or not the updater should offer Beta upgrades.</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -14379,16 +12846,16 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>UseEnvironmentFromRegion</key>
+ <key>Use24HourClock</key>
<map>
- <key>Comment</key>
- <string>Choose whether to use the region's environment settings, or override them with the local settings.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
+ <key>Comment</key>
+ <string>12 vs 24. At the moment only for region restart schedule floater</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
</map>
<key>EnvironmentPersistAcrossLogin</key>
<map>
@@ -14401,62 +12868,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>UseDayCycle</key>
- <map>
- <key>Comment</key>
- <string>Whether to use use a day cycle or a fixed sky.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>WaterPresetName</key>
- <map>
- <key>Comment</key>
- <string>Water preset to use. May be superseded by region settings.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>Default</string>
- </map>
- <key>SkyPresetName</key>
- <map>
- <key>Comment</key>
- <string>Sky preset to use. May be superseded by region settings or by a day cycle (see DayCycleName).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>Default</string>
- </map>
- <key>DayCycleName</key>
- <map>
- <key>Comment</key>
- <string>Day cycle to use. May be superseded by region settings.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>Default</string>
- </map>
- <key>UseExternalBrowser</key>
- <!-- deprecated (see MAINT-4127) -->
- <map>
- <key>Comment</key>
- <string>(Deprecated) Use default browser when opening web pages instead of in-world browser.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <boolean>1</boolean>
- </map>
<key>PreferredBrowserBehavior</key>
<map>
<key>Comment</key>
@@ -14497,7 +12908,7 @@
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
- <string>S32</string>
+ <string>U32</string>
<key>Value</key>
<integer>8</integer>
</map>
@@ -14512,6 +12923,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderDelayVBUpdate</key>
+ <map>
+ <key>Comment</key>
+ <string>Delay vertex buffer updates until just before rendering</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>SocialPhotoResolution</key>
<map>
<key>Comment</key>
@@ -14855,17 +13277,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>VoiceEffectExpiryWarningTime</key>
- <map>
- <key>Comment</key>
- <string>How much notice to give of Voice Morph subscriptions expiry, in seconds.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <integer>259200</integer>
- </map>
<key>VoiceMorphingEnabled</key>
<map>
<key>Comment</key>
@@ -15053,6 +13464,50 @@
<key>Value</key>
<integer>44125</integer>
</map>
+ <key>VoiceEchoCancellation</key>
+ <map>
+ <key>Comment</key>
+ <string>Voice Echo Cancellation</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>VoiceAutomaticGainControl</key>
+ <map>
+ <key>Comment</key>
+ <string>Voice Automatic Gain Control</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>VoiceNoiseSuppressionLevel</key>
+ <map>
+ <key>Comment</key>
+ <string>Voice Noise Suppression Level</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>4</integer>
+ </map>
+ <key>VoiceVisualizerEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Display voice dot indicator above an avatar</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>WarningsAsChat</key>
<map>
<key>Comment</key>
@@ -15067,13 +13522,13 @@
<key>VoiceServerType</key>
<map>
<key>Comment</key>
- <string>The type of voice server to connect to.</string>
+ <string>The type of voice server to use for group, conference, and p2p calls.</string>
<key>Persist</key>
<integer>0</integer>
<key>Type</key>
<string>String</string>
<key>Value</key>
- <string>vivox</string>
+ <string/>
</map>
<key>WLSkyDetail</key>
<map>
@@ -15317,17 +13772,6 @@
<key>Value</key>
<real>-1.0</real>
</map>
- <key>ForcePeriodicRenderingTime</key>
- <map>
- <key>Comment</key>
- <string>Periodically enable all rendering masks for a single frame.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>-1.0</real>
- </map>
<key>ZoomDirect</key>
<map>
<key>Comment</key>
@@ -15493,17 +13937,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AssetStorageLogFrequency</key>
- <map>
- <key>Comment</key>
- <string>Seconds between display of AssetStorage info in log (0 for never)</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>60.0</real>
- </map>
<key>LogWearableAssetSave</key>
<map>
<key>Comment</key>
@@ -15634,7 +14067,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>2048</integer>
+ <integer>1024</integer>
</map>
<key>max_texture_dimension_Y</key>
<map>
@@ -15645,7 +14078,7 @@
<key>Type</key>
<string>S32</string>
<key>Value</key>
- <integer>2048</integer>
+ <integer>1024</integer>
</map>
<!-- End of back compatibility settings -->
<key>teleport_offer_invitation_max_length</key>
@@ -15741,28 +14174,6 @@
<key>Value</key>
<real>120.0</real>
</map>
- <key>DestinationGuideHintTimeout</key>
- <map>
- <key>Comment</key>
- <string>Number of seconds to wait before telling resident about destination guide.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>1200.0</real>
- </map>
- <key>SidePanelHintTimeout</key>
- <map>
- <key>Comment</key>
- <string>Number of seconds to wait before telling resident about side panel.</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>300.0</real>
- </map>
<key>GroupMembersSortOrder</key>
<map>
<key>Comment</key>
@@ -15807,17 +14218,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AvatarInspectorTooltipDelay</key>
- <map>
- <key>Comment</key>
- <string>Seconds before displaying avatar inspector tooltip</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>F32</string>
- <key>Value</key>
- <real>0.35</real>
- </map>
<key>ObjectInspectorTooltipDelay</key>
<map>
<key>Comment</key>
@@ -15851,17 +14251,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableGroupInfo</key>
- <map>
- <key>Comment</key>
- <string>Enable viewing and editing of group info from web link</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnablePlaceProfile</key>
<map>
<key>Comment</key>
@@ -15873,28 +14262,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnablePicks</key>
- <map>
- <key>Comment</key>
- <string>Enable editing of picks from web link</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
- <key>EnableWorldMap</key>
- <map>
- <key>Comment</key>
- <string>Enable opening world map from web link</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnableAvatarPay</key>
<map>
<key>Comment</key>
@@ -15906,17 +14273,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableVoiceCall</key>
- <map>
- <key>Comment</key>
- <string>Enable voice calls from web link</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnableAvatarShare</key>
<map>
<key>Comment</key>
@@ -15939,17 +14295,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>EnableSearch</key>
- <map>
- <key>Comment</key>
- <string>Enable opening search from web link</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>EnableAppearance</key>
<map>
<key>Comment</key>
@@ -16027,17 +14372,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>AllowBottomTrayButtonReordering</key>
- <map>
- <key>Comment</key>
- <string>Allow user to move and hide bottom tray buttons</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>1</integer>
- </map>
<key>AllowSelectAvatar</key>
<map>
<key>Comment</key>
@@ -16049,6 +14383,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>DisableLookAtAnimation</key>
+ <map>
+ <key>Comment</key>
+ <string>Avatar follows cursor with avatars eyes, when disabled, avatar will look forward</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>WebProfileFloaterRect</key>
<map>
<key>Comment</key>
@@ -16521,6 +14866,303 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>LocalTerrainAsset1</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset2</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset3</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainAsset4</key>
+ <map>
+ <key>Comment</key>
+ <string>If set to a non-null UUID, overrides the terrain asset locally for all regions with material assets. Local terrain assets are not visible to others. Please keep in mind that this debug setting may be temporary. Do not rely on this setting existing in future viewer builds.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string>00000000-0000-0000-0000-000000000000</string>
+ </map>
+ <key>LocalTerrainTransform1ScaleU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset1 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform1ScaleV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset1 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform1Rotation</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset1 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform1OffsetU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset1 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform1OffsetV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset1 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform2ScaleU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset2 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform2ScaleV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset2 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform2Rotation</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset2 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform2OffsetU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset2 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform2OffsetV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset2 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform3ScaleU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset3 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform3ScaleV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset3 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform3Rotation</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset3 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform3OffsetU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset3 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform3OffsetV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset3 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform4ScaleU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset4 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform4ScaleV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset4 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>1.0</real>
+ </map>
+ <key>LocalTerrainTransform4Rotation</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset4 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform4OffsetU</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset4 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainTransform4OffsetV</key>
+ <map>
+ <key>Comment</key>
+ <string>KHR texture transform component if LocalTerrainAsset4 is set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.0</real>
+ </map>
+ <key>LocalTerrainPaintEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enables local paintmap if LocalTerrainAsset1, etc are set</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>TerrainPaintBitDepth</key>
+ <map>
+ <key>Comment</key>
+ <string>Bit depth for future terrain paint map operations. Min: 1. Max: 8. Takes effect when the paint map is created or modified. Modifications to an existing paintmap of different bit depth will have lower precision.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>5</integer>
+ </map>
+ <key>TerrainPaintResolution</key>
+ <map>
+ <key>Comment</key>
+ <string>Resolution of the terrain paint map in pixels. Rounded to a power of two. Min: 16. Max: RenderMaxTextureResolution. Takes effect when the paint map is created.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>2048</integer>
+ </map>
<key>PathfindingRetrieveNeighboringRegion</key>
<map>
<key>Comment</key>
@@ -16896,28 +15538,6 @@
<key>Value</key>
<integer>1000</integer>
</map>
- <key>FMODExStreamBufferSize</key>
- <map>
- <key>Comment</key>
- <string>Sets the streaming buffer size (in milliseconds) for FMOD Ex or FMOD Studio</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>7000</integer>
- </map>
- <key>DisablePrecacheDelayAfterTeleporting</key>
- <map>
- <key>Comment</key>
- <string>Disables the artificial delay in the viewer that precaches some incoming assets</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>VersionChannelName</key>
<map>
<key>Comment</key>
@@ -17350,6 +15970,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>ColorSettingsHideDefault</key>
+ <map>
+ <key>Comment</key>
+ <string>Show non-default settings only in Color Settings list</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>DebugSettingsHideDefault</key>
<map>
<key>Comment</key>
@@ -17427,5 +16058,38 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>GLTFEnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable GLTF support. Set to true by simulator if the simulator you are connected to supports GLTF Asset upload. WARNING: Manually setting this to true will enable buttons that can drain your L$ balance by implicitly uploading textures without asking.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderHDREnabled</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable HDR rendering.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
+ <key>RenderDisableVintageMode</key>
+ <map>
+ <key>Comment</key>
+ <string>Enables additional rendering pipeline features on newer machines such as HDR and emissive textures on PBR content.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
</map>
</llsd>
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
index b631ecb7d2..ad9240a6af 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarF.glsl
@@ -1,34 +1,34 @@
-/**
+/**
* @file avatarF.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
* $/LicenseInfo$
*/
-
+
void default_lighting();
-void main()
+void main()
{
- default_lighting();
+ default_lighting();
}
-
+
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
index 374469ce2f..cdf661893c 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file avatarSkinV.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
* $/LicenseInfo$
*/
-
+
in vec4 weight;
@@ -30,20 +30,20 @@ uniform vec4 matrixPalette[45];
mat4 getSkinnedTransform()
{
- mat4 ret;
- int i = int(floor(weight.x));
- float x = fract(weight.x);
-
- ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
- ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
- ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
- ret[3] = vec4(0,0,0,1);
+ mat4 ret;
+ int i = int(floor(weight.x));
+ float x = fract(weight.x);
+
+ ret[0] = mix(matrixPalette[i+0], matrixPalette[i+1], x);
+ ret[1] = mix(matrixPalette[i+15],matrixPalette[i+16], x);
+ ret[2] = mix(matrixPalette[i+30],matrixPalette[i+31], x);
+ ret[3] = vec4(0,0,0,1);
- return ret;
+ return ret;
#ifdef IS_AMD_CARD
- // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- vec4 dummy1 = matrixPalette[0];
- vec4 dummy2 = matrixPalette[44];
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = matrixPalette[0];
+ vec4 dummy2 = matrixPalette[44];
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
index 9adc68e62b..1c3fdfe2a2 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file avatarV.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
* $/LicenseInfo$
*/
@@ -40,30 +40,30 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
-
- mat4 trans = getSkinnedTransform();
- 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;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
+ vary_texcoord0 = texcoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+
+ mat4 trans = getSkinnedTransform();
+ 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;
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 col = calcLighting(pos.xyz, norm, color);
+ vertex_color = col;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
index 4296e551db..57d3695dcd 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballF.glsl
@@ -1,34 +1,34 @@
-/**
+/**
* @file eyeballF.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
* $/LicenseInfo$
*/
-
+
void default_lighting();
-void main()
+void main()
{
- default_lighting();
+ default_lighting();
}
-
+
diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
index 837074f08c..df05473b04 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file eyeballV.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
* $/LicenseInfo$
*/
@@ -41,19 +41,19 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- //transform vertex
- vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
-
- vec3 norm = normalize(normal_matrix * normal);
-
- calcAtmospherics(pos.xyz);
-
- vec4 specular = vec4(1.0);
- vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
- vertex_color = color;
+ //transform vertex
+ vec3 pos = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
+
+ vec4 specular = vec4(1.0);
+ vec4 color = calcLightingSpecular(pos, norm, diffuse_color, specular);
+ vertex_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
index 0817076dd5..67f84ecaec 100644
--- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
+++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl
@@ -1,66 +1,66 @@
-/**
+/**
* @file objectSkinV.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
* $/LicenseInfo$
*/
-in vec4 weight4;
+in vec4 weight4;
uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT];
mat4 getObjectSkinnedTransform()
{
- int i;
-
- vec4 w = fract(weight4);
- vec4 index = floor(weight4);
-
+ int i;
+
+ vec4 w = fract(weight4);
+ vec4 index = floor(weight4);
+
index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1));
index = max(index, vec4( 0.0));
w *= 1.0/(w.x+w.y+w.z+w.w);
-
- int i1 = int(index.x);
- int i2 = int(index.y);
- int i3 = int(index.z);
- int i4 = int(index.w);
- mat3 mat = mat3(matrixPalette[i1])*w.x;
- mat += mat3(matrixPalette[i2])*w.y;
- mat += mat3(matrixPalette[i3])*w.z;
- mat += mat3(matrixPalette[i4])*w.w;
+ int i1 = int(index.x);
+ int i2 = int(index.y);
+ int i3 = int(index.z);
+ int i4 = int(index.w);
+
+ mat3 mat = mat3(matrixPalette[i1])*w.x;
+ mat += mat3(matrixPalette[i2])*w.y;
+ mat += mat3(matrixPalette[i3])*w.z;
+ mat += mat3(matrixPalette[i4])*w.w;
+
+ vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
+ trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
+ trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
+ trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w;
- vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
- trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
- trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
- trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w;
+ mat4 ret;
- mat4 ret;
+ ret[0] = vec4(mat[0], 0);
+ ret[1] = vec4(mat[1], 0);
+ ret[2] = vec4(mat[2], 0);
+ ret[3] = vec4(trans, 1.0);
- ret[0] = vec4(mat[0], 0);
- ret[1] = vec4(mat[1], 0);
- ret[2] = vec4(mat[2], 0);
- ret[3] = vec4(trans, 1.0);
-
- return ret;
+ return ret;
#ifdef IS_AMD_CARD
// If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
diff --git a/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl
new file mode 100644
index 0000000000..017855325c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/CASF.glsl
@@ -0,0 +1,2556 @@
+/**
+ * @file CASF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifndef A_CPU
+#define A_GPU
+#define A_GLSL
+#define CAS_BETTER_DIAGONALS
+#define CAS_SLOW
+
+out vec4 frag_color;
+in vec2 vary_fragcoord;
+
+uniform sampler2D diffuseRect;
+uniform vec2 out_screen_res;
+uniform uvec4 cas_param_0;
+uniform uvec4 cas_param_1;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+#endif
+
+#ifndef SHADER_PORTABILITY
+//==============================================================================================================================
+//
+// [A] SHADER PORTABILITY 1.20210629
+//
+//==============================================================================================================================
+// FidelityFX Super Resolution Sample
+//
+// Copyright (c) 2021 Advanced Micro Devices, Inc. All rights reserved.
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files(the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions :
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//------------------------------------------------------------------------------------------------------------------------------
+// MIT LICENSE
+// ===========
+// Copyright (c) 2014 Michal Drobot (for concepts used in "FLOAT APPROXIMATIONS").
+// -----------
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
+// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
+// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
+// Software is furnished to do so, subject to the following conditions:
+// -----------
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
+// Software.
+// -----------
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
+// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//------------------------------------------------------------------------------------------------------------------------------
+#define A_2PI 6.28318530718
+#ifdef A_CPU
+ // Supporting user defined overrides.
+ #ifndef A_RESTRICT
+ #define A_RESTRICT __restrict
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifndef A_STATIC
+ #define A_STATIC static
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ // Same types across CPU and GPU.
+ // Predicate uses 32-bit integer (C friendly bool).
+ typedef uint32_t AP1;
+ typedef float AF1;
+ typedef double AD1;
+ typedef uint8_t AB1;
+ typedef uint16_t AW1;
+ typedef uint32_t AU1;
+ typedef uint64_t AL1;
+ typedef int8_t ASB1;
+ typedef int16_t ASW1;
+ typedef int32_t ASU1;
+ typedef int64_t ASL1;
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AD1_(a) ((AD1)(a))
+ #define AF1_(a) ((AF1)(a))
+ #define AL1_(a) ((AL1)(a))
+ #define AU1_(a) ((AU1)(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASL1_(a) ((ASL1)(a))
+ #define ASU1_(a) ((ASU1)(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;}
+//------------------------------------------------------------------------------------------------------------------------------
+ #define A_TRUE 1
+ #define A_FALSE 0
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+// CPU/GPU PORTING
+//
+//------------------------------------------------------------------------------------------------------------------------------
+// Get CPU and GPU to share all setup code, without duplicate code paths.
+// This uses a lower-case prefix for special vector constructs.
+// - In C restrict pointers are used.
+// - In the shading language, in/inout/out arguments are used.
+// This depends on the ability to access a vector value in both languages via array syntax (aka color[2]).
+//==============================================================================================================================
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
+//==============================================================================================================================
+ #define retAD2 AD1 *A_RESTRICT
+ #define retAD3 AD1 *A_RESTRICT
+ #define retAD4 AD1 *A_RESTRICT
+ #define retAF2 AF1 *A_RESTRICT
+ #define retAF3 AF1 *A_RESTRICT
+ #define retAF4 AF1 *A_RESTRICT
+ #define retAL2 AL1 *A_RESTRICT
+ #define retAL3 AL1 *A_RESTRICT
+ #define retAL4 AL1 *A_RESTRICT
+ #define retAU2 AU1 *A_RESTRICT
+ #define retAU3 AU1 *A_RESTRICT
+ #define retAU4 AU1 *A_RESTRICT
+//------------------------------------------------------------------------------------------------------------------------------
+ #define inAD2 AD1 *A_RESTRICT
+ #define inAD3 AD1 *A_RESTRICT
+ #define inAD4 AD1 *A_RESTRICT
+ #define inAF2 AF1 *A_RESTRICT
+ #define inAF3 AF1 *A_RESTRICT
+ #define inAF4 AF1 *A_RESTRICT
+ #define inAL2 AL1 *A_RESTRICT
+ #define inAL3 AL1 *A_RESTRICT
+ #define inAL4 AL1 *A_RESTRICT
+ #define inAU2 AU1 *A_RESTRICT
+ #define inAU3 AU1 *A_RESTRICT
+ #define inAU4 AU1 *A_RESTRICT
+//------------------------------------------------------------------------------------------------------------------------------
+ #define inoutAD2 AD1 *A_RESTRICT
+ #define inoutAD3 AD1 *A_RESTRICT
+ #define inoutAD4 AD1 *A_RESTRICT
+ #define inoutAF2 AF1 *A_RESTRICT
+ #define inoutAF3 AF1 *A_RESTRICT
+ #define inoutAF4 AF1 *A_RESTRICT
+ #define inoutAL2 AL1 *A_RESTRICT
+ #define inoutAL3 AL1 *A_RESTRICT
+ #define inoutAL4 AL1 *A_RESTRICT
+ #define inoutAU2 AU1 *A_RESTRICT
+ #define inoutAU3 AU1 *A_RESTRICT
+ #define inoutAU4 AU1 *A_RESTRICT
+//------------------------------------------------------------------------------------------------------------------------------
+ #define outAD2 AD1 *A_RESTRICT
+ #define outAD3 AD1 *A_RESTRICT
+ #define outAD4 AD1 *A_RESTRICT
+ #define outAF2 AF1 *A_RESTRICT
+ #define outAF3 AF1 *A_RESTRICT
+ #define outAF4 AF1 *A_RESTRICT
+ #define outAL2 AL1 *A_RESTRICT
+ #define outAL3 AL1 *A_RESTRICT
+ #define outAL4 AL1 *A_RESTRICT
+ #define outAU2 AU1 *A_RESTRICT
+ #define outAU3 AU1 *A_RESTRICT
+ #define outAU4 AU1 *A_RESTRICT
+//------------------------------------------------------------------------------------------------------------------------------
+ #define varAD2(x) AD1 x[2]
+ #define varAD3(x) AD1 x[3]
+ #define varAD4(x) AD1 x[4]
+ #define varAF2(x) AF1 x[2]
+ #define varAF3(x) AF1 x[3]
+ #define varAF4(x) AF1 x[4]
+ #define varAL2(x) AL1 x[2]
+ #define varAL3(x) AL1 x[3]
+ #define varAL4(x) AL1 x[4]
+ #define varAU2(x) AU1 x[2]
+ #define varAU3(x) AU1 x[3]
+ #define varAU4(x) AU1 x[4]
+//------------------------------------------------------------------------------------------------------------------------------
+ #define initAD2(x,y) {x,y}
+ #define initAD3(x,y,z) {x,y,z}
+ #define initAD4(x,y,z,w) {x,y,z,w}
+ #define initAF2(x,y) {x,y}
+ #define initAF3(x,y,z) {x,y,z}
+ #define initAF4(x,y,z,w) {x,y,z,w}
+ #define initAL2(x,y) {x,y}
+ #define initAL3(x,y,z) {x,y,z}
+ #define initAL4(x,y,z,w) {x,y,z,w}
+ #define initAU2(x,y) {x,y}
+ #define initAU3(x,y,z) {x,y,z}
+ #define initAU4(x,y,z,w) {x,y,z,w}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// SCALAR RETURN OPS
+//------------------------------------------------------------------------------------------------------------------------------
+// TODO
+// ====
+// - Replace transcendentals with manual versions.
+//==============================================================================================================================
+ #ifdef A_GCC
+ A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);}
+ A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);}
+ A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));}
+ A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_llabs(ASL1_(a)));}
+ #else
+ A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);}
+ A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);}
+ A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));}
+ A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(labs((long)ASL1_(a)));}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);}
+ A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);}
+ #else
+ A_STATIC AD1 ACosD1(AD1 a){return cos(a);}
+ A_STATIC AF1 ACosF1(AF1 a){return cosf(a);}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];}
+ A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
+ A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
+ A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];}
+ A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
+ A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];}
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);}
+ A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);}
+ #else
+ A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);}
+ A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);}
+ A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);}
+ #else
+ A_STATIC AD1 AFloorD1(AD1 a){return floor(a);}
+ A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);}
+ A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);}
+ A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);}
+ #else
+ A_STATIC AD1 ALog2D1(AD1 a){return log2(a);}
+ A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;}
+ A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;}
+ A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;}
+ A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;}
+//------------------------------------------------------------------------------------------------------------------------------
+ // These follow the convention that A integer types don't have signage, until they are operated on.
+ A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;}
+ A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a<b?a:b;}
+ A_STATIC AF1 AMinF1(AF1 a,AF1 b){return a<b?a:b;}
+ A_STATIC AL1 AMinL1(AL1 a,AL1 b){return a<b?a:b;}
+ A_STATIC AU1 AMinU1(AU1 a,AU1 b){return a<b?a:b;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AL1 AMinSL1(AL1 a,AL1 b){return (ASL1_(a)<ASL1_(b))?a:b;}
+ A_STATIC AU1 AMinSU1(AU1 a,AU1 b){return (ASU1_(a)<ASU1_(b))?a:b;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 ARcpD1(AD1 a){return 1.0/a;}
+ A_STATIC AF1 ARcpF1(AF1 a){return 1.0f/a;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AL1 AShrSL1(AL1 a,AL1 b){return AL1_(ASL1_(a)>>ASL1_(b));}
+ A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));}
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);}
+ A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);}
+ #else
+ A_STATIC AD1 ASinD1(AD1 a){return sin(a);}
+ A_STATIC AF1 ASinF1(AF1 a){return sinf(a);}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_GCC
+ A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);}
+ A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);}
+ #else
+ A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);}
+ A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// SCALAR RETURN OPS - DEPENDENT
+//==============================================================================================================================
+ A_STATIC AD1 AClampD1(AD1 x,AD1 n,AD1 m){return AMaxD1(n,AMinD1(x,m));}
+ A_STATIC AF1 AClampF1(AF1 x,AF1 n,AF1 m){return AMaxF1(n,AMinF1(x,m));}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);}
+ A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));}
+ A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));}
+ A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));}
+ A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// VECTOR OPS
+//------------------------------------------------------------------------------------------------------------------------------
+// These are added as needed for production or prototyping, so not necessarily a complete set.
+// They follow a convention of taking in a destination and also returning the destination value to increase utility.
+//==============================================================================================================================
+ A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;}
+ A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;}
+ A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;}
+ A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;}
+ A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
+ A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
+ A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;}
+ A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;}
+ A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
+ A_STATIC retAD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
+ A_STATIC retAD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;return d;}
+ A_STATIC retAF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;return d;}
+ A_STATIC retAF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]+b;d[1]=a[1]+b;d[2]=a[2]+b;d[3]=a[3]+b;return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;}
+ A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
+ A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;}
+ A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;}
+ A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;}
+ A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;}
+ A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;}
+ A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;}
+ A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;}
+ A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;}
+ A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;}
+ A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;}
+ A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;}
+ A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;}
+ A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;}
+ A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;}
+ A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;}
+ A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;}
+ A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;}
+ A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;}
+ A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
+ A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
+ A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;}
+ A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;}
+ A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
+ A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
+ A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;}
+ A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;}
+ A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;}
+ A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
+ A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;}
+ A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;}
+ A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;}
+//==============================================================================================================================
+ A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;}
+ A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;}
+ A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;}
+ A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;}
+ A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// HALF FLOAT PACKING
+//==============================================================================================================================
+ // Convert float to half (in lower 16-bits of output).
+ // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
+ // Supports denormals.
+ // Conversion rules are to make computations possibly "safer" on the GPU,
+ // -INF & -NaN -> -65504
+ // +INF & +NaN -> +65504
+ A_STATIC AU1 AU1_AH1_AF1(AF1 f){
+ static AW1 base[512]={
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,
+ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100,
+ 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00,
+ 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,
+ 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100,
+ 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00,
+ 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,
+ 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff};
+ static AB1 shift[512]={
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
+ 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
+ 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f,
+ 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,
+ 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,
+ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18};
+ union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Used to output packed constant.
+ A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);}
+#endif
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// GLSL
+//==============================================================================================================================
+#if defined(A_GLSL) && defined(A_GPU)
+ #ifndef A_SKIP_EXT
+ #ifdef A_LONG
+ #extension GL_ARB_gpu_shader_int64:require
+ #extension GL_NV_shader_atomic_int64:require
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ #ifdef A_WAVE
+ #extension GL_KHR_shader_subgroup_arithmetic:require
+ #extension GL_KHR_shader_subgroup_ballot:require
+ #extension GL_KHR_shader_subgroup_quad:require
+ #extension GL_KHR_shader_subgroup_shuffle:require
+ #endif
+ #endif
+//==============================================================================================================================
+ #define AP1 bool
+ #define AP2 bvec2
+ #define AP3 bvec3
+ #define AP4 bvec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AF1 float
+ #define AF2 vec2
+ #define AF3 vec3
+ #define AF4 vec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AU1 uint
+ #define AU2 uvec2
+ #define AU3 uvec3
+ #define AU4 uvec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASU1 int
+ #define ASU2 ivec2
+ #define ASU3 ivec3
+ #define ASU4 ivec4
+//==============================================================================================================================
+ #define AF1_AU1(x) uintBitsToFloat(AU1(x))
+ #define AF2_AU2(x) uintBitsToFloat(AU2(x))
+ #define AF3_AU3(x) uintBitsToFloat(AU3(x))
+ #define AF4_AU4(x) uintBitsToFloat(AU4(x))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AU1_AF1(x) floatBitsToUint(AF1(x))
+ #define AU2_AF2(x) floatBitsToUint(AF2(x))
+ #define AU3_AF3(x) floatBitsToUint(AF3(x))
+ #define AU4_AF4(x) floatBitsToUint(AF4(x))
+//==============================================================================================================================
+ AF1 AF1_x(AF1 a){return AF1(a);}
+ AF2 AF2_x(AF1 a){return AF2(a,a);}
+ AF3 AF3_x(AF1 a){return AF3(a,a,a);}
+ AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
+ #define AF1_(a) AF1_x(AF1(a))
+ #define AF2_(a) AF2_x(AF1(a))
+ #define AF3_(a) AF3_x(AF1(a))
+ #define AF4_(a) AF4_x(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AU1_x(AU1 a){return AU1(a);}
+ AU2 AU2_x(AU1 a){return AU2(a,a);}
+ AU3 AU3_x(AU1 a){return AU3(a,a,a);}
+ AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
+ #define AU1_(a) AU1_x(AU1(a))
+ #define AU2_(a) AU2_x(AU1(a))
+ #define AU3_(a) AU3_x(AU1(a))
+ #define AU4_(a) AU4_x(AU1(a))
+//==============================================================================================================================
+ AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
+ AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
+ AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
+ AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));}
+ AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
+ // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<<bits)-1', and 'bits' needs to be an immediate.
+ AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){return bitfieldInsert(src,ins,0,ASU1(bits));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // V_MED3_F32.
+ AF1 AClampF1(AF1 x,AF1 n,AF1 m){return clamp(x,n,m);}
+ AF2 AClampF2(AF2 x,AF2 n,AF2 m){return clamp(x,n,m);}
+ AF3 AClampF3(AF3 x,AF3 n,AF3 m){return clamp(x,n,m);}
+ AF4 AClampF4(AF4 x,AF4 n,AF4 m){return clamp(x,n,m);}
+//------------------------------------------------------------------------------------------------------------------------------
+ // V_FRACT_F32 (note DX frac() is different).
+ AF1 AFractF1(AF1 x){return fract(x);}
+ AF2 AFractF2(AF2 x){return fract(x);}
+ AF3 AFractF3(AF3 x){return fract(x);}
+ AF4 AFractF4(AF4 x){return fract(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return mix(x,y,a);}
+ AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return mix(x,y,a);}
+ AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return mix(x,y,a);}
+ AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return mix(x,y,a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ // V_MAX3_F32.
+ AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
+ AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
+ AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
+ AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
+ AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
+ AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
+ AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
+ AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
+ AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
+ AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
+ AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
+ AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
+ AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Clamp has an easier pattern match for med3 when some ordering is known.
+ // V_MED3_F32.
+ AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
+ AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
+ AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
+ AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // V_MIN3_F32.
+ AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
+ AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
+ AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
+ AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
+ AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
+ AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
+ AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
+ AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
+ AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
+ AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
+ AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
+ AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
+ AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
+ // V_COS_F32.
+ AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
+ AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
+ AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
+ AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Normalized trig. Valid input domain is {-256 to +256}. No GLSL compiler intrinsic exists to map to this currently.
+ // V_SIN_F32.
+ AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
+ AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
+ AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
+ AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ARcpF1(AF1 x){return AF1_(1.0)/x;}
+ AF2 ARcpF2(AF2 x){return AF2_(1.0)/x;}
+ AF3 ARcpF3(AF3 x){return AF3_(1.0)/x;}
+ AF4 ARcpF4(AF4 x){return AF4_(1.0)/x;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ARsqF1(AF1 x){return AF1_(1.0)/sqrt(x);}
+ AF2 ARsqF2(AF2 x){return AF2_(1.0)/sqrt(x);}
+ AF3 ARsqF3(AF3 x){return AF3_(1.0)/sqrt(x);}
+ AF4 ARsqF4(AF4 x){return AF4_(1.0)/sqrt(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ASatF1(AF1 x){return clamp(x,AF1_(0.0),AF1_(1.0));}
+ AF2 ASatF2(AF2 x){return clamp(x,AF2_(0.0),AF2_(1.0));}
+ AF3 ASatF3(AF3 x){return clamp(x,AF3_(0.0),AF3_(1.0));}
+ AF4 ASatF4(AF4 x){return clamp(x,AF4_(0.0),AF4_(1.0));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
+ AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
+ AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
+ AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// GLSL BYTE
+//==============================================================================================================================
+ #ifdef A_BYTE
+ #define AB1 uint8_t
+ #define AB2 u8vec2
+ #define AB3 u8vec3
+ #define AB4 u8vec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASB1 int8_t
+ #define ASB2 i8vec2
+ #define ASB3 i8vec3
+ #define ASB4 i8vec4
+//------------------------------------------------------------------------------------------------------------------------------
+ AB1 AB1_x(AB1 a){return AB1(a);}
+ AB2 AB2_x(AB1 a){return AB2(a,a);}
+ AB3 AB3_x(AB1 a){return AB3(a,a,a);}
+ AB4 AB4_x(AB1 a){return AB4(a,a,a,a);}
+ #define AB1_(a) AB1_x(AB1(a))
+ #define AB2_(a) AB2_x(AB1(a))
+ #define AB3_(a) AB3_x(AB1(a))
+ #define AB4_(a) AB4_x(AB1(a))
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// GLSL DOUBLE
+//==============================================================================================================================
+ #ifdef A_DUBL
+ #define AD1 double
+ #define AD2 dvec2
+ #define AD3 dvec3
+ #define AD4 dvec4
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 AD1_x(AD1 a){return AD1(a);}
+ AD2 AD2_x(AD1 a){return AD2(a,a);}
+ AD3 AD3_x(AD1 a){return AD3(a,a,a);}
+ AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
+ #define AD1_(a) AD1_x(AD1(a))
+ #define AD2_(a) AD2_x(AD1(a))
+ #define AD3_(a) AD3_x(AD1(a))
+ #define AD4_(a) AD4_x(AD1(a))
+//==============================================================================================================================
+ AD1 AFractD1(AD1 x){return fract(x);}
+ AD2 AFractD2(AD2 x){return fract(x);}
+ AD3 AFractD3(AD3 x){return fract(x);}
+ AD4 AFractD4(AD4 x){return fract(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);}
+ AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);}
+ AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);}
+ AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;}
+ AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;}
+ AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;}
+ AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);}
+ AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);}
+ AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);}
+ AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));}
+ AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));}
+ AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));}
+ AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// GLSL LONG
+//==============================================================================================================================
+ #ifdef A_LONG
+ #define AL1 uint64_t
+ #define AL2 u64vec2
+ #define AL3 u64vec3
+ #define AL4 u64vec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASL1 int64_t
+ #define ASL2 i64vec2
+ #define ASL3 i64vec3
+ #define ASL4 i64vec4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AL1_AU2(x) packUint2x32(AU2(x))
+ #define AU2_AL1(x) unpackUint2x32(AL1(x))
+//------------------------------------------------------------------------------------------------------------------------------
+ AL1 AL1_x(AL1 a){return AL1(a);}
+ AL2 AL2_x(AL1 a){return AL2(a,a);}
+ AL3 AL3_x(AL1 a){return AL3(a,a,a);}
+ AL4 AL4_x(AL1 a){return AL4(a,a,a,a);}
+ #define AL1_(a) AL1_x(AL1(a))
+ #define AL2_(a) AL2_x(AL1(a))
+ #define AL3_(a) AL3_x(AL1(a))
+ #define AL4_(a) AL4_x(AL1(a))
+//==============================================================================================================================
+ AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));}
+ AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));}
+ AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));}
+ AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));}
+ AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));}
+ AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));}
+ AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));}
+ AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));}
+ AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));}
+ AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// WAVE OPERATIONS
+//==============================================================================================================================
+ #ifdef A_WAVE
+ // Where 'x' must be a compile time literal.
+ AF1 AWaveXorF1(AF1 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AF2 AWaveXorF2(AF2 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AF3 AWaveXorF3(AF3 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AF4 AWaveXorF4(AF4 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AU1 AWaveXorU1(AU1 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AU2 AWaveXorU2(AU2 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AU3 AWaveXorU3(AU3 v,AU1 x){return subgroupShuffleXor(v,x);}
+ AU4 AWaveXorU4(AU4 v,AU1 x){return subgroupShuffleXor(v,x);}
+ #endif
+//==============================================================================================================================
+#endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+//
+// HLSL
+//
+//
+//==============================================================================================================================
+#if defined(A_HLSL) && defined(A_GPU)
+ #ifdef A_HLSL_6_2
+ #define AP1 bool
+ #define AP2 bool2
+ #define AP3 bool3
+ #define AP4 bool4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AF1 float32_t
+ #define AF2 float32_t2
+ #define AF3 float32_t3
+ #define AF4 float32_t4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AU1 uint32_t
+ #define AU2 uint32_t2
+ #define AU3 uint32_t3
+ #define AU4 uint32_t4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASU1 int32_t
+ #define ASU2 int32_t2
+ #define ASU3 int32_t3
+ #define ASU4 int32_t4
+ #else
+ #define AP1 bool
+ #define AP2 bool2
+ #define AP3 bool3
+ #define AP4 bool4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AF1 float
+ #define AF2 float2
+ #define AF3 float3
+ #define AF4 float4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AU1 uint
+ #define AU2 uint2
+ #define AU3 uint3
+ #define AU4 uint4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASU1 int
+ #define ASU2 int2
+ #define ASU3 int3
+ #define ASU4 int4
+ #endif
+//==============================================================================================================================
+ #define AF1_AU1(x) asfloat(AU1(x))
+ #define AF2_AU2(x) asfloat(AU2(x))
+ #define AF3_AU3(x) asfloat(AU3(x))
+ #define AF4_AU4(x) asfloat(AU4(x))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AU1_AF1(x) asuint(AF1(x))
+ #define AU2_AF2(x) asuint(AF2(x))
+ #define AU3_AF3(x) asuint(AF3(x))
+ #define AU4_AF4(x) asuint(AF4(x))
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AU1_AH1_AF1_x(AF1 a){return f32tof16(a);}
+ #define AU1_AH1_AF1(a) AU1_AH1_AF1_x(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);}
+ #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a))
+ #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x))
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));}
+ #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x))
+//==============================================================================================================================
+ AF1 AF1_x(AF1 a){return AF1(a);}
+ AF2 AF2_x(AF1 a){return AF2(a,a);}
+ AF3 AF3_x(AF1 a){return AF3(a,a,a);}
+ AF4 AF4_x(AF1 a){return AF4(a,a,a,a);}
+ #define AF1_(a) AF1_x(AF1(a))
+ #define AF2_(a) AF2_x(AF1(a))
+ #define AF3_(a) AF3_x(AF1(a))
+ #define AF4_(a) AF4_x(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AU1_x(AU1 a){return AU1(a);}
+ AU2 AU2_x(AU1 a){return AU2(a,a);}
+ AU3 AU3_x(AU1 a){return AU3(a,a,a);}
+ AU4 AU4_x(AU1 a){return AU4(a,a,a,a);}
+ #define AU1_(a) AU1_x(AU1(a))
+ #define AU2_(a) AU2_x(AU1(a))
+ #define AU3_(a) AU3_x(AU1(a))
+ #define AU4_(a) AU4_x(AU1(a))
+//==============================================================================================================================
+ AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));}
+ AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));}
+ AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));}
+ AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1u<<bits)-1;return (src>>off)&mask;}
+ AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));}
+ AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1u<<bits)-1;return (ins&mask)|(src&(~mask));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AClampF1(AF1 x,AF1 n,AF1 m){return max(n,min(x,m));}
+ AF2 AClampF2(AF2 x,AF2 n,AF2 m){return max(n,min(x,m));}
+ AF3 AClampF3(AF3 x,AF3 n,AF3 m){return max(n,min(x,m));}
+ AF4 AClampF4(AF4 x,AF4 n,AF4 m){return max(n,min(x,m));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AFractF1(AF1 x){return x-floor(x);}
+ AF2 AFractF2(AF2 x){return x-floor(x);}
+ AF3 AFractF3(AF3 x){return x-floor(x);}
+ AF4 AFractF4(AF4 x){return x-floor(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ALerpF1(AF1 x,AF1 y,AF1 a){return lerp(x,y,a);}
+ AF2 ALerpF2(AF2 x,AF2 y,AF2 a){return lerp(x,y,a);}
+ AF3 ALerpF3(AF3 x,AF3 y,AF3 a){return lerp(x,y,a);}
+ AF4 ALerpF4(AF4 x,AF4 y,AF4 a){return lerp(x,y,a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AMax3F1(AF1 x,AF1 y,AF1 z){return max(x,max(y,z));}
+ AF2 AMax3F2(AF2 x,AF2 y,AF2 z){return max(x,max(y,z));}
+ AF3 AMax3F3(AF3 x,AF3 y,AF3 z){return max(x,max(y,z));}
+ AF4 AMax3F4(AF4 x,AF4 y,AF4 z){return max(x,max(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMax3SU1(AU1 x,AU1 y,AU1 z){return AU1(max(ASU1(x),max(ASU1(y),ASU1(z))));}
+ AU2 AMax3SU2(AU2 x,AU2 y,AU2 z){return AU2(max(ASU2(x),max(ASU2(y),ASU2(z))));}
+ AU3 AMax3SU3(AU3 x,AU3 y,AU3 z){return AU3(max(ASU3(x),max(ASU3(y),ASU3(z))));}
+ AU4 AMax3SU4(AU4 x,AU4 y,AU4 z){return AU4(max(ASU4(x),max(ASU4(y),ASU4(z))));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMax3U1(AU1 x,AU1 y,AU1 z){return max(x,max(y,z));}
+ AU2 AMax3U2(AU2 x,AU2 y,AU2 z){return max(x,max(y,z));}
+ AU3 AMax3U3(AU3 x,AU3 y,AU3 z){return max(x,max(y,z));}
+ AU4 AMax3U4(AU4 x,AU4 y,AU4 z){return max(x,max(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMaxSU1(AU1 a,AU1 b){return AU1(max(ASU1(a),ASU1(b)));}
+ AU2 AMaxSU2(AU2 a,AU2 b){return AU2(max(ASU2(a),ASU2(b)));}
+ AU3 AMaxSU3(AU3 a,AU3 b){return AU3(max(ASU3(a),ASU3(b)));}
+ AU4 AMaxSU4(AU4 a,AU4 b){return AU4(max(ASU4(a),ASU4(b)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AMed3F1(AF1 x,AF1 y,AF1 z){return max(min(x,y),min(max(x,y),z));}
+ AF2 AMed3F2(AF2 x,AF2 y,AF2 z){return max(min(x,y),min(max(x,y),z));}
+ AF3 AMed3F3(AF3 x,AF3 y,AF3 z){return max(min(x,y),min(max(x,y),z));}
+ AF4 AMed3F4(AF4 x,AF4 y,AF4 z){return max(min(x,y),min(max(x,y),z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AMin3F1(AF1 x,AF1 y,AF1 z){return min(x,min(y,z));}
+ AF2 AMin3F2(AF2 x,AF2 y,AF2 z){return min(x,min(y,z));}
+ AF3 AMin3F3(AF3 x,AF3 y,AF3 z){return min(x,min(y,z));}
+ AF4 AMin3F4(AF4 x,AF4 y,AF4 z){return min(x,min(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMin3SU1(AU1 x,AU1 y,AU1 z){return AU1(min(ASU1(x),min(ASU1(y),ASU1(z))));}
+ AU2 AMin3SU2(AU2 x,AU2 y,AU2 z){return AU2(min(ASU2(x),min(ASU2(y),ASU2(z))));}
+ AU3 AMin3SU3(AU3 x,AU3 y,AU3 z){return AU3(min(ASU3(x),min(ASU3(y),ASU3(z))));}
+ AU4 AMin3SU4(AU4 x,AU4 y,AU4 z){return AU4(min(ASU4(x),min(ASU4(y),ASU4(z))));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMin3U1(AU1 x,AU1 y,AU1 z){return min(x,min(y,z));}
+ AU2 AMin3U2(AU2 x,AU2 y,AU2 z){return min(x,min(y,z));}
+ AU3 AMin3U3(AU3 x,AU3 y,AU3 z){return min(x,min(y,z));}
+ AU4 AMin3U4(AU4 x,AU4 y,AU4 z){return min(x,min(y,z));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AMinSU1(AU1 a,AU1 b){return AU1(min(ASU1(a),ASU1(b)));}
+ AU2 AMinSU2(AU2 a,AU2 b){return AU2(min(ASU2(a),ASU2(b)));}
+ AU3 AMinSU3(AU3 a,AU3 b){return AU3(min(ASU3(a),ASU3(b)));}
+ AU4 AMinSU4(AU4 a,AU4 b){return AU4(min(ASU4(a),ASU4(b)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ANCosF1(AF1 x){return cos(x*AF1_(A_2PI));}
+ AF2 ANCosF2(AF2 x){return cos(x*AF2_(A_2PI));}
+ AF3 ANCosF3(AF3 x){return cos(x*AF3_(A_2PI));}
+ AF4 ANCosF4(AF4 x){return cos(x*AF4_(A_2PI));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ANSinF1(AF1 x){return sin(x*AF1_(A_2PI));}
+ AF2 ANSinF2(AF2 x){return sin(x*AF2_(A_2PI));}
+ AF3 ANSinF3(AF3 x){return sin(x*AF3_(A_2PI));}
+ AF4 ANSinF4(AF4 x){return sin(x*AF4_(A_2PI));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ARcpF1(AF1 x){return rcp(x);}
+ AF2 ARcpF2(AF2 x){return rcp(x);}
+ AF3 ARcpF3(AF3 x){return rcp(x);}
+ AF4 ARcpF4(AF4 x){return rcp(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ARsqF1(AF1 x){return rsqrt(x);}
+ AF2 ARsqF2(AF2 x){return rsqrt(x);}
+ AF3 ARsqF3(AF3 x){return rsqrt(x);}
+ AF4 ARsqF4(AF4 x){return rsqrt(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ASatF1(AF1 x){return saturate(x);}
+ AF2 ASatF2(AF2 x){return saturate(x);}
+ AF3 ASatF3(AF3 x){return saturate(x);}
+ AF4 ASatF4(AF4 x){return saturate(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AShrSU1(AU1 a,AU1 b){return AU1(ASU1(a)>>ASU1(b));}
+ AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));}
+ AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));}
+ AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// HLSL BYTE
+//==============================================================================================================================
+ #ifdef A_BYTE
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// HLSL DOUBLE
+//==============================================================================================================================
+ #ifdef A_DUBL
+ #ifdef A_HLSL_6_2
+ #define AD1 float64_t
+ #define AD2 float64_t2
+ #define AD3 float64_t3
+ #define AD4 float64_t4
+ #else
+ #define AD1 double
+ #define AD2 double2
+ #define AD3 double3
+ #define AD4 double4
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 AD1_x(AD1 a){return AD1(a);}
+ AD2 AD2_x(AD1 a){return AD2(a,a);}
+ AD3 AD3_x(AD1 a){return AD3(a,a,a);}
+ AD4 AD4_x(AD1 a){return AD4(a,a,a,a);}
+ #define AD1_(a) AD1_x(AD1(a))
+ #define AD2_(a) AD2_x(AD1(a))
+ #define AD3_(a) AD3_x(AD1(a))
+ #define AD4_(a) AD4_x(AD1(a))
+//==============================================================================================================================
+ AD1 AFractD1(AD1 a){return a-floor(a);}
+ AD2 AFractD2(AD2 a){return a-floor(a);}
+ AD3 AFractD3(AD3 a){return a-floor(a);}
+ AD4 AFractD4(AD4 a){return a-floor(a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);}
+ AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);}
+ AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);}
+ AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ARcpD1(AD1 x){return rcp(x);}
+ AD2 ARcpD2(AD2 x){return rcp(x);}
+ AD3 ARcpD3(AD3 x){return rcp(x);}
+ AD4 ARcpD4(AD4 x){return rcp(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ARsqD1(AD1 x){return rsqrt(x);}
+ AD2 ARsqD2(AD2 x){return rsqrt(x);}
+ AD3 ARsqD3(AD3 x){return rsqrt(x);}
+ AD4 ARsqD4(AD4 x){return rsqrt(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD1 ASatD1(AD1 x){return saturate(x);}
+ AD2 ASatD2(AD2 x){return saturate(x);}
+ AD3 ASatD3(AD3 x){return saturate(x);}
+ AD4 ASatD4(AD4 x){return saturate(x);}
+ #endif
+//==============================================================================================================================
+// HLSL WAVE
+//==============================================================================================================================
+ #ifdef A_WAVE
+ // Where 'x' must be a compile time literal.
+ AF1 AWaveXorF1(AF1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AF2 AWaveXorF2(AF2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AF3 AWaveXorF3(AF3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AF4 AWaveXorF4(AF4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AU1 AWaveXorU1(AU1 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AU2 AWaveXorU1(AU2 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AU3 AWaveXorU1(AU3 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ AU4 AWaveXorU1(AU4 v,AU1 x){return WaveReadLaneAt(v,WaveGetLaneIndex()^x);}
+ #endif
+//==============================================================================================================================
+#endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+//
+// GPU COMMON
+//
+//
+//==============================================================================================================================
+#ifdef A_GPU
+ // Negative and positive infinity.
+ #define A_INFP_F AF1_AU1(0x7f800000u)
+ #define A_INFN_F AF1_AU1(0xff800000u)
+//------------------------------------------------------------------------------------------------------------------------------
+ // Copy sign from 's' to positive 'd'.
+ AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));}
+ AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));}
+ AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));}
+ AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Single operation to return (useful to create a mask to use in lerp for branch free logic),
+ // m=NaN := 0
+ // m>=0 := 0
+ // m<0 := 1
+ // Uses the following useful floating point logic,
+ // saturate(+a*(-INF)==-INF) := 0
+ // saturate( 0*(-INF)== NaN) := 0
+ // saturate(-a*(-INF)==+INF) := 1
+ AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));}
+ AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));}
+ AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));}
+ AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));}
+//------------------------------------------------------------------------------------------------------------------------------
+// #2744 avoid constant overflow AF1 AGtZeroF1(AF1 m){return ASatF1(m*AF1_(A_INFP_F));}
+ AF2 AGtZeroF2(AF2 m){return ASatF2(m*AF2_(A_INFP_F));}
+ AF3 AGtZeroF3(AF3 m){return ASatF3(m*AF3_(A_INFP_F));}
+ AF4 AGtZeroF4(AF4 m){return ASatF4(m*AF4_(A_INFP_F));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// [FIS] FLOAT INTEGER SORTABLE
+//------------------------------------------------------------------------------------------------------------------------------
+// Float to integer sortable.
+// - If sign bit=0, flip the sign bit (positives).
+// - If sign bit=1, flip all bits (negatives).
+// Integer sortable to float.
+// - If sign bit=1, flip the sign bit (positives).
+// - If sign bit=0, flip all bits (negatives).
+// Has nice side effects.
+// - Larger integers are more positive values.
+// - Float zero is mapped to center of integers (so clear to integer zero is a nice default for atomic max usage).
+// Burns 3 ops for conversion {shift,or,xor}.
+//==============================================================================================================================
+ AU1 AFisToU1(AU1 x){return x^(( AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
+ AU1 AFisFromU1(AU1 x){return x^((~AShrSU1(x,AU1_(31)))|AU1_(0x80000000));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Just adjust high 16-bit value (useful when upper part of 32-bit word is a 16-bit float value).
+ AU1 AFisToHiU1(AU1 x){return x^(( AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
+ AU1 AFisFromHiU1(AU1 x){return x^((~AShrSU1(x,AU1_(15)))|AU1_(0x80000000));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// [BUC] BYTE UNSIGNED CONVERSION
+//------------------------------------------------------------------------------------------------------------------------------
+// Designed to use the optimal conversion, enables the scaling to possibly be factored into other computation.
+// Works on a range of {0 to A_BUC_<32,16>}, for <32-bit, and 16-bit> respectively.
+//------------------------------------------------------------------------------------------------------------------------------
+// OPCODE NOTES
+// ============
+// GCN does not do UNORM or SNORM for bytes in opcodes.
+// - V_CVT_F32_UBYTE{0,1,2,3} - Unsigned byte to float.
+// - V_CVT_PKACC_U8_F32 - Float to unsigned byte (does bit-field insert into 32-bit integer).
+// V_PERM_B32 does byte packing with ability to zero fill bytes as well.
+// - Can pull out byte values from two sources, and zero fill upper 8-bits of packed hi and lo.
+//------------------------------------------------------------------------------------------------------------------------------
+// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U1() - Designed for V_CVT_F32_UBYTE* and V_CVT_PKACCUM_U8_F32 ops.
+// ==== =====
+// 0 : 0
+// 1 : 1
+// ...
+// 255 : 255
+// : 256 (just outside the encoding range)
+//------------------------------------------------------------------------------------------------------------------------------
+// BYTE : FLOAT - ABuc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
+// ==== =====
+// 0 : 0
+// 1 : 1/512
+// 2 : 1/256
+// ...
+// 64 : 1/8
+// 128 : 1/4
+// 255 : 255/512
+// : 1/2 (just outside the encoding range)
+//------------------------------------------------------------------------------------------------------------------------------
+// OPTIMAL IMPLEMENTATIONS ON AMD ARCHITECTURES
+// ============================================
+// r=ABuc0FromU1(i)
+// V_CVT_F32_UBYTE0 r,i
+// --------------------------------------------
+// r=ABuc0ToU1(d,i)
+// V_CVT_PKACCUM_U8_F32 r,i,0,d
+// --------------------------------------------
+// d=ABuc0FromU2(i)
+// Where 'k0' is an SGPR with 0x0E0A
+// Where 'k1' is an SGPR with {32768.0} packed into the lower 16-bits
+// V_PERM_B32 d,i.x,i.y,k0
+// V_PK_FMA_F16 d,d,k1.x,0
+// --------------------------------------------
+// r=ABuc0ToU2(d,i)
+// Where 'k0' is an SGPR with {1.0/32768.0} packed into the lower 16-bits
+// Where 'k1' is an SGPR with 0x????
+// Where 'k2' is an SGPR with 0x????
+// V_PK_FMA_F16 i,i,k0.x,0
+// V_PERM_B32 r.x,i,i,k1
+// V_PERM_B32 r.y,i,i,k2
+//==============================================================================================================================
+ // Peak range for 32-bit and 16-bit operations.
+ #define A_BUC_32 (255.0)
+ #define A_BUC_16 (255.0/512.0)
+//==============================================================================================================================
+ #if 1
+ // Designed to be one V_CVT_PKACCUM_U8_F32.
+ // The extra min is required to pattern match to V_CVT_PKACCUM_U8_F32.
+ AU1 ABuc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i),255u) )&(0x000000ffu));}
+ AU1 ABuc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i),255u)<< 8)&(0x0000ff00u));}
+ AU1 ABuc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i),255u)<<16)&(0x00ff0000u));}
+ AU1 ABuc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i),255u)<<24)&(0xff000000u));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Designed to be one V_CVT_F32_UBYTE*.
+ AF1 ABuc0FromU1(AU1 i){return AF1((i )&255u);}
+ AF1 ABuc1FromU1(AU1 i){return AF1((i>> 8)&255u);}
+ AF1 ABuc2FromU1(AU1 i){return AF1((i>>16)&255u);}
+ AF1 ABuc3FromU1(AU1 i){return AF1((i>>24)&255u);}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// [BSC] BYTE SIGNED CONVERSION
+//------------------------------------------------------------------------------------------------------------------------------
+// Similar to [BUC].
+// Works on a range of {-/+ A_BSC_<32,16>}, for <32-bit, and 16-bit> respectively.
+//------------------------------------------------------------------------------------------------------------------------------
+// ENCODING (without zero-based encoding)
+// ========
+// 0 = unused (can be used to mean something else)
+// 1 = lowest value
+// 128 = exact zero center (zero based encoding
+// 255 = highest value
+//------------------------------------------------------------------------------------------------------------------------------
+// Zero-based [Zb] flips the MSB bit of the byte (making 128 "exact zero" actually zero).
+// This is useful if there is a desire for cleared values to decode as zero.
+//------------------------------------------------------------------------------------------------------------------------------
+// BYTE : FLOAT - ABsc{0,1,2,3}{To,From}U2() - Designed for 16-bit denormal tricks and V_PERM_B32.
+// ==== =====
+// 0 : -127/512 (unused)
+// 1 : -126/512
+// 2 : -125/512
+// ...
+// 128 : 0
+// ...
+// 255 : 127/512
+// : 1/4 (just outside the encoding range)
+//==============================================================================================================================
+ // Peak range for 32-bit and 16-bit operations.
+ #define A_BSC_32 (127.0)
+ #define A_BSC_16 (127.0/512.0)
+//==============================================================================================================================
+ #if 1
+ AU1 ABsc0ToU1(AU1 d,AF1 i){return (d&0xffffff00u)|((min(AU1(i+128.0),255u) )&(0x000000ffu));}
+ AU1 ABsc1ToU1(AU1 d,AF1 i){return (d&0xffff00ffu)|((min(AU1(i+128.0),255u)<< 8)&(0x0000ff00u));}
+ AU1 ABsc2ToU1(AU1 d,AF1 i){return (d&0xff00ffffu)|((min(AU1(i+128.0),255u)<<16)&(0x00ff0000u));}
+ AU1 ABsc3ToU1(AU1 d,AF1 i){return (d&0x00ffffffu)|((min(AU1(i+128.0),255u)<<24)&(0xff000000u));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 ABsc0ToZbU1(AU1 d,AF1 i){return ((d&0xffffff00u)|((min(AU1(trunc(i)+128.0),255u) )&(0x000000ffu)))^0x00000080u;}
+ AU1 ABsc1ToZbU1(AU1 d,AF1 i){return ((d&0xffff00ffu)|((min(AU1(trunc(i)+128.0),255u)<< 8)&(0x0000ff00u)))^0x00008000u;}
+ AU1 ABsc2ToZbU1(AU1 d,AF1 i){return ((d&0xff00ffffu)|((min(AU1(trunc(i)+128.0),255u)<<16)&(0x00ff0000u)))^0x00800000u;}
+ AU1 ABsc3ToZbU1(AU1 d,AF1 i){return ((d&0x00ffffffu)|((min(AU1(trunc(i)+128.0),255u)<<24)&(0xff000000u)))^0x80000000u;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ABsc0FromU1(AU1 i){return AF1((i )&255u)-128.0;}
+ AF1 ABsc1FromU1(AU1 i){return AF1((i>> 8)&255u)-128.0;}
+ AF1 ABsc2FromU1(AU1 i){return AF1((i>>16)&255u)-128.0;}
+ AF1 ABsc3FromU1(AU1 i){return AF1((i>>24)&255u)-128.0;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ABsc0FromZbU1(AU1 i){return AF1(((i )&255u)^0x80u)-128.0;}
+ AF1 ABsc1FromZbU1(AU1 i){return AF1(((i>> 8)&255u)^0x80u)-128.0;}
+ AF1 ABsc2FromZbU1(AU1 i){return AF1(((i>>16)&255u)^0x80u)-128.0;}
+ AF1 ABsc3FromZbU1(AU1 i){return AF1(((i>>24)&255u)^0x80u)-128.0;}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// FLOAT APPROXIMATIONS
+//------------------------------------------------------------------------------------------------------------------------------
+// Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN",
+// - Idea dates back to SGI, then to Quake 3, etc.
+// - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf
+// - sqrt(x)=rsqrt(x)*x
+// - rcp(x)=rsqrt(x)*rsqrt(x) for positive x
+// - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h
+//------------------------------------------------------------------------------------------------------------------------------
+// These below are from perhaps less complete searching for optimal.
+// Used FP16 normal range for testing with +4096 32-bit step size for sampling error.
+// So these match up well with the half approximations.
+//==============================================================================================================================
+ AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));}
+ AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));}
+ AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));}
+ AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 APrxLoSqrtF2(AF2 a){return AF2_AU2((AU2_AF2(a)>>AU2_(1))+AU2_(0x1fbc4639));}
+ AF2 APrxLoRcpF2(AF2 a){return AF2_AU2(AU2_(0x7ef07ebb)-AU2_AF2(a));}
+ AF2 APrxMedRcpF2(AF2 a){AF2 b=AF2_AU2(AU2_(0x7ef19fff)-AU2_AF2(a));return b*(-b*a+AF2_(2.0));}
+ AF2 APrxLoRsqF2(AF2 a){return AF2_AU2(AU2_(0x5f347d74)-(AU2_AF2(a)>>AU2_(1)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF3 APrxLoSqrtF3(AF3 a){return AF3_AU3((AU3_AF3(a)>>AU3_(1))+AU3_(0x1fbc4639));}
+ AF3 APrxLoRcpF3(AF3 a){return AF3_AU3(AU3_(0x7ef07ebb)-AU3_AF3(a));}
+ AF3 APrxMedRcpF3(AF3 a){AF3 b=AF3_AU3(AU3_(0x7ef19fff)-AU3_AF3(a));return b*(-b*a+AF3_(2.0));}
+ AF3 APrxLoRsqF3(AF3 a){return AF3_AU3(AU3_(0x5f347d74)-(AU3_AF3(a)>>AU3_(1)));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF4 APrxLoSqrtF4(AF4 a){return AF4_AU4((AU4_AF4(a)>>AU4_(1))+AU4_(0x1fbc4639));}
+ AF4 APrxLoRcpF4(AF4 a){return AF4_AU4(AU4_(0x7ef07ebb)-AU4_AF4(a));}
+ AF4 APrxMedRcpF4(AF4 a){AF4 b=AF4_AU4(AU4_(0x7ef19fff)-AU4_AF4(a));return b*(-b*a+AF4_(2.0));}
+ AF4 APrxLoRsqF4(AF4 a){return AF4_AU4(AU4_(0x5f347d74)-(AU4_AF4(a)>>AU4_(1)));}
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// PQ APPROXIMATIONS
+//------------------------------------------------------------------------------------------------------------------------------
+// PQ is very close to x^(1/8). The functions below Use the fast float approximation method to do
+// PQ<~>Gamma2 (4th power and fast 4th root) and PQ<~>Linear (8th power and fast 8th root). Maximum error is ~0.2%.
+//==============================================================================================================================
+// Helpers
+ AF1 Quart(AF1 a) { a = a * a; return a * a;}
+ AF1 Oct(AF1 a) { a = a * a; a = a * a; return a * a; }
+ AF2 Quart(AF2 a) { a = a * a; return a * a; }
+ AF2 Oct(AF2 a) { a = a * a; a = a * a; return a * a; }
+ AF3 Quart(AF3 a) { a = a * a; return a * a; }
+ AF3 Oct(AF3 a) { a = a * a; a = a * a; return a * a; }
+ AF4 Quart(AF4 a) { a = a * a; return a * a; }
+ AF4 Oct(AF4 a) { a = a * a; a = a * a; return a * a; }
+ //------------------------------------------------------------------------------------------------------------------------------
+ AF1 APrxPQToGamma2(AF1 a) { return Quart(a); }
+ AF1 APrxPQToLinear(AF1 a) { return Oct(a); }
+ AF1 APrxLoGamma2ToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); }
+ AF1 APrxMedGamma2ToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(2)) + AU1_(0x2F9A4E46)); AF1 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
+ AF1 APrxHighGamma2ToPQ(AF1 a) { return sqrt(sqrt(a)); }
+ AF1 APrxLoLinearToPQ(AF1 a) { return AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); }
+ AF1 APrxMedLinearToPQ(AF1 a) { AF1 b = AF1_AU1((AU1_AF1(a) >> AU1_(3)) + AU1_(0x378D8723)); AF1 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
+ AF1 APrxHighLinearToPQ(AF1 a) { return sqrt(sqrt(sqrt(a))); }
+ //------------------------------------------------------------------------------------------------------------------------------
+ AF2 APrxPQToGamma2(AF2 a) { return Quart(a); }
+ AF2 APrxPQToLinear(AF2 a) { return Oct(a); }
+ AF2 APrxLoGamma2ToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); }
+ AF2 APrxMedGamma2ToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(2)) + AU2_(0x2F9A4E46)); AF2 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
+ AF2 APrxHighGamma2ToPQ(AF2 a) { return sqrt(sqrt(a)); }
+ AF2 APrxLoLinearToPQ(AF2 a) { return AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); }
+ AF2 APrxMedLinearToPQ(AF2 a) { AF2 b = AF2_AU2((AU2_AF2(a) >> AU2_(3)) + AU2_(0x378D8723)); AF2 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
+ AF2 APrxHighLinearToPQ(AF2 a) { return sqrt(sqrt(sqrt(a))); }
+ //------------------------------------------------------------------------------------------------------------------------------
+ AF3 APrxPQToGamma2(AF3 a) { return Quart(a); }
+ AF3 APrxPQToLinear(AF3 a) { return Oct(a); }
+ AF3 APrxLoGamma2ToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); }
+ AF3 APrxMedGamma2ToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(2)) + AU3_(0x2F9A4E46)); AF3 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
+ AF3 APrxHighGamma2ToPQ(AF3 a) { return sqrt(sqrt(a)); }
+ AF3 APrxLoLinearToPQ(AF3 a) { return AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); }
+ AF3 APrxMedLinearToPQ(AF3 a) { AF3 b = AF3_AU3((AU3_AF3(a) >> AU3_(3)) + AU3_(0x378D8723)); AF3 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
+ AF3 APrxHighLinearToPQ(AF3 a) { return sqrt(sqrt(sqrt(a))); }
+ //------------------------------------------------------------------------------------------------------------------------------
+ AF4 APrxPQToGamma2(AF4 a) { return Quart(a); }
+ AF4 APrxPQToLinear(AF4 a) { return Oct(a); }
+ AF4 APrxLoGamma2ToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); }
+ AF4 APrxMedGamma2ToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(2)) + AU4_(0x2F9A4E46)); AF4 b4 = Quart(b); return b - b * (b4 - a) / (AF1_(4.0) * b4); }
+ AF4 APrxHighGamma2ToPQ(AF4 a) { return sqrt(sqrt(a)); }
+ AF4 APrxLoLinearToPQ(AF4 a) { return AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); }
+ AF4 APrxMedLinearToPQ(AF4 a) { AF4 b = AF4_AU4((AU4_AF4(a) >> AU4_(3)) + AU4_(0x378D8723)); AF4 b8 = Oct(b); return b - b * (b8 - a) / (AF1_(8.0) * b8); }
+ AF4 APrxHighLinearToPQ(AF4 a) { return sqrt(sqrt(sqrt(a))); }
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// PARABOLIC SIN & COS
+//------------------------------------------------------------------------------------------------------------------------------
+// Approximate answers to transcendental questions.
+//------------------------------------------------------------------------------------------------------------------------------
+//==============================================================================================================================
+ #if 1
+ // Valid input range is {-1 to 1} representing {0 to 2 pi}.
+ // Output range is {-1/4 to 1/4} representing {-1 to 1}.
+ AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD.
+ AF2 APSinF2(AF2 x){return x*abs(x)-x;}
+ AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT
+ AF2 APCosF2(AF2 x){x=AFractF2(x*AF2_(0.5)+AF2_(0.75));x=x*AF2_(2.0)-AF2_(1.0);return APSinF2(x);}
+ AF2 APSinCosF1(AF1 x){AF1 y=AFractF1(x*AF1_(0.5)+AF1_(0.75));y=y*AF1_(2.0)-AF1_(1.0);return APSinF2(AF2(x,y));}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// [ZOL] ZERO ONE LOGIC
+//------------------------------------------------------------------------------------------------------------------------------
+// Conditional free logic designed for easy 16-bit packing, and backwards porting to 32-bit.
+//------------------------------------------------------------------------------------------------------------------------------
+// 0 := false
+// 1 := true
+//------------------------------------------------------------------------------------------------------------------------------
+// AndNot(x,y) -> !(x&y) .... One op.
+// AndOr(x,y,z) -> (x&y)|z ... One op.
+// GtZero(x) -> x>0.0 ..... One op.
+// Sel(x,y,z) -> x?y:z ..... Two ops, has no precision loss.
+// Signed(x) -> x<0.0 ..... One op.
+// ZeroPass(x,y) -> x?0:y ..... Two ops, 'y' is a pass through safe for aliasing as integer.
+//------------------------------------------------------------------------------------------------------------------------------
+// OPTIMIZATION NOTES
+// ==================
+// - On Vega to use 2 constants in a packed op, pass in as one AW2 or one AH2 'k.xy' and use as 'k.xx' and 'k.yy'.
+// For example 'a.xy*k.xx+k.yy'.
+//==============================================================================================================================
+ #if 1
+ AU1 AZolAndU1(AU1 x,AU1 y){return min(x,y);}
+ AU2 AZolAndU2(AU2 x,AU2 y){return min(x,y);}
+ AU3 AZolAndU3(AU3 x,AU3 y){return min(x,y);}
+ AU4 AZolAndU4(AU4 x,AU4 y){return min(x,y);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AZolNotU1(AU1 x){return x^AU1_(1);}
+ AU2 AZolNotU2(AU2 x){return x^AU2_(1);}
+ AU3 AZolNotU3(AU3 x){return x^AU3_(1);}
+ AU4 AZolNotU4(AU4 x){return x^AU4_(1);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AU1 AZolOrU1(AU1 x,AU1 y){return max(x,y);}
+ AU2 AZolOrU2(AU2 x,AU2 y){return max(x,y);}
+ AU3 AZolOrU3(AU3 x,AU3 y){return max(x,y);}
+ AU4 AZolOrU4(AU4 x,AU4 y){return max(x,y);}
+//==============================================================================================================================
+ AU1 AZolF1ToU1(AF1 x){return AU1(x);}
+ AU2 AZolF2ToU2(AF2 x){return AU2(x);}
+ AU3 AZolF3ToU3(AF3 x){return AU3(x);}
+ AU4 AZolF4ToU4(AF4 x){return AU4(x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ // 2 ops, denormals don't work in 32-bit on PC (and if they are enabled, OMOD is disabled).
+ AU1 AZolNotF1ToU1(AF1 x){return AU1(AF1_(1.0)-x);}
+ AU2 AZolNotF2ToU2(AF2 x){return AU2(AF2_(1.0)-x);}
+ AU3 AZolNotF3ToU3(AF3 x){return AU3(AF3_(1.0)-x);}
+ AU4 AZolNotF4ToU4(AF4 x){return AU4(AF4_(1.0)-x);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolU1ToF1(AU1 x){return AF1(x);}
+ AF2 AZolU2ToF2(AU2 x){return AF2(x);}
+ AF3 AZolU3ToF3(AU3 x){return AF3(x);}
+ AF4 AZolU4ToF4(AU4 x){return AF4(x);}
+//==============================================================================================================================
+ AF1 AZolAndF1(AF1 x,AF1 y){return min(x,y);}
+ AF2 AZolAndF2(AF2 x,AF2 y){return min(x,y);}
+ AF3 AZolAndF3(AF3 x,AF3 y){return min(x,y);}
+ AF4 AZolAndF4(AF4 x,AF4 y){return min(x,y);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 ASolAndNotF1(AF1 x,AF1 y){return (-x)*y+AF1_(1.0);}
+ AF2 ASolAndNotF2(AF2 x,AF2 y){return (-x)*y+AF2_(1.0);}
+ AF3 ASolAndNotF3(AF3 x,AF3 y){return (-x)*y+AF3_(1.0);}
+ AF4 ASolAndNotF4(AF4 x,AF4 y){return (-x)*y+AF4_(1.0);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolAndOrF1(AF1 x,AF1 y,AF1 z){return ASatF1(x*y+z);}
+ AF2 AZolAndOrF2(AF2 x,AF2 y,AF2 z){return ASatF2(x*y+z);}
+ AF3 AZolAndOrF3(AF3 x,AF3 y,AF3 z){return ASatF3(x*y+z);}
+ AF4 AZolAndOrF4(AF4 x,AF4 y,AF4 z){return ASatF4(x*y+z);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolGtZeroF1(AF1 x){return ASatF1(x*AF1_(A_INFP_F));}
+ AF2 AZolGtZeroF2(AF2 x){return ASatF2(x*AF2_(A_INFP_F));}
+ AF3 AZolGtZeroF3(AF3 x){return ASatF3(x*AF3_(A_INFP_F));}
+ AF4 AZolGtZeroF4(AF4 x){return ASatF4(x*AF4_(A_INFP_F));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolNotF1(AF1 x){return AF1_(1.0)-x;}
+ AF2 AZolNotF2(AF2 x){return AF2_(1.0)-x;}
+ AF3 AZolNotF3(AF3 x){return AF3_(1.0)-x;}
+ AF4 AZolNotF4(AF4 x){return AF4_(1.0)-x;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolOrF1(AF1 x,AF1 y){return max(x,y);}
+ AF2 AZolOrF2(AF2 x,AF2 y){return max(x,y);}
+ AF3 AZolOrF3(AF3 x,AF3 y){return max(x,y);}
+ AF4 AZolOrF4(AF4 x,AF4 y){return max(x,y);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolSelF1(AF1 x,AF1 y,AF1 z){AF1 r=(-x)*z+z;return x*y+r;}
+ AF2 AZolSelF2(AF2 x,AF2 y,AF2 z){AF2 r=(-x)*z+z;return x*y+r;}
+ AF3 AZolSelF3(AF3 x,AF3 y,AF3 z){AF3 r=(-x)*z+z;return x*y+r;}
+ AF4 AZolSelF4(AF4 x,AF4 y,AF4 z){AF4 r=(-x)*z+z;return x*y+r;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolSignedF1(AF1 x){return ASatF1(x*AF1_(A_INFN_F));}
+ AF2 AZolSignedF2(AF2 x){return ASatF2(x*AF2_(A_INFN_F));}
+ AF3 AZolSignedF3(AF3 x){return ASatF3(x*AF3_(A_INFN_F));}
+ AF4 AZolSignedF4(AF4 x){return ASatF4(x*AF4_(A_INFN_F));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AZolZeroPassF1(AF1 x,AF1 y){return AF1_AU1((AU1_AF1(x)!=AU1_(0))?AU1_(0):AU1_AF1(y));}
+ AF2 AZolZeroPassF2(AF2 x,AF2 y){return AF2_AU2((AU2_AF2(x)!=AU2_(0))?AU2_(0):AU2_AF2(y));}
+ AF3 AZolZeroPassF3(AF3 x,AF3 y){return AF3_AU3((AU3_AF3(x)!=AU3_(0))?AU3_(0):AU3_AF3(y));}
+ AF4 AZolZeroPassF4(AF4 x,AF4 y){return AF4_AU4((AU4_AF4(x)!=AU4_(0))?AU4_(0):AU4_AF4(y));}
+ #endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// COLOR CONVERSIONS
+//------------------------------------------------------------------------------------------------------------------------------
+// These are all linear to/from some other space (where 'linear' has been shortened out of the function name).
+// So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'.
+// These are branch free implementations.
+// The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion.
+//------------------------------------------------------------------------------------------------------------------------------
+// TRANSFER FUNCTIONS
+// ==================
+// 709 ..... Rec709 used for some HDTVs
+// Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native
+// Pq ...... PQ native for HDR10
+// Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type
+// Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations)
+// Three ... Gamma 3.0, less fast, but good for HDR.
+//------------------------------------------------------------------------------------------------------------------------------
+// KEEPING TO SPEC
+// ===============
+// Both Rec.709 and sRGB have a linear segment which as spec'ed would intersect the curved segment 2 times.
+// (a.) For 8-bit sRGB, steps {0 to 10.3} are in the linear region (4% of the encoding range).
+// (b.) For 8-bit 709, steps {0 to 20.7} are in the linear region (8% of the encoding range).
+// Also there is a slight step in the transition regions.
+// Precision of the coefficients in the spec being the likely cause.
+// Main usage case of the sRGB code is to do the linear->sRGB converstion in a compute shader before store.
+// This is to work around lack of hardware (typically only ROP does the conversion for free).
+// To "correct" the linear segment, would be to introduce error, because hardware decode of sRGB->linear is fixed (and free).
+// So this header keeps with the spec.
+// For linear->sRGB transforms, the linear segment in some respects reduces error, because rounding in that region is linear.
+// Rounding in the curved region in hardware (and fast software code) introduces error due to rounding in non-linear.
+//------------------------------------------------------------------------------------------------------------------------------
+// FOR PQ
+// ======
+// Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2.
+// All constants are only specified to FP32 precision.
+// External PQ source reference,
+// - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl
+//------------------------------------------------------------------------------------------------------------------------------
+// PACKED VERSIONS
+// ===============
+// These are the A*H2() functions.
+// There is no PQ functions as FP16 seemed to not have enough precision for the conversion.
+// The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors.
+// Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least).
+//------------------------------------------------------------------------------------------------------------------------------
+// NOTES
+// =====
+// Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case.
+//==============================================================================================================================
+ #if 1
+ AF1 ATo709F1(AF1 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
+ return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
+ AF2 ATo709F2(AF2 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
+ return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
+ AF3 ATo709F3(AF3 c){AF3 j=AF3(0.018*4.5,4.5,0.45);AF2 k=AF2(1.099,-0.099);
+ return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma().
+ AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,AF1_(rcpX));}
+ AF2 AToGammaF2(AF2 c,AF1 rcpX){return pow(c,AF2_(rcpX));}
+ AF3 AToGammaF3(AF3 c,AF1 rcpX){return pow(c,AF3_(rcpX));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302));
+ return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));}
+ AF2 AToPqF1(AF2 x){AF2 p=pow(x,AF2_(0.159302));
+ return pow((AF2_(0.835938)+AF2_(18.8516)*p)/(AF2_(1.0)+AF2_(18.6875)*p),AF2_(78.8438));}
+ AF3 AToPqF1(AF3 x){AF3 p=pow(x,AF3_(0.159302));
+ return pow((AF3_(0.835938)+AF3_(18.8516)*p)/(AF3_(1.0)+AF3_(18.6875)*p),AF3_(78.8438));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AToSrgbF1(AF1 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
+ return clamp(j.x ,c*j.y ,pow(c,j.z )*k.x +k.y );}
+ AF2 AToSrgbF2(AF2 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
+ return clamp(j.xx ,c*j.yy ,pow(c,j.zz )*k.xx +k.yy );}
+ AF3 AToSrgbF3(AF3 c){AF3 j=AF3(0.0031308*12.92,12.92,1.0/2.4);AF2 k=AF2(1.055,-0.055);
+ return clamp(j.xxx,c*j.yyy,pow(c,j.zzz)*k.xxx+k.yyy);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AToTwoF1(AF1 c){return sqrt(c);}
+ AF2 AToTwoF2(AF2 c){return sqrt(c);}
+ AF3 AToTwoF3(AF3 c){return sqrt(c);}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AToThreeF1(AF1 c){return pow(c,AF1_(1.0/3.0));}
+ AF2 AToThreeF2(AF2 c){return pow(c,AF2_(1.0/3.0));}
+ AF3 AToThreeF3(AF3 c){return pow(c,AF3_(1.0/3.0));}
+ #endif
+//==============================================================================================================================
+ #if 1
+ // Unfortunately median won't work here.
+ AF1 AFrom709F1(AF1 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
+ return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
+ AF2 AFrom709F2(AF2 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
+ return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
+ AF3 AFrom709F3(AF3 c){AF3 j=AF3(0.081/4.5,1.0/4.5,1.0/0.45);AF2 k=AF2(1.0/1.099,0.099/1.099);
+ return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,AF1_(x));}
+ AF2 AFromGammaF2(AF2 c,AF1 x){return pow(c,AF2_(x));}
+ AF3 AFromGammaF3(AF3 c,AF1 x){return pow(c,AF3_(x));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833));
+ return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));}
+ AF2 AFromPqF1(AF2 x){AF2 p=pow(x,AF2_(0.0126833));
+ return pow(ASatF2(p-AF2_(0.835938))/(AF2_(18.8516)-AF2_(18.6875)*p),AF2_(6.27739));}
+ AF3 AFromPqF1(AF3 x){AF3 p=pow(x,AF3_(0.0126833));
+ return pow(ASatF3(p-AF3_(0.835938))/(AF3_(18.8516)-AF3_(18.6875)*p),AF3_(6.27739));}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Unfortunately median won't work here.
+ AF1 AFromSrgbF1(AF1 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
+ return AZolSelF1(AZolSignedF1(c-j.x ),c*j.y ,pow(c*k.x +k.y ,j.z ));}
+ AF2 AFromSrgbF2(AF2 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
+ return AZolSelF2(AZolSignedF2(c-j.xx ),c*j.yy ,pow(c*k.xx +k.yy ,j.zz ));}
+ AF3 AFromSrgbF3(AF3 c){AF3 j=AF3(0.04045/12.92,1.0/12.92,2.4);AF2 k=AF2(1.0/1.055,0.055/1.055);
+ return AZolSelF3(AZolSignedF3(c-j.xxx),c*j.yyy,pow(c*k.xxx+k.yyy,j.zzz));}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AFromTwoF1(AF1 c){return c*c;}
+ AF2 AFromTwoF2(AF2 c){return c*c;}
+ AF3 AFromTwoF3(AF3 c){return c*c;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF1 AFromThreeF1(AF1 c){return c*c*c;}
+ AF2 AFromThreeF2(AF2 c){return c*c*c;}
+ AF3 AFromThreeF3(AF3 c){return c*c*c;}
+ #endif
+//==============================================================================================================================
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// CS REMAP
+//==============================================================================================================================
+ // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear.
+ // 543210
+ // ======
+ // ..xxx.
+ // yy...y
+ AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));}
+//==============================================================================================================================
+ // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions.
+ // 543210
+ // ======
+ // .xx..x
+ // y..yy.
+ // Details,
+ // LANE TO 8x8 MAPPING
+ // ===================
+ // 00 01 08 09 10 11 18 19
+ // 02 03 0a 0b 12 13 1a 1b
+ // 04 05 0c 0d 14 15 1c 1d
+ // 06 07 0e 0f 16 17 1e 1f
+ // 20 21 28 29 30 31 38 39
+ // 22 23 2a 2b 32 33 3a 3b
+ // 24 25 2c 2d 34 35 3c 3d
+ // 26 27 2e 2f 36 37 3e 3f
+ AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));}
+//==============================================================================================================================
+#endif
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+// REFERENCE
+//
+//------------------------------------------------------------------------------------------------------------------------------
+// IEEE FLOAT RULES
+// ================
+// - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1
+// - {+/-}0 * {+/-}INF = NaN
+// - -INF + (+INF) = NaN
+// - {+/-}0 / {+/-}0 = NaN
+// - {+/-}INF / {+/-}INF = NaN
+// - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN)
+// - 0 == -0
+// - 4/0 = +INF
+// - 4/-0 = -INF
+// - 4+INF = +INF
+// - 4-INF = -INF
+// - 4*(+INF) = +INF
+// - 4*(-INF) = -INF
+// - -4*(+INF) = -INF
+// - sqrt(+INF) = +INF
+//------------------------------------------------------------------------------------------------------------------------------
+// FP16 ENCODING
+// =============
+// fedcba9876543210
+// ----------------
+// ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals)
+// .eeeee.......... 5-bit exponent
+// .00000.......... denormals
+// .00001.......... -14 exponent
+// .11110.......... 15 exponent
+// .111110000000000 infinity
+// .11111nnnnnnnnnn NaN with n!=0
+// s............... sign
+//------------------------------------------------------------------------------------------------------------------------------
+// FP16/INT16 ALIASING DENORMAL
+// ============================
+// 11-bit unsigned integers alias with half float denormal/normal values,
+// 1 = 2^(-24) = 1/16777216 ....................... first denormal value
+// 2 = 2^(-23)
+// ...
+// 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value
+// 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers
+// 2047 .............................................. last normal value that still maps to integers
+// Scaling limits,
+// 2^15 = 32768 ...................................... largest power of 2 scaling
+// Largest pow2 conversion mapping is at *32768,
+// 1 : 2^(-9) = 1/512
+// 2 : 1/256
+// 4 : 1/128
+// 8 : 1/64
+// 16 : 1/32
+// 32 : 1/16
+// 64 : 1/8
+// 128 : 1/4
+// 256 : 1/2
+// 512 : 1
+// 1024 : 2
+// 2047 : a little less than 4
+//==============================================================================================================================
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+//
+// GPU/CPU PORTABILITY
+//
+//
+//------------------------------------------------------------------------------------------------------------------------------
+// This is the GPU implementation.
+// See the CPU implementation for docs.
+//==============================================================================================================================
+#ifdef A_GPU
+ #define A_TRUE true
+ #define A_FALSE false
+ #define A_STATIC
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY
+//==============================================================================================================================
+ #define retAD2 AD2
+ #define retAD3 AD3
+ #define retAD4 AD4
+ #define retAF2 AF2
+ #define retAF3 AF3
+ #define retAF4 AF4
+ #define retAL2 AL2
+ #define retAL3 AL3
+ #define retAL4 AL4
+ #define retAU2 AU2
+ #define retAU3 AU3
+ #define retAU4 AU4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define inAD2 in AD2
+ #define inAD3 in AD3
+ #define inAD4 in AD4
+ #define inAF2 in AF2
+ #define inAF3 in AF3
+ #define inAF4 in AF4
+ #define inAL2 in AL2
+ #define inAL3 in AL3
+ #define inAL4 in AL4
+ #define inAU2 in AU2
+ #define inAU3 in AU3
+ #define inAU4 in AU4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define inoutAD2 inout AD2
+ #define inoutAD3 inout AD3
+ #define inoutAD4 inout AD4
+ #define inoutAF2 inout AF2
+ #define inoutAF3 inout AF3
+ #define inoutAF4 inout AF4
+ #define inoutAL2 inout AL2
+ #define inoutAL3 inout AL3
+ #define inoutAL4 inout AL4
+ #define inoutAU2 inout AU2
+ #define inoutAU3 inout AU3
+ #define inoutAU4 inout AU4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define outAD2 out AD2
+ #define outAD3 out AD3
+ #define outAD4 out AD4
+ #define outAF2 out AF2
+ #define outAF3 out AF3
+ #define outAF4 out AF4
+ #define outAL2 out AL2
+ #define outAL3 out AL3
+ #define outAL4 out AL4
+ #define outAU2 out AU2
+ #define outAU3 out AU3
+ #define outAU4 out AU4
+//------------------------------------------------------------------------------------------------------------------------------
+ #define varAD2(x) AD2 x
+ #define varAD3(x) AD3 x
+ #define varAD4(x) AD4 x
+ #define varAF2(x) AF2 x
+ #define varAF3(x) AF3 x
+ #define varAF4(x) AF4 x
+ #define varAL2(x) AL2 x
+ #define varAL3(x) AL3 x
+ #define varAL4(x) AL4 x
+ #define varAU2(x) AU2 x
+ #define varAU3(x) AU3 x
+ #define varAU4(x) AU4 x
+//------------------------------------------------------------------------------------------------------------------------------
+ #define initAD2(x,y) AD2(x,y)
+ #define initAD3(x,y,z) AD3(x,y,z)
+ #define initAD4(x,y,z,w) AD4(x,y,z,w)
+ #define initAF2(x,y) AF2(x,y)
+ #define initAF3(x,y,z) AF3(x,y,z)
+ #define initAF4(x,y,z,w) AF4(x,y,z,w)
+ #define initAL2(x,y) AL2(x,y)
+ #define initAL3(x,y,z) AL3(x,y,z)
+ #define initAL4(x,y,z,w) AL4(x,y,z,w)
+ #define initAU2(x,y) AU2(x,y)
+ #define initAU3(x,y,z) AU3(x,y,z)
+ #define initAU4(x,y,z,w) AU4(x,y,z,w)
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// SCALAR RETURN OPS
+//==============================================================================================================================
+ #define AAbsD1(a) abs(AD1(a))
+ #define AAbsF1(a) abs(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ACosD1(a) cos(AD1(a))
+ #define ACosF1(a) cos(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ADotD2(a,b) dot(AD2(a),AD2(b))
+ #define ADotD3(a,b) dot(AD3(a),AD3(b))
+ #define ADotD4(a,b) dot(AD4(a),AD4(b))
+ #define ADotF2(a,b) dot(AF2(a),AF2(b))
+ #define ADotF3(a,b) dot(AF3(a),AF3(b))
+ #define ADotF4(a,b) dot(AF4(a),AF4(b))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AExp2D1(a) exp2(AD1(a))
+ #define AExp2F1(a) exp2(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AFloorD1(a) floor(AD1(a))
+ #define AFloorF1(a) floor(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ALog2D1(a) log2(AD1(a))
+ #define ALog2F1(a) log2(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AMaxD1(a,b) max(a,b)
+ #define AMaxF1(a,b) max(a,b)
+ #define AMaxL1(a,b) max(a,b)
+ #define AMaxU1(a,b) max(a,b)
+//------------------------------------------------------------------------------------------------------------------------------
+ #define AMinD1(a,b) min(a,b)
+ #define AMinF1(a,b) min(a,b)
+ #define AMinL1(a,b) min(a,b)
+ #define AMinU1(a,b) min(a,b)
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASinD1(a) sin(AD1(a))
+ #define ASinF1(a) sin(AF1(a))
+//------------------------------------------------------------------------------------------------------------------------------
+ #define ASqrtD1(a) sqrt(AD1(a))
+ #define ASqrtF1(a) sqrt(AF1(a))
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// SCALAR RETURN OPS - DEPENDENT
+//==============================================================================================================================
+ #define APowD1(a,b) pow(AD1(a),AF1(b))
+ #define APowF1(a,b) pow(AF1(a),AF1(b))
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// VECTOR OPS
+//------------------------------------------------------------------------------------------------------------------------------
+// These are added as needed for production or prototyping, so not necessarily a complete set.
+// They follow a convention of taking in a destination and also returning the destination value to increase utility.
+//==============================================================================================================================
+ #ifdef A_DUBL
+ AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;}
+ AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;}
+ AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;}
+ AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;}
+ AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAAddOneD2(outAD2 d,inAD2 a,AD1 b){d=a+AD2_(b);return d;}
+ AD3 opAAddOneD3(outAD3 d,inAD3 a,AD1 b){d=a+AD3_(b);return d;}
+ AD4 opAAddOneD4(outAD4 d,inAD4 a,AD1 b){d=a+AD4_(b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;}
+ AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;}
+ AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;}
+ AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;}
+ AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;}
+ AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;}
+ AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;}
+ AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;}
+ AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;}
+ AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;}
+ AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;}
+ AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;}
+ AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;}
+ AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;}
+ AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;}
+ AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;}
+ AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;}
+ AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;}
+ AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;}
+ #endif
+//==============================================================================================================================
+ AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;}
+ AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;}
+ AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;}
+ AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;}
+ AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAAddOneF2(outAF2 d,inAF2 a,AF1 b){d=a+AF2_(b);return d;}
+ AF3 opAAddOneF3(outAF3 d,inAF3 a,AF1 b){d=a+AF3_(b);return d;}
+ AF4 opAAddOneF4(outAF4 d,inAF4 a,AF1 b){d=a+AF4_(b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;}
+ AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;}
+ AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;}
+ AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;}
+ AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;}
+ AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;}
+ AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;}
+ AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;}
+ AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;}
+ AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;}
+ AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;}
+ AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;}
+ AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;}
+ AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;}
+ AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;}
+ AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;}
+ AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;}
+//------------------------------------------------------------------------------------------------------------------------------
+ AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;}
+ AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;}
+ AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;}
+#endif
+
+#endif
+
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+//
+// [CAS] FIDELITY FX - CONSTRAST ADAPTIVE SHARPENING 1.20190610
+//
+//==============================================================================================================================
+// LICENSE
+// =======
+// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
+// -------
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
+// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
+// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
+// Software is furnished to do so, subject to the following conditions:
+// -------
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
+// Software.
+// -------
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
+// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
+// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+//------------------------------------------------------------------------------------------------------------------------------
+#define CAS_AREA_LIMIT 4.0
+//------------------------------------------------------------------------------------------------------------------------------
+// Pass in output and input resolution in pixels.
+// This returns true if CAS supports scaling in the given configuration.
+AP1 CasSupportScaling(AF1 outX,AF1 outY,AF1 inX,AF1 inY){return ((outX*outY)*ARcpF1(inX*inY))<=CAS_AREA_LIMIT;}
+//==============================================================================================================================
+// Call to setup required constant values (works on CPU or GPU).
+#ifndef A_GPU
+A_STATIC void CasSetup(
+ outAU4 const0,
+ outAU4 const1,
+ AF1 sharpness, // 0 := default (lower ringing), 1 := maximum (higest ringing)
+ AF1 inputSizeInPixelsX,
+ AF1 inputSizeInPixelsY,
+ AF1 outputSizeInPixelsX,
+ AF1 outputSizeInPixelsY){
+ // Scaling terms.
+ const0[0]=AU1_AF1(inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX));
+ const0[1]=AU1_AF1(inputSizeInPixelsY*ARcpF1(outputSizeInPixelsY));
+ const0[2]=AU1_AF1(AF1_(0.5)*inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX)-AF1_(0.5));
+ const0[3]=AU1_AF1(AF1_(0.5)*inputSizeInPixelsY*ARcpF1(outputSizeInPixelsY)-AF1_(0.5));
+ // Sharpness value.
+ AF1 sharp=-ARcpF1(ALerpF1(8.0,5.0,ASatF1(sharpness)));
+ varAF2(hSharp)=initAF2(sharp,0.0);
+ const1[0]=AU1_AF1(sharp);
+ const1[1]=AU1_AH2_AF2(hSharp);
+ const1[2]=AU1_AF1(AF1_(8.0)*inputSizeInPixelsX*ARcpF1(outputSizeInPixelsX));
+ const1[3]=0;}
+#endif
+
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+//_____________________________________________________________/\_______________________________________________________________
+//==============================================================================================================================
+// NON-PACKED VERSION
+//==============================================================================================================================
+#ifdef A_GPU
+ AF3 CasLoad(ASU2 p) { return texelFetch(diffuseRect, p, 0).rgb; }
+ void CasInput(inout AF1 r,inout AF1 g,inout AF1 b)
+ {
+ }
+
+//------------------------------------------------------------------------------------------------------------------------------
+ void CasFilter(
+ out AF1 pixR, // Output values, non-vector so port between CasFilter() and CasFilterH() is easy.
+ out AF1 pixG,
+ out AF1 pixB,
+ AU2 ip, // Integer pixel position in output.
+ AU4 const0, // Constants generated by CasSetup().
+ AU4 const1,
+ AP1 noScaling){ // Must be a compile-time literal value, true = sharpen only (no resize).
+//------------------------------------------------------------------------------------------------------------------------------
+ // Debug a checker pattern of on/off tiles for visual inspection.
+ #ifdef CAS_DEBUG_CHECKER
+ if((((ip.x^ip.y)>>8u)&1u)==0u){AF3 pix0=CasLoad(ASU2(ip));
+ pixR=pix0.r;pixG=pix0.g;pixB=pix0.b;CasInput(pixR,pixG,pixB);return;}
+ #endif
+//------------------------------------------------------------------------------------------------------------------------------
+ // No scaling algorithm uses minimal 3x3 pixel neighborhood.
+ if(noScaling){
+ // a b c
+ // d e f
+ // g h i
+ ASU2 sp=ASU2(ip);
+ AF3 a=CasLoad(sp+ASU2(-1,-1));
+ AF3 b=CasLoad(sp+ASU2( 0,-1));
+ AF3 c=CasLoad(sp+ASU2( 1,-1));
+ AF3 d=CasLoad(sp+ASU2(-1, 0));
+ AF3 e=CasLoad(sp);
+ AF3 f=CasLoad(sp+ASU2( 1, 0));
+ AF3 g=CasLoad(sp+ASU2(-1, 1));
+ AF3 h=CasLoad(sp+ASU2( 0, 1));
+ AF3 i=CasLoad(sp+ASU2( 1, 1));
+ // Run optional input transform.
+ CasInput(a.r,a.g,a.b);
+ CasInput(b.r,b.g,b.b);
+ CasInput(c.r,c.g,c.b);
+ CasInput(d.r,d.g,d.b);
+ CasInput(e.r,e.g,e.b);
+ CasInput(f.r,f.g,f.b);
+ CasInput(g.r,g.g,g.b);
+ CasInput(h.r,h.g,h.b);
+ CasInput(i.r,i.g,i.b);
+ // Soft min and max.
+ // a b c b
+ // d e f * 0.5 + d e f * 0.5
+ // g h i h
+ // These are 2.0x bigger (factored out the extra multiply).
+ AF1 mnR=AMin3F1(AMin3F1(d.r,e.r,f.r),b.r,h.r);
+ AF1 mnG=AMin3F1(AMin3F1(d.g,e.g,f.g),b.g,h.g);
+ AF1 mnB=AMin3F1(AMin3F1(d.b,e.b,f.b),b.b,h.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mnR2=AMin3F1(AMin3F1(mnR,a.r,c.r),g.r,i.r);
+ AF1 mnG2=AMin3F1(AMin3F1(mnG,a.g,c.g),g.g,i.g);
+ AF1 mnB2=AMin3F1(AMin3F1(mnB,a.b,c.b),g.b,i.b);
+ mnR=mnR+mnR2;
+ mnG=mnG+mnG2;
+ mnB=mnB+mnB2;
+ #endif
+ AF1 mxR=AMax3F1(AMax3F1(d.r,e.r,f.r),b.r,h.r);
+ AF1 mxG=AMax3F1(AMax3F1(d.g,e.g,f.g),b.g,h.g);
+ AF1 mxB=AMax3F1(AMax3F1(d.b,e.b,f.b),b.b,h.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mxR2=AMax3F1(AMax3F1(mxR,a.r,c.r),g.r,i.r);
+ AF1 mxG2=AMax3F1(AMax3F1(mxG,a.g,c.g),g.g,i.g);
+ AF1 mxB2=AMax3F1(AMax3F1(mxB,a.b,c.b),g.b,i.b);
+ mxR=mxR+mxR2;
+ mxG=mxG+mxG2;
+ mxB=mxB+mxB2;
+ #endif
+ // Smooth minimum distance to signal limit divided by smooth max.
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpMR=ARcpF1(mxR);
+ AF1 rcpMG=ARcpF1(mxG);
+ AF1 rcpMB=ARcpF1(mxB);
+ #else
+ AF1 rcpMR=APrxLoRcpF1(mxR);
+ AF1 rcpMG=APrxLoRcpF1(mxG);
+ AF1 rcpMB=APrxLoRcpF1(mxB);
+ #endif
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 ampR=ASatF1(min(mnR,AF1_(2.0)-mxR)*rcpMR);
+ AF1 ampG=ASatF1(min(mnG,AF1_(2.0)-mxG)*rcpMG);
+ AF1 ampB=ASatF1(min(mnB,AF1_(2.0)-mxB)*rcpMB);
+ #else
+ AF1 ampR=ASatF1(min(mnR,AF1_(1.0)-mxR)*rcpMR);
+ AF1 ampG=ASatF1(min(mnG,AF1_(1.0)-mxG)*rcpMG);
+ AF1 ampB=ASatF1(min(mnB,AF1_(1.0)-mxB)*rcpMB);
+ #endif
+ // Shaping amount of sharpening.
+ #ifdef CAS_GO_SLOWER
+ ampR=sqrt(ampR);
+ ampG=sqrt(ampG);
+ ampB=sqrt(ampB);
+ #else
+ ampR=APrxLoSqrtF1(ampR);
+ ampG=APrxLoSqrtF1(ampG);
+ ampB=APrxLoSqrtF1(ampB);
+ #endif
+ // Filter shape.
+ // 0 w 0
+ // w 1 w
+ // 0 w 0
+ AF1 peak=AF1_AU1(const1.x);
+ AF1 wR=ampR*peak;
+ AF1 wG=ampG*peak;
+ AF1 wB=ampB*peak;
+ // Filter.
+ #ifndef CAS_SLOW
+ // Using green coef only, depending on dead code removal to strip out the extra overhead.
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpWeight=ARcpF1(AF1_(1.0)+AF1_(4.0)*wG);
+ #else
+ AF1 rcpWeight=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wG);
+ #endif
+ pixR=ASatF1((b.r*wG+d.r*wG+f.r*wG+h.r*wG+e.r)*rcpWeight);
+ pixG=ASatF1((b.g*wG+d.g*wG+f.g*wG+h.g*wG+e.g)*rcpWeight);
+ pixB=ASatF1((b.b*wG+d.b*wG+f.b*wG+h.b*wG+e.b)*rcpWeight);
+ #else
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpWeightR=ARcpF1(AF1_(1.0)+AF1_(4.0)*wR);
+ AF1 rcpWeightG=ARcpF1(AF1_(1.0)+AF1_(4.0)*wG);
+ AF1 rcpWeightB=ARcpF1(AF1_(1.0)+AF1_(4.0)*wB);
+ #else
+ AF1 rcpWeightR=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wR);
+ AF1 rcpWeightG=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wG);
+ AF1 rcpWeightB=APrxMedRcpF1(AF1_(1.0)+AF1_(4.0)*wB);
+ #endif
+ pixR=ASatF1((b.r*wR+d.r*wR+f.r*wR+h.r*wR+e.r)*rcpWeightR);
+ pixG=ASatF1((b.g*wG+d.g*wG+f.g*wG+h.g*wG+e.g)*rcpWeightG);
+ pixB=ASatF1((b.b*wB+d.b*wB+f.b*wB+h.b*wB+e.b)*rcpWeightB);
+ #endif
+ return;}
+//------------------------------------------------------------------------------------------------------------------------------
+ // Scaling algorithm adaptively interpolates between nearest 4 results of the non-scaling algorithm.
+ // a b c d
+ // e f g h
+ // i j k l
+ // m n o p
+ // Working these 4 results.
+ // +-----+-----+
+ // | | |
+ // | f..|..g |
+ // | . | . |
+ // +-----+-----+
+ // | . | . |
+ // | j..|..k |
+ // | | |
+ // +-----+-----+
+ AF2 pp=AF2(ip)*AF2_AU2(const0.xy)+AF2_AU2(const0.zw);
+ AF2 fp=floor(pp);
+ pp-=fp;
+ ASU2 sp=ASU2(fp);
+ AF3 a=CasLoad(sp+ASU2(-1,-1));
+ AF3 b=CasLoad(sp+ASU2( 0,-1));
+ AF3 e=CasLoad(sp+ASU2(-1, 0));
+ AF3 f=CasLoad(sp);
+ AF3 c=CasLoad(sp+ASU2( 1,-1));
+ AF3 d=CasLoad(sp+ASU2( 2,-1));
+ AF3 g=CasLoad(sp+ASU2( 1, 0));
+ AF3 h=CasLoad(sp+ASU2( 2, 0));
+ AF3 i=CasLoad(sp+ASU2(-1, 1));
+ AF3 j=CasLoad(sp+ASU2( 0, 1));
+ AF3 m=CasLoad(sp+ASU2(-1, 2));
+ AF3 n=CasLoad(sp+ASU2( 0, 2));
+ AF3 k=CasLoad(sp+ASU2( 1, 1));
+ AF3 l=CasLoad(sp+ASU2( 2, 1));
+ AF3 o=CasLoad(sp+ASU2( 1, 2));
+ AF3 p=CasLoad(sp+ASU2( 2, 2));
+ // Run optional input transform.
+ CasInput(a.r,a.g,a.b);
+ CasInput(b.r,b.g,b.b);
+ CasInput(c.r,c.g,c.b);
+ CasInput(d.r,d.g,d.b);
+ CasInput(e.r,e.g,e.b);
+ CasInput(f.r,f.g,f.b);
+ CasInput(g.r,g.g,g.b);
+ CasInput(h.r,h.g,h.b);
+ CasInput(i.r,i.g,i.b);
+ CasInput(j.r,j.g,j.b);
+ CasInput(k.r,k.g,k.b);
+ CasInput(l.r,l.g,l.b);
+ CasInput(m.r,m.g,m.b);
+ CasInput(n.r,n.g,n.b);
+ CasInput(o.r,o.g,o.b);
+ CasInput(p.r,p.g,p.b);
+ // Soft min and max.
+ // These are 2.0x bigger (factored out the extra multiply).
+ // a b c b
+ // e f g * 0.5 + e f g * 0.5 [F]
+ // i j k j
+ AF1 mnfR=AMin3F1(AMin3F1(b.r,e.r,f.r),g.r,j.r);
+ AF1 mnfG=AMin3F1(AMin3F1(b.g,e.g,f.g),g.g,j.g);
+ AF1 mnfB=AMin3F1(AMin3F1(b.b,e.b,f.b),g.b,j.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mnfR2=AMin3F1(AMin3F1(mnfR,a.r,c.r),i.r,k.r);
+ AF1 mnfG2=AMin3F1(AMin3F1(mnfG,a.g,c.g),i.g,k.g);
+ AF1 mnfB2=AMin3F1(AMin3F1(mnfB,a.b,c.b),i.b,k.b);
+ mnfR=mnfR+mnfR2;
+ mnfG=mnfG+mnfG2;
+ mnfB=mnfB+mnfB2;
+ #endif
+ AF1 mxfR=AMax3F1(AMax3F1(b.r,e.r,f.r),g.r,j.r);
+ AF1 mxfG=AMax3F1(AMax3F1(b.g,e.g,f.g),g.g,j.g);
+ AF1 mxfB=AMax3F1(AMax3F1(b.b,e.b,f.b),g.b,j.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mxfR2=AMax3F1(AMax3F1(mxfR,a.r,c.r),i.r,k.r);
+ AF1 mxfG2=AMax3F1(AMax3F1(mxfG,a.g,c.g),i.g,k.g);
+ AF1 mxfB2=AMax3F1(AMax3F1(mxfB,a.b,c.b),i.b,k.b);
+ mxfR=mxfR+mxfR2;
+ mxfG=mxfG+mxfG2;
+ mxfB=mxfB+mxfB2;
+ #endif
+ // b c d c
+ // f g h * 0.5 + f g h * 0.5 [G]
+ // j k l k
+ AF1 mngR=AMin3F1(AMin3F1(c.r,f.r,g.r),h.r,k.r);
+ AF1 mngG=AMin3F1(AMin3F1(c.g,f.g,g.g),h.g,k.g);
+ AF1 mngB=AMin3F1(AMin3F1(c.b,f.b,g.b),h.b,k.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mngR2=AMin3F1(AMin3F1(mngR,b.r,d.r),j.r,l.r);
+ AF1 mngG2=AMin3F1(AMin3F1(mngG,b.g,d.g),j.g,l.g);
+ AF1 mngB2=AMin3F1(AMin3F1(mngB,b.b,d.b),j.b,l.b);
+ mngR=mngR+mngR2;
+ mngG=mngG+mngG2;
+ mngB=mngB+mngB2;
+ #endif
+ AF1 mxgR=AMax3F1(AMax3F1(c.r,f.r,g.r),h.r,k.r);
+ AF1 mxgG=AMax3F1(AMax3F1(c.g,f.g,g.g),h.g,k.g);
+ AF1 mxgB=AMax3F1(AMax3F1(c.b,f.b,g.b),h.b,k.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mxgR2=AMax3F1(AMax3F1(mxgR,b.r,d.r),j.r,l.r);
+ AF1 mxgG2=AMax3F1(AMax3F1(mxgG,b.g,d.g),j.g,l.g);
+ AF1 mxgB2=AMax3F1(AMax3F1(mxgB,b.b,d.b),j.b,l.b);
+ mxgR=mxgR+mxgR2;
+ mxgG=mxgG+mxgG2;
+ mxgB=mxgB+mxgB2;
+ #endif
+ // e f g f
+ // i j k * 0.5 + i j k * 0.5 [J]
+ // m n o n
+ AF1 mnjR=AMin3F1(AMin3F1(f.r,i.r,j.r),k.r,n.r);
+ AF1 mnjG=AMin3F1(AMin3F1(f.g,i.g,j.g),k.g,n.g);
+ AF1 mnjB=AMin3F1(AMin3F1(f.b,i.b,j.b),k.b,n.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mnjR2=AMin3F1(AMin3F1(mnjR,e.r,g.r),m.r,o.r);
+ AF1 mnjG2=AMin3F1(AMin3F1(mnjG,e.g,g.g),m.g,o.g);
+ AF1 mnjB2=AMin3F1(AMin3F1(mnjB,e.b,g.b),m.b,o.b);
+ mnjR=mnjR+mnjR2;
+ mnjG=mnjG+mnjG2;
+ mnjB=mnjB+mnjB2;
+ #endif
+ AF1 mxjR=AMax3F1(AMax3F1(f.r,i.r,j.r),k.r,n.r);
+ AF1 mxjG=AMax3F1(AMax3F1(f.g,i.g,j.g),k.g,n.g);
+ AF1 mxjB=AMax3F1(AMax3F1(f.b,i.b,j.b),k.b,n.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mxjR2=AMax3F1(AMax3F1(mxjR,e.r,g.r),m.r,o.r);
+ AF1 mxjG2=AMax3F1(AMax3F1(mxjG,e.g,g.g),m.g,o.g);
+ AF1 mxjB2=AMax3F1(AMax3F1(mxjB,e.b,g.b),m.b,o.b);
+ mxjR=mxjR+mxjR2;
+ mxjG=mxjG+mxjG2;
+ mxjB=mxjB+mxjB2;
+ #endif
+ // f g h g
+ // j k l * 0.5 + j k l * 0.5 [K]
+ // n o p o
+ AF1 mnkR=AMin3F1(AMin3F1(g.r,j.r,k.r),l.r,o.r);
+ AF1 mnkG=AMin3F1(AMin3F1(g.g,j.g,k.g),l.g,o.g);
+ AF1 mnkB=AMin3F1(AMin3F1(g.b,j.b,k.b),l.b,o.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mnkR2=AMin3F1(AMin3F1(mnkR,f.r,h.r),n.r,p.r);
+ AF1 mnkG2=AMin3F1(AMin3F1(mnkG,f.g,h.g),n.g,p.g);
+ AF1 mnkB2=AMin3F1(AMin3F1(mnkB,f.b,h.b),n.b,p.b);
+ mnkR=mnkR+mnkR2;
+ mnkG=mnkG+mnkG2;
+ mnkB=mnkB+mnkB2;
+ #endif
+ AF1 mxkR=AMax3F1(AMax3F1(g.r,j.r,k.r),l.r,o.r);
+ AF1 mxkG=AMax3F1(AMax3F1(g.g,j.g,k.g),l.g,o.g);
+ AF1 mxkB=AMax3F1(AMax3F1(g.b,j.b,k.b),l.b,o.b);
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 mxkR2=AMax3F1(AMax3F1(mxkR,f.r,h.r),n.r,p.r);
+ AF1 mxkG2=AMax3F1(AMax3F1(mxkG,f.g,h.g),n.g,p.g);
+ AF1 mxkB2=AMax3F1(AMax3F1(mxkB,f.b,h.b),n.b,p.b);
+ mxkR=mxkR+mxkR2;
+ mxkG=mxkG+mxkG2;
+ mxkB=mxkB+mxkB2;
+ #endif
+ // Smooth minimum distance to signal limit divided by smooth max.
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpMfR=ARcpF1(mxfR);
+ AF1 rcpMfG=ARcpF1(mxfG);
+ AF1 rcpMfB=ARcpF1(mxfB);
+ AF1 rcpMgR=ARcpF1(mxgR);
+ AF1 rcpMgG=ARcpF1(mxgG);
+ AF1 rcpMgB=ARcpF1(mxgB);
+ AF1 rcpMjR=ARcpF1(mxjR);
+ AF1 rcpMjG=ARcpF1(mxjG);
+ AF1 rcpMjB=ARcpF1(mxjB);
+ AF1 rcpMkR=ARcpF1(mxkR);
+ AF1 rcpMkG=ARcpF1(mxkG);
+ AF1 rcpMkB=ARcpF1(mxkB);
+ #else
+ AF1 rcpMfR=APrxLoRcpF1(mxfR);
+ AF1 rcpMfG=APrxLoRcpF1(mxfG);
+ AF1 rcpMfB=APrxLoRcpF1(mxfB);
+ AF1 rcpMgR=APrxLoRcpF1(mxgR);
+ AF1 rcpMgG=APrxLoRcpF1(mxgG);
+ AF1 rcpMgB=APrxLoRcpF1(mxgB);
+ AF1 rcpMjR=APrxLoRcpF1(mxjR);
+ AF1 rcpMjG=APrxLoRcpF1(mxjG);
+ AF1 rcpMjB=APrxLoRcpF1(mxjB);
+ AF1 rcpMkR=APrxLoRcpF1(mxkR);
+ AF1 rcpMkG=APrxLoRcpF1(mxkG);
+ AF1 rcpMkB=APrxLoRcpF1(mxkB);
+ #endif
+ #ifdef CAS_BETTER_DIAGONALS
+ AF1 ampfR=ASatF1(min(mnfR,AF1_(2.0)-mxfR)*rcpMfR);
+ AF1 ampfG=ASatF1(min(mnfG,AF1_(2.0)-mxfG)*rcpMfG);
+ AF1 ampfB=ASatF1(min(mnfB,AF1_(2.0)-mxfB)*rcpMfB);
+ AF1 ampgR=ASatF1(min(mngR,AF1_(2.0)-mxgR)*rcpMgR);
+ AF1 ampgG=ASatF1(min(mngG,AF1_(2.0)-mxgG)*rcpMgG);
+ AF1 ampgB=ASatF1(min(mngB,AF1_(2.0)-mxgB)*rcpMgB);
+ AF1 ampjR=ASatF1(min(mnjR,AF1_(2.0)-mxjR)*rcpMjR);
+ AF1 ampjG=ASatF1(min(mnjG,AF1_(2.0)-mxjG)*rcpMjG);
+ AF1 ampjB=ASatF1(min(mnjB,AF1_(2.0)-mxjB)*rcpMjB);
+ AF1 ampkR=ASatF1(min(mnkR,AF1_(2.0)-mxkR)*rcpMkR);
+ AF1 ampkG=ASatF1(min(mnkG,AF1_(2.0)-mxkG)*rcpMkG);
+ AF1 ampkB=ASatF1(min(mnkB,AF1_(2.0)-mxkB)*rcpMkB);
+ #else
+ AF1 ampfR=ASatF1(min(mnfR,AF1_(1.0)-mxfR)*rcpMfR);
+ AF1 ampfG=ASatF1(min(mnfG,AF1_(1.0)-mxfG)*rcpMfG);
+ AF1 ampfB=ASatF1(min(mnfB,AF1_(1.0)-mxfB)*rcpMfB);
+ AF1 ampgR=ASatF1(min(mngR,AF1_(1.0)-mxgR)*rcpMgR);
+ AF1 ampgG=ASatF1(min(mngG,AF1_(1.0)-mxgG)*rcpMgG);
+ AF1 ampgB=ASatF1(min(mngB,AF1_(1.0)-mxgB)*rcpMgB);
+ AF1 ampjR=ASatF1(min(mnjR,AF1_(1.0)-mxjR)*rcpMjR);
+ AF1 ampjG=ASatF1(min(mnjG,AF1_(1.0)-mxjG)*rcpMjG);
+ AF1 ampjB=ASatF1(min(mnjB,AF1_(1.0)-mxjB)*rcpMjB);
+ AF1 ampkR=ASatF1(min(mnkR,AF1_(1.0)-mxkR)*rcpMkR);
+ AF1 ampkG=ASatF1(min(mnkG,AF1_(1.0)-mxkG)*rcpMkG);
+ AF1 ampkB=ASatF1(min(mnkB,AF1_(1.0)-mxkB)*rcpMkB);
+ #endif
+ // Shaping amount of sharpening.
+ #ifdef CAS_GO_SLOWER
+ ampfR=sqrt(ampfR);
+ ampfG=sqrt(ampfG);
+ ampfB=sqrt(ampfB);
+ ampgR=sqrt(ampgR);
+ ampgG=sqrt(ampgG);
+ ampgB=sqrt(ampgB);
+ ampjR=sqrt(ampjR);
+ ampjG=sqrt(ampjG);
+ ampjB=sqrt(ampjB);
+ ampkR=sqrt(ampkR);
+ ampkG=sqrt(ampkG);
+ ampkB=sqrt(ampkB);
+ #else
+ ampfR=APrxLoSqrtF1(ampfR);
+ ampfG=APrxLoSqrtF1(ampfG);
+ ampfB=APrxLoSqrtF1(ampfB);
+ ampgR=APrxLoSqrtF1(ampgR);
+ ampgG=APrxLoSqrtF1(ampgG);
+ ampgB=APrxLoSqrtF1(ampgB);
+ ampjR=APrxLoSqrtF1(ampjR);
+ ampjG=APrxLoSqrtF1(ampjG);
+ ampjB=APrxLoSqrtF1(ampjB);
+ ampkR=APrxLoSqrtF1(ampkR);
+ ampkG=APrxLoSqrtF1(ampkG);
+ ampkB=APrxLoSqrtF1(ampkB);
+ #endif
+ // Filter shape.
+ // 0 w 0
+ // w 1 w
+ // 0 w 0
+ AF1 peak=AF1_AU1(const1.x);
+ AF1 wfR=ampfR*peak;
+ AF1 wfG=ampfG*peak;
+ AF1 wfB=ampfB*peak;
+ AF1 wgR=ampgR*peak;
+ AF1 wgG=ampgG*peak;
+ AF1 wgB=ampgB*peak;
+ AF1 wjR=ampjR*peak;
+ AF1 wjG=ampjG*peak;
+ AF1 wjB=ampjB*peak;
+ AF1 wkR=ampkR*peak;
+ AF1 wkG=ampkG*peak;
+ AF1 wkB=ampkB*peak;
+ // Blend between 4 results.
+ // s t
+ // u v
+ AF1 s=(AF1_(1.0)-pp.x)*(AF1_(1.0)-pp.y);
+ AF1 t= pp.x *(AF1_(1.0)-pp.y);
+ AF1 u=(AF1_(1.0)-pp.x)* pp.y ;
+ AF1 v= pp.x * pp.y ;
+ // Thin edges to hide bilinear interpolation (helps diagonals).
+ AF1 thinB=1.0/32.0;
+ #ifdef CAS_GO_SLOWER
+ s*=ARcpF1(thinB+(mxfG-mnfG));
+ t*=ARcpF1(thinB+(mxgG-mngG));
+ u*=ARcpF1(thinB+(mxjG-mnjG));
+ v*=ARcpF1(thinB+(mxkG-mnkG));
+ #else
+ s*=APrxLoRcpF1(thinB+(mxfG-mnfG));
+ t*=APrxLoRcpF1(thinB+(mxgG-mngG));
+ u*=APrxLoRcpF1(thinB+(mxjG-mnjG));
+ v*=APrxLoRcpF1(thinB+(mxkG-mnkG));
+ #endif
+ // Final weighting.
+ // b c
+ // e f g h
+ // i j k l
+ // n o
+ // _____ _____ _____ _____
+ // fs gt
+ //
+ // _____ _____ _____ _____
+ // fs s gt fs t gt
+ // ju kv
+ // _____ _____ _____ _____
+ // fs gt
+ // ju u kv ju v kv
+ // _____ _____ _____ _____
+ //
+ // ju kv
+ AF1 qbeR=wfR*s;
+ AF1 qbeG=wfG*s;
+ AF1 qbeB=wfB*s;
+ AF1 qchR=wgR*t;
+ AF1 qchG=wgG*t;
+ AF1 qchB=wgB*t;
+ AF1 qfR=wgR*t+wjR*u+s;
+ AF1 qfG=wgG*t+wjG*u+s;
+ AF1 qfB=wgB*t+wjB*u+s;
+ AF1 qgR=wfR*s+wkR*v+t;
+ AF1 qgG=wfG*s+wkG*v+t;
+ AF1 qgB=wfB*s+wkB*v+t;
+ AF1 qjR=wfR*s+wkR*v+u;
+ AF1 qjG=wfG*s+wkG*v+u;
+ AF1 qjB=wfB*s+wkB*v+u;
+ AF1 qkR=wgR*t+wjR*u+v;
+ AF1 qkG=wgG*t+wjG*u+v;
+ AF1 qkB=wgB*t+wjB*u+v;
+ AF1 qinR=wjR*u;
+ AF1 qinG=wjG*u;
+ AF1 qinB=wjB*u;
+ AF1 qloR=wkR*v;
+ AF1 qloG=wkG*v;
+ AF1 qloB=wkB*v;
+ // Filter.
+ #ifndef CAS_SLOW
+ // Using green coef only, depending on dead code removal to strip out the extra overhead.
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpWG=ARcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG);
+ #else
+ AF1 rcpWG=APrxMedRcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG);
+ #endif
+ pixR=ASatF1((b.r*qbeG+e.r*qbeG+c.r*qchG+h.r*qchG+i.r*qinG+n.r*qinG+l.r*qloG+o.r*qloG+f.r*qfG+g.r*qgG+j.r*qjG+k.r*qkG)*rcpWG);
+ pixG=ASatF1((b.g*qbeG+e.g*qbeG+c.g*qchG+h.g*qchG+i.g*qinG+n.g*qinG+l.g*qloG+o.g*qloG+f.g*qfG+g.g*qgG+j.g*qjG+k.g*qkG)*rcpWG);
+ pixB=ASatF1((b.b*qbeG+e.b*qbeG+c.b*qchG+h.b*qchG+i.b*qinG+n.b*qinG+l.b*qloG+o.b*qloG+f.b*qfG+g.b*qgG+j.b*qjG+k.b*qkG)*rcpWG);
+ #else
+ #ifdef CAS_GO_SLOWER
+ AF1 rcpWR=ARcpF1(AF1_(2.0)*qbeR+AF1_(2.0)*qchR+AF1_(2.0)*qinR+AF1_(2.0)*qloR+qfR+qgR+qjR+qkR);
+ AF1 rcpWG=ARcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG);
+ AF1 rcpWB=ARcpF1(AF1_(2.0)*qbeB+AF1_(2.0)*qchB+AF1_(2.0)*qinB+AF1_(2.0)*qloB+qfB+qgB+qjB+qkB);
+ #else
+ AF1 rcpWR=APrxMedRcpF1(AF1_(2.0)*qbeR+AF1_(2.0)*qchR+AF1_(2.0)*qinR+AF1_(2.0)*qloR+qfR+qgR+qjR+qkR);
+ AF1 rcpWG=APrxMedRcpF1(AF1_(2.0)*qbeG+AF1_(2.0)*qchG+AF1_(2.0)*qinG+AF1_(2.0)*qloG+qfG+qgG+qjG+qkG);
+ AF1 rcpWB=APrxMedRcpF1(AF1_(2.0)*qbeB+AF1_(2.0)*qchB+AF1_(2.0)*qinB+AF1_(2.0)*qloB+qfB+qgB+qjB+qkB);
+ #endif
+ pixR=ASatF1((b.r*qbeR+e.r*qbeR+c.r*qchR+h.r*qchR+i.r*qinR+n.r*qinR+l.r*qloR+o.r*qloR+f.r*qfR+g.r*qgR+j.r*qjR+k.r*qkR)*rcpWR);
+ pixG=ASatF1((b.g*qbeG+e.g*qbeG+c.g*qchG+h.g*qchG+i.g*qinG+n.g*qinG+l.g*qloG+o.g*qloG+f.g*qfG+g.g*qgG+j.g*qjG+k.g*qkG)*rcpWG);
+ pixB=ASatF1((b.b*qbeB+e.b*qbeB+c.b*qchB+h.b*qchB+i.b*qinB+n.b*qinB+l.b*qloB+o.b*qloB+f.b*qfB+g.b*qgB+j.b*qjB+k.b*qkB)*rcpWB);
+ #endif
+ }
+#endif
+
+#ifdef A_GPU
+void main()
+{
+ vec4 diff = vec4(0.f);
+ uvec2 point = uvec2(vary_fragcoord * out_screen_res.xy);
+ CasFilter(diff.r, diff.g, diff.b, point, cas_param_0, cas_param_1, true);
+ diff.a = texture(diffuseRect, vary_fragcoord).a;
+ frag_color = diff;
+}
+#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
new file mode 100644
index 0000000000..fdb77cce6e
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
@@ -0,0 +1,1463 @@
+/**
+ * @file SMAA.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+#extension GL_ARB_shader_texture_lod : enable
+#extension GL_EXT_gpu_shader4 : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef VERTEX_SHADER
+ #define SMAA_INCLUDE_VS 1
+ #define SMAA_INCLUDE_PS 0
+#else
+ #define SMAA_INCLUDE_VS 0
+ #define SMAA_INCLUDE_PS 1
+#endif
+
+uniform vec4 SMAA_RT_METRICS;
+
+/**
+ * Copyright (C) 2013 Jorge Jimenez (jorge@iryoku.com)
+ * Copyright (C) 2013 Jose I. Echevarria (joseignacioechevarria@gmail.com)
+ * Copyright (C) 2013 Belen Masia (bmasia@unizar.es)
+ * Copyright (C) 2013 Fernando Navarro (fernandn@microsoft.com)
+ * Copyright (C) 2013 Diego Gutierrez (diegog@unizar.es)
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * this software and associated documentation files (the "Software"), to deal in
+ * the Software without restriction, including without limitation the rights to
+ * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+ * of the Software, and to permit persons to whom the Software is furnished to
+ * do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software. As clarification, there
+ * is no requirement that the copyright notice and permission be included in
+ * binary distributions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+
+/**
+ * _______ ___ ___ ___ ___
+ * / || \/ | / \ / \
+ * | (---- | \ / | / ^ \ / ^ \
+ * \ \ | |\/| | / /_\ \ / /_\ \
+ * ----) | | | | | / _____ \ / _____ \
+ * |_______/ |__| |__| /__/ \__\ /__/ \__\
+ *
+ * E N H A N C E D
+ * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
+ *
+ * http://www.iryoku.com/smaa/
+ *
+ * Hi, welcome aboard!
+ *
+ * Here you'll find instructions to get the shader up and running as fast as
+ * possible.
+ *
+ * IMPORTANTE NOTICE: when updating, remember to update both this file and the
+ * precomputed textures! They may change from version to version.
+ *
+ * The shader has three passes, chained together as follows:
+ *
+ * |input|------------------�
+ * v |
+ * [ SMAA*EdgeDetection ] |
+ * v |
+ * |edgesTex| |
+ * v |
+ * [ SMAABlendingWeightCalculation ] |
+ * v |
+ * |blendTex| |
+ * v |
+ * [ SMAANeighborhoodBlending ] <------�
+ * v
+ * |output|
+ *
+ * Note that each [pass] has its own vertex and pixel shader. Remember to use
+ * oversized triangles instead of quads to avoid overshading along the
+ * diagonal.
+ *
+ * You've three edge detection methods to choose from: luma, color or depth.
+ * They represent different quality/performance and anti-aliasing/sharpness
+ * tradeoffs, so our recommendation is for you to choose the one that best
+ * suits your particular scenario:
+ *
+ * - Depth edge detection is usually the fastest but it may miss some edges.
+ *
+ * - Luma edge detection is usually more expensive than depth edge detection,
+ * but catches visible edges that depth edge detection can miss.
+ *
+ * - Color edge detection is usually the most expensive one but catches
+ * chroma-only edges.
+ *
+ * For quickstarters: just use luma edge detection.
+ *
+ * The general advice is to not rush the integration process and ensure each
+ * step is done correctly (don't try to integrate SMAA T2x with predicated edge
+ * detection from the start!). Ok then, let's go!
+ *
+ * 1. The first step is to create two RGBA temporal render targets for holding
+ * |edgesTex| and |blendTex|.
+ *
+ * In DX10 or DX11, you can use a RG render target for the edges texture.
+ * In the case of NVIDIA GPUs, using RG render targets seems to actually be
+ * slower.
+ *
+ * On the Xbox 360, you can use the same render target for resolving both
+ * |edgesTex| and |blendTex|, as they aren't needed simultaneously.
+ *
+ * 2. Both temporal render targets |edgesTex| and |blendTex| must be cleared
+ * each frame. Do not forget to clear the alpha channel!
+ *
+ * 3. The next step is loading the two supporting precalculated textures,
+ * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
+ * C++ headers, and also as regular DDS files. They'll be needed for the
+ * 'SMAABlendingWeightCalculation' pass.
+ *
+ * If you use the C++ headers, be sure to load them in the format specified
+ * inside of them.
+ *
+ * You can also compress 'areaTex' and 'searchTex' using BC5 and BC4
+ * respectively, if you have that option in your content processor pipeline.
+ * When compressing then, you get a non-perceptible quality decrease, and a
+ * marginal performance increase.
+ *
+ * 4. All samplers must be set to linear filtering and clamp.
+ *
+ * After you get the technique working, remember that 64-bit inputs have
+ * half-rate linear filtering on GCN.
+ *
+ * If SMAA is applied to 64-bit color buffers, switching to point filtering
+ * when accesing them will increase the performance. Search for
+ * 'SMAASamplePoint' to see which textures may benefit from point
+ * filtering, and where (which is basically the color input in the edge
+ * detection and resolve passes).
+ *
+ * 5. All texture reads and buffer writes must be non-sRGB, with the exception
+ * of the input read and the output write in
+ * 'SMAANeighborhoodBlending' (and only in this pass!). If sRGB reads in
+ * this last pass are not possible, the technique will work anyway, but
+ * will perform antialiasing in gamma space.
+ *
+ * IMPORTANT: for best results the input read for the color/luma edge
+ * detection should *NOT* be sRGB.
+ *
+ * 6. Before including SMAA.h you'll have to setup the render target metrics,
+ * the target and any optional configuration defines. Optionally you can
+ * use a preset.
+ *
+ * You have the following targets available:
+ * SMAA_HLSL_3
+ * SMAA_HLSL_4
+ * SMAA_HLSL_4_1
+ * SMAA_GLSL_2 *
+ * SMAA_GLSL_3 *
+ * SMAA_GLSL_4 *
+ *
+ * * (See SMAA_INCLUDE_VS and SMAA_INCLUDE_PS below).
+ *
+ * And four presets:
+ * SMAA_PRESET_LOW (%60 of the quality)
+ * SMAA_PRESET_MEDIUM (%80 of the quality)
+ * SMAA_PRESET_HIGH (%95 of the quality)
+ * SMAA_PRESET_ULTRA (%99 of the quality)
+ *
+ * For example:
+ * #define SMAA_RT_METRICS float4(1.0 / 1280.0, 1.0 / 720.0, 1280.0, 720.0)
+ * #define SMAA_HLSL_4
+ * #define SMAA_PRESET_HIGH
+ * #include "SMAA.h"
+ *
+ * Note that SMAA_RT_METRICS doesn't need to be a macro, it can be a
+ * uniform variable. The code is designed to minimize the impact of not
+ * using a constant value, but it is still better to hardcode it.
+ *
+ * Depending on how you encoded 'areaTex' and 'searchTex', you may have to
+ * add (and customize) the following defines before including SMAA.h:
+ * #define SMAA_AREATEX_SELECT(sample) sample.rg
+ * #define SMAA_SEARCHTEX_SELECT(sample) sample.r
+ *
+ * If your engine is already using porting macros, you can define
+ * SMAA_CUSTOM_SL, and define the porting functions by yourself.
+ *
+ * 7. Then, you'll have to setup the passes as indicated in the scheme above.
+ * You can take a look into SMAA.fx, to see how we did it for our demo.
+ * Checkout the function wrappers, you may want to copy-paste them!
+ *
+ * 8. It's recommended to validate the produced |edgesTex| and |blendTex|.
+ * You can use a screenshot from your engine to compare the |edgesTex|
+ * and |blendTex| produced inside of the engine with the results obtained
+ * with the reference demo.
+ *
+ * 9. After you get the last pass to work, it's time to optimize. You'll have
+ * to initialize a stencil buffer in the first pass (discard is already in
+ * the code), then mask execution by using it the second pass. The last
+ * pass should be executed in all pixels.
+ *
+ *
+ * After this point you can choose to enable predicated thresholding,
+ * temporal supersampling and motion blur integration:
+ *
+ * a) If you want to use predicated thresholding, take a look into
+ * SMAA_PREDICATION; you'll need to pass an extra texture in the edge
+ * detection pass.
+ *
+ * b) If you want to enable temporal supersampling (SMAA T2x):
+ *
+ * 1. The first step is to render using subpixel jitters. I won't go into
+ * detail, but it's as simple as moving each vertex position in the
+ * vertex shader, you can check how we do it in our DX10 demo.
+ *
+ * 2. Then, you must setup the temporal resolve. You may want to take a look
+ * into SMAAResolve for resolving 2x modes. After you get it working, you'll
+ * probably see ghosting everywhere. But fear not, you can enable the
+ * CryENGINE temporal reprojection by setting the SMAA_REPROJECTION macro.
+ * Check out SMAA_DECODE_VELOCITY if your velocity buffer is encoded.
+ *
+ * 3. The next step is to apply SMAA to each subpixel jittered frame, just as
+ * done for 1x.
+ *
+ * 4. At this point you should already have something usable, but for best
+ * results the proper area textures must be set depending on current jitter.
+ * For this, the parameter 'subsampleIndices' of
+ * 'SMAABlendingWeightCalculationPS' must be set as follows, for our T2x
+ * mode:
+ *
+ * @SUBSAMPLE_INDICES
+ *
+ * | S# | Camera Jitter | subsampleIndices |
+ * +----+------------------+---------------------+
+ * | 0 | ( 0.25, -0.25) | float4(1, 1, 1, 0) |
+ * | 1 | (-0.25, 0.25) | float4(2, 2, 2, 0) |
+ *
+ * These jitter positions assume a bottom-to-top y axis. S# stands for the
+ * sample number.
+ *
+ * More information about temporal supersampling here:
+ * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
+ *
+ * c) If you want to enable spatial multisampling (SMAA S2x):
+ *
+ * 1. The scene must be rendered using MSAA 2x. The MSAA 2x buffer must be
+ * created with:
+ * - DX10: see below (*)
+ * - DX10.1: D3D10_STANDARD_MULTISAMPLE_PATTERN or
+ * - DX11: D3D11_STANDARD_MULTISAMPLE_PATTERN
+ *
+ * This allows to ensure that the subsample order matches the table in
+ * @SUBSAMPLE_INDICES.
+ *
+ * (*) In the case of DX10, we refer the reader to:
+ * - SMAA::detectMSAAOrder and
+ * - SMAA::msaaReorder
+ *
+ * These functions allow to match the standard multisample patterns by
+ * detecting the subsample order for a specific GPU, and reordering
+ * them appropriately.
+ *
+ * 2. A shader must be run to output each subsample into a separate buffer
+ * (DX10 is required). You can use SMAASeparate for this purpose, or just do
+ * it in an existing pass (for example, in the tone mapping pass, which has
+ * the advantage of feeding tone mapped subsamples to SMAA, which will yield
+ * better results).
+ *
+ * 3. The full SMAA 1x pipeline must be run for each separated buffer, storing
+ * the results in the final buffer. The second run should alpha blend with
+ * the existing final buffer using a blending factor of 0.5.
+ * 'subsampleIndices' must be adjusted as in the SMAA T2x case (see point
+ * b).
+ *
+ * d) If you want to enable temporal supersampling on top of SMAA S2x
+ * (which actually is SMAA 4x):
+ *
+ * 1. SMAA 4x consists on temporally jittering SMAA S2x, so the first step is
+ * to calculate SMAA S2x for current frame. In this case, 'subsampleIndices'
+ * must be set as follows:
+ *
+ * | F# | S# | Camera Jitter | Net Jitter | subsampleIndices |
+ * +----+----+--------------------+-------------------+----------------------+
+ * | 0 | 0 | ( 0.125, 0.125) | ( 0.375, -0.125) | float4(5, 3, 1, 3) |
+ * | 0 | 1 | ( 0.125, 0.125) | (-0.125, 0.375) | float4(4, 6, 2, 3) |
+ * +----+----+--------------------+-------------------+----------------------+
+ * | 1 | 2 | (-0.125, -0.125) | ( 0.125, -0.375) | float4(3, 5, 1, 4) |
+ * | 1 | 3 | (-0.125, -0.125) | (-0.375, 0.125) | float4(6, 4, 2, 4) |
+ *
+ * These jitter positions assume a bottom-to-top y axis. F# stands for the
+ * frame number. S# stands for the sample number.
+ *
+ * 2. After calculating SMAA S2x for current frame (with the new subsample
+ * indices), previous frame must be reprojected as in SMAA T2x mode (see
+ * point b).
+ *
+ * e) If motion blur is used, you may want to do the edge detection pass
+ * together with motion blur. This has two advantages:
+ *
+ * 1. Pixels under heavy motion can be omitted from the edge detection process.
+ * For these pixels we can just store "no edge", as motion blur will take
+ * care of them.
+ * 2. The center pixel tap is reused.
+ *
+ * Note that in this case depth testing should be used instead of stenciling,
+ * as we have to write all the pixels in the motion blur pass.
+ *
+ * That's it!
+ */
+
+//-----------------------------------------------------------------------------
+// SMAA Presets
+
+/**
+ * Note that if you use one of these presets, the following configuration
+ * macros will be ignored if set in the "Configurable Defines" section.
+ */
+
+#if defined(SMAA_PRESET_LOW)
+#define SMAA_THRESHOLD 0.15
+#define SMAA_MAX_SEARCH_STEPS 4
+#define SMAA_DISABLE_DIAG_DETECTION
+#define SMAA_DISABLE_CORNER_DETECTION
+#elif defined(SMAA_PRESET_MEDIUM)
+#define SMAA_THRESHOLD 0.1
+#define SMAA_MAX_SEARCH_STEPS 8
+#define SMAA_DISABLE_DIAG_DETECTION
+#define SMAA_DISABLE_CORNER_DETECTION
+#elif defined(SMAA_PRESET_HIGH)
+#define SMAA_THRESHOLD 0.1
+#define SMAA_MAX_SEARCH_STEPS 16
+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
+#define SMAA_CORNER_ROUNDING 25
+#elif defined(SMAA_PRESET_ULTRA)
+#define SMAA_THRESHOLD 0.05
+#define SMAA_MAX_SEARCH_STEPS 32
+#define SMAA_MAX_SEARCH_STEPS_DIAG 16
+#define SMAA_CORNER_ROUNDING 25
+#endif
+
+//-----------------------------------------------------------------------------
+// Configurable Defines
+
+/**
+ * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
+ * Lowering this value you will be able to detect more edges at the expense of
+ * performance.
+ *
+ * Range: [0, 0.5]
+ * 0.1 is a reasonable value, and allows to catch most visible edges.
+ * 0.05 is a rather overkill value, that allows to catch 'em all.
+ *
+ * If temporal supersampling is used, 0.2 could be a reasonable value, as low
+ * contrast edges are properly filtered by just 2x.
+ */
+#ifndef SMAA_THRESHOLD
+#define SMAA_THRESHOLD 0.1
+#endif
+
+/**
+ * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
+ *
+ * Range: depends on the depth range of the scene.
+ */
+#ifndef SMAA_DEPTH_THRESHOLD
+#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD)
+#endif
+
+/**
+ * SMAA_MAX_SEARCH_STEPS specifies the maximum steps performed in the
+ * horizontal/vertical pattern searches, at each side of the pixel.
+ *
+ * In number of pixels, it's actually the double. So the maximum line length
+ * perfectly handled by, for example 16, is 64 (by perfectly, we meant that
+ * longer lines won't look as good, but still antialiased).
+ *
+ * Range: [0, 112]
+ */
+#ifndef SMAA_MAX_SEARCH_STEPS
+#define SMAA_MAX_SEARCH_STEPS 16
+#endif
+
+/**
+ * SMAA_MAX_SEARCH_STEPS_DIAG specifies the maximum steps performed in the
+ * diagonal pattern searches, at each side of the pixel. In this case we jump
+ * one pixel at time, instead of two.
+ *
+ * Range: [0, 20]
+ *
+ * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
+ * steps), but it can have a significant impact on older machines.
+ *
+ * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
+ */
+#ifndef SMAA_MAX_SEARCH_STEPS_DIAG
+#define SMAA_MAX_SEARCH_STEPS_DIAG 8
+#endif
+
+/**
+ * SMAA_CORNER_ROUNDING specifies how much sharp corners will be rounded.
+ *
+ * Range: [0, 100]
+ *
+ * Define SMAA_DISABLE_CORNER_DETECTION to disable corner processing.
+ */
+#ifndef SMAA_CORNER_ROUNDING
+#define SMAA_CORNER_ROUNDING 25
+#endif
+
+/**
+ * If there is an neighbor edge that has SMAA_LOCAL_CONTRAST_FACTOR times
+ * bigger contrast than current edge, current edge will be discarded.
+ *
+ * This allows to eliminate spurious crossing edges, and is based on the fact
+ * that, if there is too much contrast in a direction, that will hide
+ * perceptually contrast in the other neighbors.
+ */
+#ifndef SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR
+#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0
+#endif
+
+/**
+ * Predicated thresholding allows to better preserve texture details and to
+ * improve performance, by decreasing the number of detected edges using an
+ * additional buffer like the light accumulation buffer, object ids or even the
+ * depth buffer (the depth buffer usage may be limited to indoor or short range
+ * scenes).
+ *
+ * It locally decreases the luma or color threshold if an edge is found in an
+ * additional buffer (so the global threshold can be higher).
+ *
+ * This method was developed by Playstation EDGE MLAA team, and used in
+ * Killzone 3, by using the light accumulation buffer. More information here:
+ * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
+ */
+#ifndef SMAA_PREDICATION
+#define SMAA_PREDICATION 0
+#endif
+
+/**
+ * Threshold to be used in the additional predication buffer.
+ *
+ * Range: depends on the input, so you'll have to find the magic number that
+ * works for you.
+ */
+#ifndef SMAA_PREDICATION_THRESHOLD
+#define SMAA_PREDICATION_THRESHOLD 0.01
+#endif
+
+/**
+ * How much to scale the global threshold used for luma or color edge
+ * detection when using predication.
+ *
+ * Range: [1, 5]
+ */
+#ifndef SMAA_PREDICATION_SCALE
+#define SMAA_PREDICATION_SCALE 2.0
+#endif
+
+/**
+ * How much to locally decrease the threshold.
+ *
+ * Range: [0, 1]
+ */
+#ifndef SMAA_PREDICATION_STRENGTH
+#define SMAA_PREDICATION_STRENGTH 0.4
+#endif
+
+/**
+ * Temporal reprojection allows to remove ghosting artifacts when using
+ * temporal supersampling. We use the CryEngine 3 method which also introduces
+ * velocity weighting. This feature is of extreme importance for totally
+ * removing ghosting. More information here:
+ * http://iryoku.com/aacourse/downloads/13-Anti-Aliasing-Methods-in-CryENGINE-3.pdf
+ *
+ * Note that you'll need to setup a velocity buffer for enabling reprojection.
+ * For static geometry, saving the previous depth buffer is a viable
+ * alternative.
+ */
+#ifndef SMAA_REPROJECTION
+#define SMAA_REPROJECTION 0
+#endif
+
+/**
+ * SMAA_REPROJECTION_WEIGHT_SCALE controls the velocity weighting. It allows to
+ * remove ghosting trails behind the moving object, which are not removed by
+ * just using reprojection. Using low values will exhibit ghosting, while using
+ * high values will disable temporal supersampling under motion.
+ *
+ * Behind the scenes, velocity weighting removes temporal supersampling when
+ * the velocity of the subsamples differs (meaning they are different objects).
+ *
+ * Range: [0, 80]
+ */
+#ifndef SMAA_REPROJECTION_WEIGHT_SCALE
+#define SMAA_REPROJECTION_WEIGHT_SCALE 30.0
+#endif
+
+/**
+ * On some compilers, discard and texture cannot be used in vertex shaders. Thus, they need
+ * to be compiled separately.
+ */
+#ifndef SMAA_INCLUDE_VS
+#define SMAA_INCLUDE_VS 1
+#endif
+#ifndef SMAA_INCLUDE_PS
+#define SMAA_INCLUDE_PS 1
+#endif
+
+//-----------------------------------------------------------------------------
+// Texture Access Defines
+
+#ifndef SMAA_AREATEX_SELECT
+#if defined(SMAA_HLSL_3)
+#define SMAA_AREATEX_SELECT(sample) sample.ra
+#else
+#define SMAA_AREATEX_SELECT(sample) sample.rg
+#endif
+#endif
+
+#ifndef SMAA_SEARCHTEX_SELECT
+#define SMAA_SEARCHTEX_SELECT(sample) sample.r
+#endif
+
+#ifndef SMAA_DECODE_VELOCITY
+#define SMAA_DECODE_VELOCITY(sample) sample.rg
+#endif
+
+//-----------------------------------------------------------------------------
+// Non-Configurable Defines
+
+#define SMAA_AREATEX_MAX_DISTANCE 16
+#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20
+#define SMAA_AREATEX_PIXEL_SIZE (1.0 / float2(160.0, 560.0))
+#define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
+#define SMAA_SEARCHTEX_SIZE float2(66.0, 33.0)
+#define SMAA_SEARCHTEX_PACKED_SIZE float2(64.0, 16.0)
+#define SMAA_CORNER_ROUNDING_NORM (float(SMAA_CORNER_ROUNDING) / 100.0)
+
+//-----------------------------------------------------------------------------
+// Porting Functions
+
+#if defined(SMAA_HLSL_3)
+#ifndef SMAA_FLIP_Y
+#define SMAA_FLIP_Y 0
+#endif // SMAA_FLIP_Y
+#define SMAATexture2D(tex) sampler2D tex
+#define SMAATexturePass2D(tex) tex
+#define SMAASampleLevelZero(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
+#define SMAASampleLevelZeroPoint(tex, coord) tex2Dlod(tex, float4(coord, 0.0, 0.0))
+#define SMAASampleLevelZeroOffset(tex, coord, offset) tex2Dlod(tex, float4(coord + offset * SMAA_RT_METRICS.xy, 0.0, 0.0))
+#define SMAASample(tex, coord) tex2D(tex, coord)
+#define SMAASamplePoint(tex, coord) tex2D(tex, coord)
+#define SMAASampleOffset(tex, coord, offset) tex2D(tex, coord + offset * SMAA_RT_METRICS.xy)
+#define SMAA_FLATTEN [flatten]
+#define SMAA_BRANCH [branch]
+#endif
+#if defined(SMAA_HLSL_4) || defined(SMAA_HLSL_4_1)
+#ifndef SMAA_FLIP_Y
+#define SMAA_FLIP_Y 0
+#endif // SMAA_FLIP_Y
+SamplerState LinearSampler { Filter = MIN_MAG_LINEAR_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
+SamplerState PointSampler { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; };
+#define SMAATexture2D(tex) Texture2D tex
+#define SMAATexturePass2D(tex) tex
+#define SMAASampleLevelZero(tex, coord) tex.SampleLevel(LinearSampler, coord, 0)
+#define SMAASampleLevelZeroPoint(tex, coord) tex.SampleLevel(PointSampler, coord, 0)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) tex.SampleLevel(LinearSampler, coord, 0, offset)
+#define SMAASample(tex, coord) tex.Sample(LinearSampler, coord)
+#define SMAASamplePoint(tex, coord) tex.Sample(PointSampler, coord)
+#define SMAASampleOffset(tex, coord, offset) tex.Sample(LinearSampler, coord, offset)
+#define SMAA_FLATTEN [flatten]
+#define SMAA_BRANCH [branch]
+#define SMAATexture2DMS2(tex) Texture2DMS<float4, 2> tex
+#define SMAALoad(tex, pos, sample) tex.Load(pos, sample)
+#if defined(SMAA_HLSL_4_1)
+#define SMAAGather(tex, coord) tex.Gather(LinearSampler, coord, 0)
+#endif
+#endif
+
+#if defined(SMAA_GLSL_2) || defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
+#ifndef SMAA_FLIP_Y
+#define SMAA_FLIP_Y 1
+#endif // SMAA_FLIP_Y
+
+#define SMAATexture2D(tex) sampler2D tex
+#define SMAATexturePass2D(tex) tex
+#if defined(SMAA_GLSL_2)
+#define SMAASampleLevelZero(tex, coord) texture2DLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroPoint(tex, coord) texture2DLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) texture2DLodOffset(tex, coord, 0.0, offset)
+#define SMAASample(tex, coord) texture2D(tex, coord)
+#define SMAASamplePoint(tex, coord) texture2D(tex, coord)
+#define SMAASampleOffset(tex, coord, offset) texture2D(tex, coord, offset)
+#else
+#define SMAASampleLevelZero(tex, coord) textureLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroPoint(tex, coord) textureLod(tex, coord, 0.0)
+#define SMAASampleLevelZeroOffset(tex, coord, offset) textureLodOffset(tex, coord, 0.0, offset)
+#define SMAASample(tex, coord) texture(tex, coord)
+#define SMAASamplePoint(tex, coord) texture(tex, coord)
+#define SMAASampleOffset(tex, coord, offset) textureOffset(tex, coord, offset)
+#endif
+#define SMAA_FLATTEN
+#define SMAA_BRANCH
+#define lerp(a, b, t) mix(a, b, t)
+#define saturate(a) clamp(a, 0.0, 1.0)
+#if defined(SMAA_GLSL_4)
+#define mad(a, b, c) fma(a, b, c)
+#define SMAAGather(tex, coord) textureGather(tex, coord)
+#else
+#define mad(a, b, c) (a * b + c)
+#endif
+#if defined(SMAA_GLSL_3) || defined(SMAA_GLSL_4)
+#define SMAATexture2DMS2(tex) sampler2DMS tex
+#define SMAALoad(tex, pos, sample) texelFetch(tex, pos, sample)
+#endif
+#define float2 vec2
+#define float3 vec3
+#define float4 vec4
+#define int2 ivec2
+#define int3 ivec3
+#define int4 ivec4
+#define bool2 bvec2
+#define bool3 bvec3
+#define bool4 bvec4
+#endif
+
+#if !defined(SMAA_HLSL_3) && !defined(SMAA_HLSL_4) && !defined(SMAA_HLSL_4_1) && !defined(SMAA_GLSL_2) && !defined(SMAA_GLSL_3) && !defined(SMAA_GLSL_4) && !defined(SMAA_CUSTOM_SL)
+#error you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
+#endif
+
+
+#if SMAA_FLIP_Y
+
+#define API_V_DIR(v) -(v)
+#define API_V_COORD(v) (1.0 - v)
+#define API_V_BELOW(v1, v2) v1 < v2
+#define API_V_ABOVE(v1, v2) v1 > v2
+
+#else // VULKAN_FLIP
+
+#define API_V_DIR(v) v
+#define API_V_COORD(v) v
+#define API_V_BELOW(v1, v2) v1 > v2
+#define API_V_ABOVE(v1, v2) v1 < v2
+
+#endif // VULKAN_FLIP
+
+
+//-----------------------------------------------------------------------------
+// Misc functions
+
+#if SMAA_INCLUDE_PS
+/**
+ * Gathers current pixel, and the top-left neighbors.
+ */
+float3 SMAAGatherNeighbours(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(tex)) {
+ #ifdef SMAAGather
+
+ #if SMAA_FLIP_Y
+ return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, 0.5)).zwy;
+ #else // SMAA_FLIP_Y
+ return SMAAGather(tex, texcoord + SMAA_RT_METRICS.xy * float2(-0.5, -0.5)).grb;
+ #endif // SMAA_FLIP_Y
+
+ #else // SMAAGather
+ float P = SMAASamplePoint(tex, texcoord).r;
+ float Pleft = SMAASamplePoint(tex, offset[0].xy).r;
+ float Ptop = SMAASamplePoint(tex, offset[0].zw).r;
+ return float3(P, Pleft, Ptop);
+ #endif
+}
+
+/**
+ * Adjusts the threshold by means of predication.
+ */
+float2 SMAACalculatePredicatedThreshold(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(predicationTex)) {
+ float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(predicationTex));
+ float2 delta = abs(neighbours.xx - neighbours.yz);
+ float2 edges = step(SMAA_PREDICATION_THRESHOLD, delta);
+ return SMAA_PREDICATION_SCALE * SMAA_THRESHOLD * (1.0 - SMAA_PREDICATION_STRENGTH * edges);
+}
+
+#endif // SMAA_INCLUDE_PS
+
+/**
+ * Conditional move:
+ */
+void SMAAMovc(bool2 cond, inout float2 variable, float2 value) {
+ SMAA_FLATTEN if (cond.x) variable.x = value.x;
+ SMAA_FLATTEN if (cond.y) variable.y = value.y;
+}
+
+void SMAAMovc(bool4 cond, inout float4 variable, float4 value) {
+ SMAAMovc(cond.xy, variable.xy, value.xy);
+ SMAAMovc(cond.zw, variable.zw, value.zw);
+}
+
+
+#if SMAA_INCLUDE_VS
+//-----------------------------------------------------------------------------
+// Vertex Shaders
+
+/**
+ * Edge Detection Vertex Shader
+ */
+void SMAAEdgeDetectionVS(float2 texcoord,
+ out float4 offset[3]) {
+ offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-1.0, 0.0, 0.0, API_V_DIR(-1.0)), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
+ offset[2] = mad(SMAA_RT_METRICS.xyxy, float4(-2.0, 0.0, 0.0, API_V_DIR(-2.0)), texcoord.xyxy);
+}
+
+/**
+ * Blend Weight Calculation Vertex Shader
+ */
+void SMAABlendingWeightCalculationVS(float2 texcoord,
+ out float2 pixcoord,
+ out float4 offset[3]) {
+ pixcoord = texcoord * SMAA_RT_METRICS.zw;
+
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
+ offset[0] = mad(SMAA_RT_METRICS.xyxy, float4(-0.25, API_V_DIR(-0.125), 1.25, API_V_DIR(-0.125)), texcoord.xyxy);
+ offset[1] = mad(SMAA_RT_METRICS.xyxy, float4(-0.125, API_V_DIR(-0.25), -0.125, API_V_DIR(1.25)), texcoord.xyxy);
+
+ // And these for the searches, they indicate the ends of the loops:
+ offset[2] = mad(SMAA_RT_METRICS.xxyy,
+ float4(-2.0, 2.0, API_V_DIR(-2.0), API_V_DIR(2.0)) * float(SMAA_MAX_SEARCH_STEPS),
+ float4(offset[0].xz, offset[1].yw));
+}
+
+/**
+ * Neighborhood Blending Vertex Shader
+ */
+void SMAANeighborhoodBlendingVS(float2 texcoord,
+ out float4 offset) {
+ offset = mad(SMAA_RT_METRICS.xyxy, float4( 1.0, 0.0, 0.0, API_V_DIR(1.0)), texcoord.xyxy);
+}
+#endif // SMAA_INCLUDE_VS
+
+#if SMAA_INCLUDE_PS
+//-----------------------------------------------------------------------------
+// Edge Detection Pixel Shaders (First Pass)
+
+/**
+ * Luma Edge Detection
+ *
+ * IMPORTANT NOTICE: luma edge detection requires gamma-corrected colors, and
+ * thus 'colorTex' should be a non-sRGB texture.
+ */
+float2 SMAALumaEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(colorTex)
+ #if SMAA_PREDICATION
+ , SMAATexture2D(predicationTex)
+ #endif
+ ) {
+ // Calculate the threshold:
+ #if SMAA_PREDICATION
+ float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, SMAATexturePass2D(predicationTex));
+ #else
+ float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
+ #endif
+
+ // Calculate lumas:
+ float3 weights = float3(0.2126, 0.7152, 0.0722);
+ float L = dot(SMAASamplePoint(colorTex, texcoord).rgb, weights);
+
+ float Lleft = dot(SMAASamplePoint(colorTex, offset[0].xy).rgb, weights);
+ float Ltop = dot(SMAASamplePoint(colorTex, offset[0].zw).rgb, weights);
+
+ // We do the usual threshold:
+ float4 delta;
+ delta.xy = abs(L - float2(Lleft, Ltop));
+ float2 edges = step(threshold, delta.xy);
+
+ // Then discard if there is no edge:
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ discard;
+
+ // Calculate right and bottom deltas:
+ float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
+ float Lbottom = dot(SMAASamplePoint(colorTex, offset[1].zw).rgb, weights);
+ delta.zw = abs(L - float2(Lright, Lbottom));
+
+ // Calculate the maximum delta in the direct neighborhood:
+ float2 maxDelta = max(delta.xy, delta.zw);
+
+ // Calculate left-left and top-top deltas:
+ float Lleftleft = dot(SMAASamplePoint(colorTex, offset[2].xy).rgb, weights);
+ float Ltoptop = dot(SMAASamplePoint(colorTex, offset[2].zw).rgb, weights);
+ delta.zw = abs(float2(Lleft, Ltop) - float2(Lleftleft, Ltoptop));
+
+ // Calculate the final maximum delta:
+ maxDelta = max(maxDelta.xy, delta.zw);
+ float finalDelta = max(maxDelta.x, maxDelta.y);
+
+ // Local contrast adaptation:
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+
+ return edges;
+}
+
+/**
+ * Color Edge Detection
+ *
+ * IMPORTANT NOTICE: color edge detection requires gamma-corrected colors, and
+ * thus 'colorTex' should be a non-sRGB texture.
+ */
+float2 SMAAColorEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(colorTex)
+ #if SMAA_PREDICATION
+ , SMAATexture2D(predicationTex)
+ #endif
+ ) {
+ // Calculate the threshold:
+ #if SMAA_PREDICATION
+ float2 threshold = SMAACalculatePredicatedThreshold(texcoord, offset, predicationTex);
+ #else
+ float2 threshold = float2(SMAA_THRESHOLD, SMAA_THRESHOLD);
+ #endif
+
+ // Calculate color deltas:
+ float4 delta;
+ float3 C = SMAASamplePoint(colorTex, texcoord).rgb;
+
+ float3 Cleft = SMAASamplePoint(colorTex, offset[0].xy).rgb;
+ float3 t = abs(C - Cleft);
+ delta.x = max(max(t.r, t.g), t.b);
+
+ float3 Ctop = SMAASamplePoint(colorTex, offset[0].zw).rgb;
+ t = abs(C - Ctop);
+ delta.y = max(max(t.r, t.g), t.b);
+
+ // We do the usual threshold:
+ float2 edges = step(threshold, delta.xy);
+
+ // Then discard if there is no edge:
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ discard;
+
+ // Calculate right and bottom deltas:
+ float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
+ t = abs(C - Cright);
+ delta.z = max(max(t.r, t.g), t.b);
+
+ float3 Cbottom = SMAASamplePoint(colorTex, offset[1].zw).rgb;
+ t = abs(C - Cbottom);
+ delta.w = max(max(t.r, t.g), t.b);
+
+ // Calculate the maximum delta in the direct neighborhood:
+ float2 maxDelta = max(delta.xy, delta.zw);
+
+ // Calculate left-left and top-top deltas:
+ float3 Cleftleft = SMAASamplePoint(colorTex, offset[2].xy).rgb;
+ t = abs(C - Cleftleft);
+ delta.z = max(max(t.r, t.g), t.b);
+
+ float3 Ctoptop = SMAASamplePoint(colorTex, offset[2].zw).rgb;
+ t = abs(C - Ctoptop);
+ delta.w = max(max(t.r, t.g), t.b);
+
+ // Calculate the final maximum delta:
+ maxDelta = max(maxDelta.xy, delta.zw);
+ float finalDelta = max(maxDelta.x, maxDelta.y);
+
+ // Local contrast adaptation:
+ edges.xy *= step(finalDelta, SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR * delta.xy);
+
+ return edges;
+}
+
+/**
+ * Depth Edge Detection
+ */
+float2 SMAADepthEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(depthTex)) {
+ float3 neighbours = SMAAGatherNeighbours(texcoord, offset, SMAATexturePass2D(depthTex));
+ float2 delta = abs(neighbours.xx - float2(neighbours.y, neighbours.z));
+ float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
+
+ if (dot(edges, float2(1.0, 1.0)) == 0.0)
+ discard;
+
+ return edges;
+}
+
+//-----------------------------------------------------------------------------
+// Diagonal Search Functions
+
+#if !defined(SMAA_DISABLE_DIAG_DETECTION)
+
+/**
+ * Allows to decode two binary values from a bilinear-filtered access.
+ */
+float2 SMAADecodeDiagBilinearAccess(float2 e) {
+ // Bilinear access for fetching 'e' have a 0.25 offset, and we are
+ // interested in the R and G edges:
+ //
+ // +---G---+-------+
+ // | x o R x |
+ // +-------+-------+
+ //
+ // Then, if one of these edge is enabled:
+ // Red: (0.75 * X + 0.25 * 1) => 0.25 or 1.0
+ // Green: (0.75 * 1 + 0.25 * X) => 0.75 or 1.0
+ //
+ // This function will unpack the values (mad + mul + round):
+ // wolframalpha.com: round(x * abs(5 * x - 5 * 0.75)) plot 0 to 1
+ e.r = e.r * abs(5.0 * e.r - 5.0 * 0.75);
+ return round(e);
+}
+
+float4 SMAADecodeDiagBilinearAccess(float4 e) {
+ e.rb = e.rb * abs(5.0 * e.rb - 5.0 * 0.75);
+ return round(e);
+}
+
+/**
+ * These functions allows to perform diagonal pattern searches.
+ */
+float2 SMAASearchDiag1(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
+ dir.y = API_V_DIR(dir.y);
+ float4 coord = float4(texcoord, -1.0, 1.0);
+ float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
+ e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
+ coord.w = dot(e, float2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e) {
+ dir.y = API_V_DIR(dir.y);
+ float4 coord = float4(texcoord, -1.0, 1.0);
+ coord.x += 0.25 * SMAA_RT_METRICS.x; // See @SearchDiag2Optimization
+ float3 t = float3(SMAA_RT_METRICS.xy, 1.0);
+ while (coord.z < float(SMAA_MAX_SEARCH_STEPS_DIAG - 1) &&
+ coord.w > 0.9) {
+ coord.xyz = mad(t, float3(dir, 1.0), coord.xyz);
+
+ // @SearchDiag2Optimization
+ // Fetch both edges at once using bilinear filtering:
+ e = SMAASampleLevelZero(edgesTex, coord.xy).rg;
+ e = SMAADecodeDiagBilinearAccess(e);
+
+ // Non-optimized version:
+ // e.g = SMAASampleLevelZero(edgesTex, coord.xy).g;
+ // e.r = SMAASampleLevelZeroOffset(edgesTex, coord.xy, int2(1, 0)).r;
+
+ coord.w = dot(e, float2(0.5, 0.5));
+ }
+ return coord.zw;
+}
+
+/**
+ * Similar to SMAAArea, this calculates the area corresponding to a certain
+ * diagonal distance and crossing edges 'e'.
+ */
+float2 SMAAAreaDiag(SMAATexture2D(areaTex), float2 dist, float2 e, float offset) {
+ float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE_DIAG, SMAA_AREATEX_MAX_DISTANCE_DIAG), e, dist);
+
+ // We do a scale and bias for mapping to texel space:
+ texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
+
+ // Diagonal areas are on the second half of the texture:
+ texcoord.x += 0.5;
+
+ // Move to proper place, according to the subpixel offset:
+ texcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
+
+ texcoord.y = API_V_COORD(texcoord.y);
+
+ // Do it!
+ return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
+}
+
+/**
+ * This searches for diagonal patterns and returns the corresponding weights.
+ */
+float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), float2 texcoord, float2 e, float4 subsampleIndices) {
+ float2 weights = float2(0.0, 0.0);
+
+ // Search for the line ends:
+ float4 d;
+ float2 end;
+ if (e.r > 0.0) {
+ d.xz = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, 1.0), end);
+ d.x += float(end.y > 0.9);
+ } else
+ d.xz = float2(0.0, 0.0);
+ d.yw = SMAASearchDiag1(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, -1.0), end);
+
+ SMAA_BRANCH
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ float4 coords = mad(float4(-d.x + 0.25, API_V_DIR(d.x), d.y, API_V_DIR(-d.y - 0.25)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ float4 c;
+ c.xy = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).rg;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).rg;
+ c.yxwz = SMAADecodeDiagBilinearAccess(c.xyzw);
+
+ // Non-optimized version:
+ // float4 coords = mad(float4(-d.x, d.x, d.y, -d.y), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ // float4 c;
+ // c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
+ // c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, 0)).r;
+ // c.z = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).g;
+ // c.w = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, -1)).r;
+
+ // Merge crossing edges at each side into a single value:
+ float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.z);
+ }
+
+ // Search for the line ends:
+ d.xz = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(-1.0, -1.0), end);
+ if (SMAASampleLevelZeroOffset(edgesTex, texcoord, int2(1, 0)).r > 0.0) {
+ d.yw = SMAASearchDiag2(SMAATexturePass2D(edgesTex), texcoord, float2(1.0, 1.0), end);
+ d.y += float(end.y > 0.9);
+ } else
+ d.yw = float2(0.0, 0.0);
+
+ SMAA_BRANCH
+ if (d.x + d.y > 2.0) { // d.x + d.y + 1 > 3
+ // Fetch the crossing edges:
+ float4 coords = mad(float4(-d.x, API_V_DIR(-d.x), d.y, API_V_DIR(d.y)), SMAA_RT_METRICS.xyxy, texcoord.xyxy);
+ float4 c;
+ c.x = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2(-1, 0)).g;
+ c.y = SMAASampleLevelZeroOffset(edgesTex, coords.xy, int2( 0, API_V_DIR(-1))).r;
+ c.zw = SMAASampleLevelZeroOffset(edgesTex, coords.zw, int2( 1, 0)).gr;
+ float2 cc = mad(float2(2.0, 2.0), c.xz, c.yw);
+
+ // Remove the crossing edge if we didn't found the end of the line:
+ SMAAMovc(bool2(step(0.9, d.zw)), cc, float2(0.0, 0.0));
+
+ // Fetch the areas for this line:
+ weights += SMAAAreaDiag(SMAATexturePass2D(areaTex), d.xy, cc, subsampleIndices.w).gr;
+ }
+
+ return weights;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Horizontal/Vertical Search Functions
+
+/**
+ * This allows to determine how much length should we add in the last step
+ * of the searches. It takes the bilinearly interpolated edge (see
+ * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
+ * crossing edges are active.
+ */
+float SMAASearchLength(SMAATexture2D(searchTex), float2 e, float offset) {
+ // The texture is flipped vertically, with left and right cases taking half
+ // of the space horizontally:
+ float2 scale = SMAA_SEARCHTEX_SIZE * float2(0.5, -1.0);
+ float2 bias = SMAA_SEARCHTEX_SIZE * float2(offset, 1.0);
+
+ // Scale and bias to access texel centers:
+ scale += float2(-1.0, 1.0);
+ bias += float2( 0.5, -0.5);
+
+ // Convert from pixel coordinates to texcoords:
+ // (We use SMAA_SEARCHTEX_PACKED_SIZE because the texture is cropped)
+ scale *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
+ bias *= 1.0 / SMAA_SEARCHTEX_PACKED_SIZE;
+
+ float2 coord = mad(scale, e, bias);
+ coord.y = API_V_COORD(coord.y);
+
+ // Lookup the search texture:
+ return SMAA_SEARCHTEX_SELECT(SMAASampleLevelZero(searchTex, coord));
+}
+
+/**
+ * Horizontal/vertical search functions for the 2nd pass.
+ */
+float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ /**
+ * @PSEUDO_GATHER4
+ * This texcoord has been offset by (-0.25, -0.125) in the vertex shader to
+ * sample between edge, thus fetching four edges in a row.
+ * Sampling with different offsets in each direction allows to disambiguate
+ * which edges are active from the four fetched ones.
+ */
+ float2 e = float2(0.0, 1.0);
+ while (texcoord.x > end &&
+ e.g > 0.8281 && // Is there some edge not activated?
+ e.r == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(-float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0), 3.25);
+ return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
+
+ // Non-optimized version:
+ // We correct the previous (-0.25, -0.125) offset we applied:
+ // texcoord.x += 0.25 * SMAA_RT_METRICS.x;
+
+ // The searches are bias by 1, so adjust the coords accordingly:
+ // texcoord.x += SMAA_RT_METRICS.x;
+
+ // Disambiguate the length added by the last step:
+ // texcoord.x += 2.0 * SMAA_RT_METRICS.x; // Undo last step
+ // texcoord.x -= SMAA_RT_METRICS.x * (255.0 / 127.0) * SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.0);
+ // return mad(SMAA_RT_METRICS.x, offset, texcoord.x);
+}
+
+float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(0.0, 1.0);
+ while (texcoord.x < end &&
+ e.g > 0.8281 && // Is there some edge not activated?
+ e.r == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(float2(2.0, 0.0), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e, 0.5), 3.25);
+ return mad(-SMAA_RT_METRICS.x, offset, texcoord.x);
+}
+
+float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(1.0, 0.0);
+ while (API_V_BELOW(texcoord.y, end) &&
+ e.r > 0.8281 && // Is there some edge not activated?
+ e.g == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(-float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.0), 3.25);
+ return mad(SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
+}
+
+float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
+ float2 e = float2(1.0, 0.0);
+ while (API_V_ABOVE(texcoord.y, end) &&
+ e.r > 0.8281 && // Is there some edge not activated?
+ e.g == 0.0) { // Or is there a crossing edge that breaks the line?
+ e = SMAASampleLevelZero(edgesTex, texcoord).rg;
+ texcoord = mad(float2(0.0, API_V_DIR(2.0)), SMAA_RT_METRICS.xy, texcoord);
+ }
+ float offset = mad(-(255.0 / 127.0), SMAASearchLength(SMAATexturePass2D(searchTex), e.gr, 0.5), 3.25);
+ return mad(-SMAA_RT_METRICS.y, API_V_DIR(offset), texcoord.y);
+}
+
+/**
+ * Ok, we have the distance and both crossing edges. So, what are the areas
+ * at each side of current edge?
+ */
+float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
+ // Rounding prevents precision errors of bilinear filtering:
+ float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
+
+ // We do a scale and bias for mapping to texel space:
+ texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
+
+ // Move to proper place, according to the subpixel offset:
+ texcoord.y = mad(SMAA_AREATEX_SUBTEX_SIZE, offset, texcoord.y);
+
+ texcoord.y = API_V_COORD(texcoord.y);
+
+ // Do it!
+ return SMAA_AREATEX_SELECT(SMAASampleLevelZero(areaTex, texcoord));
+}
+
+//-----------------------------------------------------------------------------
+// Corner Detection Functions
+
+void SMAADetectHorizontalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
+ #if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ float2 leftRight = step(d.xy, d.yx);
+ float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y; // Reduce blending for pixels in the center of a line.
+
+ float2 factor = float2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(1))).r;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(1))).r;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(0, API_V_DIR(-2))).r;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(1, API_V_DIR(-2))).r;
+
+ weights *= saturate(factor);
+ #endif
+}
+
+void SMAADetectVerticalCornerPattern(SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d) {
+ #if !defined(SMAA_DISABLE_CORNER_DETECTION)
+ float2 leftRight = step(d.xy, d.yx);
+ float2 rounding = (1.0 - SMAA_CORNER_ROUNDING_NORM) * leftRight;
+
+ rounding /= leftRight.x + leftRight.y;
+
+ float2 factor = float2(1.0, 1.0);
+ factor.x -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2( 1, 0)).g;
+ factor.x -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2( 1, API_V_DIR(1))).g;
+ factor.y -= rounding.x * SMAASampleLevelZeroOffset(edgesTex, texcoord.xy, int2(-2, 0)).g;
+ factor.y -= rounding.y * SMAASampleLevelZeroOffset(edgesTex, texcoord.zw, int2(-2, API_V_DIR(1))).g;
+
+ weights *= saturate(factor);
+ #endif
+}
+
+//-----------------------------------------------------------------------------
+// Blending Weight Calculation Pixel Shader (Second Pass)
+
+float4 SMAABlendingWeightCalculationPS(float2 texcoord,
+ float2 pixcoord,
+ float4 offset[3],
+ SMAATexture2D(edgesTex),
+ SMAATexture2D(areaTex),
+ SMAATexture2D(searchTex),
+ float4 subsampleIndices) { // Just pass zero for SMAA 1x, see @SUBSAMPLE_INDICES.
+ float4 weights = float4(0.0, 0.0, 0.0, 0.0);
+
+ float2 e = SMAASample(edgesTex, texcoord).rg;
+
+ SMAA_BRANCH
+ if (e.g > 0.0) { // Edge at north
+ #if !defined(SMAA_DISABLE_DIAG_DETECTION)
+ // Diagonals have both north and west edges, so searching for them in
+ // one of the boundaries is enough.
+ weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
+
+ // We give priority to diagonals, so if we find a diagonal we skip
+ // horizontal/vertical processing.
+ SMAA_BRANCH
+ if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
+ #endif
+
+ float2 d;
+
+ // Find the distance to the left:
+ float3 coords;
+ coords.x = SMAASearchXLeft(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].xy, offset[2].x);
+ coords.y = offset[1].y; // offset[1].y = texcoord.y - 0.25 * SMAA_RT_METRICS.y (@CROSSING_OFFSET)
+ d.x = coords.x;
+
+ // Now fetch the left crossing edges, two at a time using bilinear
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
+ // discern what value each edge has:
+ float e1 = SMAASampleLevelZero(edgesTex, coords.xy).r;
+
+ // Find the distance to the right:
+ coords.z = SMAASearchXRight(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[0].zw, offset[2].y);
+ d.y = coords.z;
+
+ // We want the distances to be in pixel units (doing this here allow to
+ // better interleave arithmetic and memory accesses):
+ d = abs(round(mad(SMAA_RT_METRICS.zz, d, -pixcoord.xx)));
+
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
+ // quadratically:
+ float2 sqrt_d = sqrt(d);
+
+ // Fetch the right crossing edges:
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.zy, int2(1, 0)).r;
+
+ // Ok, we know how this pattern looks like, now it is time for getting
+ // the actual area:
+ weights.rg = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.y);
+
+ // Fix corners:
+ coords.y = texcoord.y;
+ SMAADetectHorizontalCornerPattern(SMAATexturePass2D(edgesTex), weights.rg, coords.xyzy, d);
+
+ #if !defined(SMAA_DISABLE_DIAG_DETECTION)
+ } else
+ e.r = 0.0; // Skip vertical processing.
+ #endif
+ }
+
+ SMAA_BRANCH
+ if (e.r > 0.0) { // Edge at west
+ float2 d;
+
+ // Find the distance to the top:
+ float3 coords;
+ coords.y = SMAASearchYUp(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].xy, offset[2].z);
+ coords.x = offset[0].x; // offset[1].x = texcoord.x - 0.25 * SMAA_RT_METRICS.x;
+ d.x = coords.y;
+
+ // Fetch the top crossing edges:
+ float e1 = SMAASampleLevelZero(edgesTex, coords.xy).g;
+
+ // Find the distance to the bottom:
+ coords.z = SMAASearchYDown(SMAATexturePass2D(edgesTex), SMAATexturePass2D(searchTex), offset[1].zw, offset[2].w);
+ d.y = coords.z;
+
+ // We want the distances to be in pixel units:
+ d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
+
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
+ // quadratically:
+ float2 sqrt_d = sqrt(d);
+
+ // Fetch the bottom crossing edges:
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords.xz, int2(0, API_V_DIR(1))).g;
+
+ // Get the area for this direction:
+ weights.ba = SMAAArea(SMAATexturePass2D(areaTex), sqrt_d, e1, e2, subsampleIndices.x);
+
+ // Fix corners:
+ coords.x = texcoord.x;
+ SMAADetectVerticalCornerPattern(SMAATexturePass2D(edgesTex), weights.ba, coords.xyxz, d);
+ }
+
+ return weights;
+}
+
+//-----------------------------------------------------------------------------
+// Neighborhood Blending Pixel Shader (Third Pass)
+
+float4 SMAANeighborhoodBlendingPS(float2 texcoord,
+ float4 offset,
+ SMAATexture2D(colorTex),
+ SMAATexture2D(blendTex)
+ #if SMAA_REPROJECTION
+ , SMAATexture2D(velocityTex)
+ #endif
+ ) {
+ // Fetch the blending weights for current pixel:
+ float4 a;
+ a.x = SMAASample(blendTex, offset.xy).a; // Right
+ a.y = SMAASample(blendTex, offset.zw).g; // Top
+ a.wz = SMAASample(blendTex, texcoord).xz; // Bottom / Left
+
+ // Is there any blending weight with a value greater than 0.0?
+ SMAA_BRANCH
+ if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
+ float4 color = SMAASampleLevelZero(colorTex, texcoord);
+
+ #if SMAA_REPROJECTION
+ float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
+
+ // Pack velocity into the alpha channel:
+ color.a = sqrt(5.0 * length(velocity));
+ #endif
+
+ return color;
+ } else {
+ bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
+
+ // Calculate the blending offsets:
+ float4 blendingOffset = float4(0.0, API_V_DIR(a.y), 0.0, API_V_DIR(a.w));
+ float2 blendingWeight = a.yw;
+ SMAAMovc(bool4(h, h, h, h), blendingOffset, float4(a.x, 0.0, a.z, 0.0));
+ SMAAMovc(bool2(h, h), blendingWeight, a.xz);
+ blendingWeight /= dot(blendingWeight, float2(1.0, 1.0));
+
+ // Calculate the texture coordinates:
+ float4 blendingCoord = mad(blendingOffset, float4(SMAA_RT_METRICS.xy, -SMAA_RT_METRICS.xy), texcoord.xyxy);
+
+ // We exploit bilinear filtering to mix current pixel with the chosen
+ // neighbor:
+ float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy);
+ color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw);
+
+ #if SMAA_REPROJECTION
+ // Antialias velocity for proper reprojection in a later stage:
+ float2 velocity = blendingWeight.x * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.xy));
+ velocity += blendingWeight.y * SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, blendingCoord.zw));
+
+ // Pack velocity into the alpha channel:
+ color.a = sqrt(5.0 * length(velocity));
+ #endif
+
+ return color;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Temporal Resolve Pixel Shader (Optional Pass)
+
+float4 SMAAResolvePS(float2 texcoord,
+ SMAATexture2D(currentColorTex),
+ SMAATexture2D(previousColorTex)
+ #if SMAA_REPROJECTION
+ , SMAATexture2D(velocityTex)
+ #endif
+ ) {
+ #if SMAA_REPROJECTION
+ // Velocity is assumed to be calculated for motion blur, so we need to
+ // inverse it for reprojection:
+ float2 velocity = -SMAA_DECODE_VELOCITY(SMAASamplePoint(velocityTex, texcoord).rg);
+
+ // Fetch current pixel:
+ float4 current = SMAASamplePoint(currentColorTex, texcoord);
+
+ // Reproject current coordinates and fetch previous pixel:
+ float4 previous = SMAASamplePoint(previousColorTex, texcoord + velocity);
+
+ // Attenuate the previous pixel if the velocity is different:
+ float delta = abs(current.a * current.a - previous.a * previous.a) / 5.0;
+ float weight = 0.5 * saturate(1.0 - sqrt(delta) * SMAA_REPROJECTION_WEIGHT_SCALE);
+
+ // Blend the pixels according to the calculated weight:
+ return lerp(current, previous, weight);
+ #else
+ // Just blend the pixels:
+ float4 current = SMAASamplePoint(currentColorTex, texcoord);
+ float4 previous = SMAASamplePoint(previousColorTex, texcoord);
+ return lerp(current, previous, 0.5);
+ #endif
+}
+
+//-----------------------------------------------------------------------------
+// Separate Multisamples Pixel Shader (Optional Pass)
+
+#ifdef SMAALoad
+void SMAASeparatePS(float4 position,
+ float2 texcoord,
+ out float4 target0,
+ out float4 target1,
+ SMAATexture2DMS2(colorTexMS)) {
+ int2 pos = int2(position.xy);
+ target0 = SMAALoad(colorTexMS, pos, 0);
+ target1 = SMAALoad(colorTexMS, pos, 1);
+}
+#endif
+
+//-----------------------------------------------------------------------------
+#endif // SMAA_INCLUDE_PS
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl
new file mode 100644
index 0000000000..3332c5f58f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file SMAABlendWeightsF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+in vec2 vary_texcoord0;
+in vec2 vary_pixcoord;
+in vec4 vary_offset[3];
+
+uniform sampler2D edgesTex;
+uniform sampler2D areaTex;
+uniform sampler2D searchTex;
+
+vec4 SMAABlendingWeightCalculationPS(vec2 texcoord,
+ vec2 pixcoord,
+ vec4 offset[3],
+ sampler2D edgesTex,
+ sampler2D areaTex,
+ sampler2D searchTex,
+ vec4 subsampleIndices);
+
+void main()
+{
+ frag_color = SMAABlendingWeightCalculationPS(vary_texcoord0,
+ vary_pixcoord,
+ vary_offset,
+ edgesTex,
+ areaTex,
+ searchTex,
+ vec4(0.0)
+ );
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl
new file mode 100644
index 0000000000..52f85ef30c
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAABlendWeightsV.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file SMAABlendWeightsV.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+
+out vec2 vary_texcoord0;
+out vec2 vary_pixcoord;
+out vec4 vary_offset[3];
+
+#define float4 vec4
+#define float2 vec2
+void SMAABlendingWeightCalculationVS(float2 texcoord,
+ out float2 pixcoord,
+ out float4 offset[3]);
+
+void main()
+{
+ gl_Position = vec4(position.xyz, 1.0);
+ vary_texcoord0 = (gl_Position.xy*0.5+0.5);
+
+ SMAABlendingWeightCalculationVS(vary_texcoord0,
+ vary_pixcoord,
+ vary_offset);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl
new file mode 100644
index 0000000000..0a8cd4a4ea
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectF.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file SMAAEdgeDetectF.glsl
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+in vec2 vary_texcoord0;
+in vec4 vary_offset[3];
+
+uniform sampler2D diffuseRect;
+#if SMAA_PREDICATION
+uniform sampler2D predicationTex;
+#endif
+
+#define float4 vec4
+#define float2 vec2
+#define SMAATexture2D(tex) sampler2D tex
+
+float2 SMAAColorEdgeDetectionPS(float2 texcoord,
+ float4 offset[3],
+ SMAATexture2D(colorTex)
+ #if SMAA_PREDICATION
+ , SMAATexture2D(predicationTex)
+ #endif
+ );
+
+void main()
+{
+ vec2 val = SMAAColorEdgeDetectionPS(vary_texcoord0,
+ vary_offset,
+ diffuseRect
+ #if SMAA_PREDICATION
+ , predicationTex
+ #endif
+ );
+ frag_color = float4(val,0.0,0.0);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl
new file mode 100644
index 0000000000..7c0184bfc4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAAEdgeDetectV.glsl
@@ -0,0 +1,45 @@
+/**
+ * @file SMAAEdgeDetectV.glsl
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+
+out vec2 vary_texcoord0;
+out vec4 vary_offset[3];
+
+#define float4 vec4
+#define float2 vec2
+void SMAAEdgeDetectionVS(float2 texcoord,
+ out float4 offset[3]);
+
+void main()
+{
+ gl_Position = vec4(position.xyz, 1.0);
+ vary_texcoord0 = (gl_Position.xy*0.5+0.5);
+
+ SMAAEdgeDetectionVS(vary_texcoord0, vary_offset);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl
new file mode 100644
index 0000000000..3276405447
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendF.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file SMAANeighborhoodBlendF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+in vec2 vary_texcoord0;
+in vec4 vary_offset;
+
+uniform sampler2D diffuseRect;
+uniform sampler2D blendTex;
+#if SMAA_REPROJECTION
+uniform sampler2D velocityTex;
+#endif
+
+#define float4 vec4
+#define float2 vec2
+#define SMAATexture2D(tex) sampler2D tex
+
+float4 SMAANeighborhoodBlendingPS(float2 texcoord,
+ float4 offset,
+ SMAATexture2D(colorTex),
+ SMAATexture2D(blendTex)
+ #if SMAA_REPROJECTION
+ , SMAATexture2D(velocityTex)
+ #endif
+ );
+
+void main()
+{
+ frag_color = SMAANeighborhoodBlendingPS(vary_texcoord0,
+ vary_offset,
+ diffuseRect,
+ blendTex
+ #if SMAA_REPROJECTION
+ , velocityTex
+ #endif
+ );
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl
new file mode 100644
index 0000000000..7ea1ac61e3
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAANeighborhoodBlendV.glsl
@@ -0,0 +1,47 @@
+/**
+ * @file SMAANeighborhoodBlendV.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+
+out vec2 vary_texcoord0;
+out vec4 vary_offset;
+
+#define float4 vec4
+#define float2 vec2
+void SMAANeighborhoodBlendingVS(float2 texcoord,
+ out float4 offset);
+
+void main()
+{
+ gl_Position = vec4(position.xyz, 1.0);
+ vary_texcoord0 = (gl_Position.xy*0.5+0.5);
+
+ SMAANeighborhoodBlendingVS(vary_texcoord0, vary_offset);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 4c9d813c9c..799b8767d5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -69,70 +69,70 @@ uniform float near_clip;
void main()
{
- vec4 pos;
- vec3 norm;
-
- //transform vertex
+ 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;
+ 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;
+ 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);
+ 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 //IS_AVATAR_SKIN
-
+
#endif // HAS_SKIN
#ifdef USE_INDEXED_TEX
- passTextureIndex();
+ passTextureIndex();
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vary_norm = norm;
- vary_position = pos.xyz;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_norm = norm;
+ vary_position = pos.xyz;
#ifdef USE_VERTEX_COLOR
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
#endif
-
+
#ifdef HAS_SKIN
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
+ 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);
+ 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);
+ 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/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index da467cd5da..ce018623a8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -1,30 +1,29 @@
-/**
+/**
* @file class1/deferred/aoUtil.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 sampler2D noiseMap;
-uniform sampler2D normalMap;
+uniform sampler2D noiseMap;
uniform sampler2D depthMap;
uniform float ssao_radius;
@@ -70,7 +69,7 @@ vec2 getKern(int i)
kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
+
return kern[i] / screen_res;
}
@@ -83,33 +82,33 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
float angle_hidden = 0.0;
float points = 0;
-
+
float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
+
// it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
for (int i = 0; i < 8; i++)
{
vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPositionAo(samppos_screen).xyz;
+ vec3 samppos_world = getPositionAo(samppos_screen).xyz;
vec3 diff = pos_world - samppos_world;
float dist2 = dot(diff, diff);
-
+
// assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
// --> solid angle shrinking by the square of distance
//radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
//(k should vary inversely with # of samples, but this is taken care of later)
-
+
float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
points = points + diffz_val;
}
-
+
angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
-
+
float points_val = (points > 0.0) ? 1.0 : 0.0;
ret = (1.0 - (points_val * angle_hidden));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
index f1dc1159d0..f1e0295859 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file avatarAlphaMaskShadowF.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
* $/LicenseInfo$
*/
@@ -32,22 +32,22 @@ in float target_pos_x;
in float pos_w;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
- if (alpha < minimum_alpha)
- {
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
- {
- discard;
- }
- }
+ if (alpha < minimum_alpha)
+ {
+ if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ {
+ discard;
+ }
+ }
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 097e28aa0c..18ce998cb6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file avatarAlphaShadowF.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
* $/LicenseInfo$
*/
@@ -34,22 +34,22 @@ in float target_pos_x;
in vec2 vary_texcoord0;
uniform vec4 color;
-void main()
+void main()
{
- float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a;
-
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
-
- if (alpha < minimum_alpha) // treat as semi-transparent
- {
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
- {
- discard;
- }
- }
-
- frag_color = vec4(1,1,1,1);
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a;
+
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
+
+ if (alpha < minimum_alpha) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ {
+ discard;
+ }
+ }
+
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index 57e0b2b59f..8d32dab911 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file avatarAlphaShadowV.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 texture_matrix0;
uniform mat4 projection_matrix;
uniform float shadow_target_width;
@@ -40,31 +40,31 @@ out vec2 vary_texcoord0;
void main()
{
- vec4 pos;
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
- mat4 trans = getSkinnedTransform();
- 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);
-
- pos = projection_matrix * pos;
+ vec4 pos;
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ mat4 trans = getSkinnedTransform();
+ 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);
+
+ pos = projection_matrix * pos;
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
- pos_w = pos.w;
+ pos_w = pos.w;
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- gl_Position = pos;
+ gl_Position = pos;
- passTextureIndex();
+ passTextureIndex();
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
index 83b0ba096c..d3ca3ec8c1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file avatarEyesV.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
* $/LicenseInfo$
*/
@@ -26,6 +26,7 @@
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
in vec3 position;
in vec3 normal;
@@ -35,14 +36,16 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vary_normal = normalize(normal_matrix * normal);
+ //transform vertex
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index 6ebe4ce251..cc4cd8366c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -1,31 +1,31 @@
-/**
+/**
* @file avatarF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
-out vec4 frag_data[3];
+out vec4 frag_data[4];
uniform sampler2D diffuseMap;
@@ -33,21 +33,29 @@ uniform float minimum_alpha;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-void main()
+void main()
{
- vec4 diff = texture(diffuseMap, vary_texcoord0.xy);
-
- if (diff.a < minimum_alpha)
- {
- discard;
- }
-
- frag_data[0] = vec4(diff.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ mirrorClip(vary_position);
+
+ vec4 diff = texture(diffuseMap, vary_texcoord0.xy);
+
+ if (diff.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(diff.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 0c386ade6c..37dcbbd328 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -1,36 +1,34 @@
-/**
+/**
* @file avatarShadowF.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
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
+/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
-uniform sampler2D diffuseMap;
-
-void main()
+void main()
{
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 5c64d48399..95db062203 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file avatarShadowV.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;
mat4 getSkinnedTransform();
@@ -33,23 +33,23 @@ in vec2 texcoord0;
void main()
{
- vec4 pos;
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
- mat4 trans = getSkinnedTransform();
- 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);
-
- pos = projection_matrix * pos;
- gl_Position = pos;
+ vec4 pos;
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ mat4 trans = getSkinnedTransform();
+ 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);
+
+ pos = projection_matrix * pos;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
index bc0c11ec46..aabbbac12a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file avatarV.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;
in vec3 position;
@@ -35,29 +35,31 @@ in vec4 weight;
out vec3 vary_normal;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- vec4 pos_in = vec4(position.xyz, 1.0);
- mat4 trans = getSkinnedTransform();
- 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);
-
- vary_normal = norm;
-
- gl_Position = projection_matrix * pos;
+ vary_texcoord0 = texcoord0;
+
+ vec4 pos;
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ mat4 trans = getSkinnedTransform();
+ 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);
+
+ vary_normal = norm;
+
+ vary_position = pos.xyz;
+ gl_Position = projection_matrix * pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 08baf98686..23a3ca4911 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file blurLightF.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
* $/LicenseInfo$
*/
@@ -27,7 +27,6 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
uniform sampler2D lightMap;
uniform float dist_factor;
@@ -40,18 +39,18 @@ uniform float kern_scale;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
vec4 ccol = texture(lightMap, tc).rgba;
-
+
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
-
+
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;
@@ -75,15 +74,15 @@ void main()
k[1] = (k[0]+k[2])*0.5f;
k[3] = (k[2]+k[4])*0.5f;
k[5] = (k[4]+k[6])*0.5f;
-
+
for (int i = 1; i < 7; i++)
{
vec2 samptc = tc + k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -95,10 +94,10 @@ void main()
{
vec2 samptc = tc - k[i].z*dlt*2.0;
samptc /= screen_res;
- vec3 samppos = getPosition(samptc).xyz;
+ vec3 samppos = getPosition(samptc).xyz;
float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
+
if (d*d <= pointplanedist_tolerance_pow2)
{
col += texture(lightMap, samptc)*k[i].xyxx;
@@ -108,7 +107,7 @@ void main()
col /= defined_weight.xyxx;
//col.y *= col.y;
-
+
frag_color = max(col, vec4(0));
#ifdef IS_AMD_CARD
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index 5abaa1f2a6..969fbc5a7d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file blurLightF.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
* $/LicenseInfo$
*/
@@ -30,8 +30,8 @@ uniform vec2 screen_res;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index 35f483f633..a2341a80ab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -1,30 +1,30 @@
-/**
+/**
* @file bumpF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
-
+
out vec4 frag_data[4];
uniform float minimum_alpha;
@@ -37,29 +37,36 @@ in vec3 vary_mat2;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-void main()
+void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
-
- if(col.a < minimum_alpha)
- {
- discard;
- }
- col *= vertex_color;
-
- vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
+ mirrorClip(vary_position);
+
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+
+ if(col.a < minimum_alpha)
+ {
+ discard;
+ }
+ col *= vertex_color;
+
+ vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;
+
+ vec3 tnorm = vec3(dot(norm,vary_mat0),
+ dot(norm,vary_mat1),
+ dot(norm,vary_mat2));
+
+ frag_data[0] = vec4(col.rgb, 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
+ vec3 nvn = normalize(tnorm);
+ frag_data[2] = encodeNormal(nvn, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- vec3 tnorm = vec3(dot(norm,vary_mat0),
- dot(norm,vary_mat1),
- dot(norm,vary_mat2));
-
- frag_data[0] = vec4(col.rgb, 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
- vec3 nvn = normalize(tnorm);
- frag_data[2] = vec4(encode_normal(nvn), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0, 0, 0, 0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
index 3af2eab1e4..a381392f6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl
@@ -1,28 +1,29 @@
-/**
+/**
* @file bumpV.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 modelview_matrix;
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -38,36 +39,38 @@ out vec3 vary_mat1;
out vec3 vary_mat2;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
{
- //transform vertex
+ //transform vertex
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- gl_Position = projection_matrix*vec4(pos, 1.0);
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ vary_position = pos;
+ gl_Position = projection_matrix*vec4(pos, 1.0);
- vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
- vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz);
+ vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz);
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vec3 n = normalize(normal_matrix * normal);
- vec3 t = normalize(normal_matrix * tangent.xyz);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec3 n = normalize(normal_matrix * normal);
+ vec3 t = normalize(normal_matrix * tangent.xyz);
#endif
- vec3 b = cross(n, t) * tangent.w;
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vec3 b = cross(n, t) * tangent.w;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_mat0 = vec3(t.x, b.x, n.x);
+ vary_mat1 = vec3(t.y, b.y, n.y);
+ vary_mat2 = vec3(t.z, b.z, n.z);
- vary_mat0 = vec3(t.x, b.x, n.x);
- vary_mat1 = vec3(t.y, b.y, n.y);
- vary_mat2 = vec3(t.z, b.z, n.z);
-
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
index f6870c3ff0..8c51b4a36b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\cloudsF.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
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
+/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -93,7 +93,7 @@ void main()
// And smooth
alpha1 = 1. - alpha1 * alpha1;
- alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
alpha1 *= altitude_blend_factor;
alpha1 = clamp(alpha1, 0.0, 1.0);
@@ -105,7 +105,7 @@ void main()
// And smooth
alpha2 = 1. - alpha2;
- alpha2 = 1. - alpha2 * alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
// Combine
vec3 color;
@@ -114,9 +114,15 @@ void main()
color.rgb *= 2.0;
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(0);
+
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0,0,0,GBUFFER_FLAG_SKIP_ATMOS);
+
+#if defined(HAS_EMISSIVE)
+ frag_data[0] = vec4(0);
frag_data[3] = vec4(color.rgb, alpha1);
+#else
+ frag_data[0] = vec4(color.rgb, alpha1);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 98314d39d3..c019b5606a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file WLCloudsV.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
* $/LicenseInfo$
*/
@@ -75,53 +75,53 @@ uniform float cloud_scale;
// indra\newview\llsettingsvo.cpp
void main()
{
- // World / view / projection
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ // World / view / projection
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- // Texture coords
+ // Texture coords
// SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
vary_texcoord0 = vec2(-texcoord0.x, texcoord0.y); // See: LLSettingsVOSky::applySpecial
- vary_texcoord0.xy -= 0.5;
- vary_texcoord0.xy /= cloud_scale;
- vary_texcoord0.xy += 0.5;
+ vary_texcoord0.xy -= 0.5;
+ vary_texcoord0.xy /= cloud_scale;
+ vary_texcoord0.xy += 0.5;
- vary_texcoord1 = vary_texcoord0;
- vary_texcoord1.x += lightnorm.x * 0.0125;
- vary_texcoord1.y += lightnorm.z * 0.0125;
+ vary_texcoord1 = vary_texcoord0;
+ vary_texcoord1.x += lightnorm.x * 0.0125;
+ vary_texcoord1.y += lightnorm.z * 0.0125;
- vary_texcoord2 = vary_texcoord0 * 16.;
- vary_texcoord3 = vary_texcoord1 * 16.;
+ vary_texcoord2 = vary_texcoord0 * 16.;
+ vary_texcoord3 = vary_texcoord1 * 16.;
- // Get relative position
+ // Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
altitude_blend_factor = clamp((rel_pos.y + 512.0) / max_y, 0.0, 1.0);
- // Set altitude
+ // Set altitude
if (rel_pos.y > 0)
- {
+ {
rel_pos *= (max_y / rel_pos.y);
- }
+ }
if (rel_pos.y < 0)
- {
- altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
+ {
+ altitude_blend_factor = 0; // SL-11589 Fix clouds drooping below horizon
rel_pos *= (-32000. / rel_pos.y);
- }
+ }
- // Can normalize then
+ // Can normalize then
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- // Initialize temp variables
- vec3 sunlight = sunlight_color;
- vec3 light_atten;
+ // Initialize temp variables
+ vec3 sunlight = sunlight_color;
+ vec3 light_atten;
- // Sunlight attenuation effect (hue and brightness) due to atmosphere
- // this is used later for sunlight modulation at various altitudes
+ // Sunlight attenuation effect (hue and brightness) due to atmosphere
+ // this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
- // Calculate relative weights
+ // Calculate relative weights
vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = haze_density / combined_haze;
@@ -130,64 +130,64 @@ void main()
float off_axis = 1.0 / max(1e-6, max(0., rel_pos_norm.y) + lightnorm.y);
sunlight *= exp(-light_atten * off_axis);
- // Distance
+ // Distance
float density_dist = rel_pos_len * density_multiplier;
// Transparency (-> combined_haze)
// ATI Bugfix -- can't store combined_haze*density_dist in a variable because the ati
- // compiler gets confused.
+ // compiler gets confused.
combined_haze = exp(-combined_haze * density_dist);
- // Compute haze glow
+ // Compute haze glow
float haze_glow = 1.0 - dot(rel_pos_norm, lightnorm.xyz);
// haze_glow is 0 at the sun and increases away from sun
haze_glow = max(haze_glow, .001);
- // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+ // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
- // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
+ // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
haze_glow = pow(haze_glow, glow.z);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
+ // glow.z should be negative, so we're doing a sort of (1 / "angle") function
haze_glow *= sun_moon_glow_factor;
- // Add "minimum anti-solar illumination"
+ // Add "minimum anti-solar illumination"
// For sun, add to glow. For moon, remove glow entirely. SL-13768
haze_glow = (sun_moon_glow_factor < 1.0) ? 0.0 : (haze_glow + 0.25);
- // Increase ambient when there are more clouds
- vec3 tmpAmbient = ambient_color;
- tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
+ // Increase ambient when there are more clouds
+ vec3 tmpAmbient = ambient_color;
+ tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1. - cloud_shadow);
+ // Dim sunlight by cloud shadow percentage
+ sunlight *= (1. - cloud_shadow);
- // Haze color below cloud
+ // Haze color below cloud
vec3 additiveColorBelowCloud =
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
- // CLOUDS
+ // CLOUDS
sunlight = sunlight_color;
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
- // Cloud color out
+ // Cloud color out
vary_CloudColorSun = (sunlight * haze_glow) * cloud_color;
- vary_CloudColorAmbient = tmpAmbient * cloud_color;
-
- // Attenuate cloud color by atmosphere
+ vary_CloudColorAmbient = tmpAmbient * cloud_color;
+
+ // Attenuate cloud color by atmosphere
combined_haze = sqrt(combined_haze); // less atmos opacity (more transparency) below clouds
vary_CloudColorSun *= combined_haze;
vary_CloudColorAmbient *= combined_haze;
vec3 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - combined_haze);
- // Make a nice cloud density based on the cloud_shadow value that was passed in.
- vary_CloudDensity = 2. * (cloud_shadow - 0.25);
+ // Make a nice cloud density based on the cloud_shadow value that was passed in.
+ vary_CloudDensity = 2. * (cloud_shadow - 0.25);
- // Combine these to minimize register use
- vary_CloudColorAmbient += oHazeColorBelowCloud;
+ // Combine these to minimize register use
+ vary_CloudColorAmbient += oHazeColorBelowCloud;
- // needs this to compile on mac
- //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
+ // needs this to compile on mac
+ //vary_AtmosAttenuation = vec3(0.0,0.0,0.0);
- // END CLOUDS
+ // END CLOUDS
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index d95a33a6be..0a0fa0a374 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file cofF.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
* $/LicenseInfo$
*/
@@ -45,35 +45,35 @@ in vec2 vary_fragcoord;
float calc_cof(float depth)
{
- float sc = (depth-focal_distance)/-depth*blur_constant;
-
- sc /= magnification;
-
- // tan_pixel_angle = pixel_length/-depth;
- float pixel_length = tan_pixel_angle*-focal_distance;
-
- sc = sc/pixel_length;
- sc *= 1.414;
-
- return sc;
+ float sc = (depth-focal_distance)/-depth*blur_constant;
+
+ sc /= magnification;
+
+ // tan_pixel_angle = pixel_length/-depth;
+ float pixel_length = tan_pixel_angle*-focal_distance;
+
+ sc = sc/pixel_length;
+ sc *= 1.414;
+
+ return sc;
}
-void main()
+void main()
{
- vec2 tc = vary_fragcoord.xy;
+ vec2 tc = vary_fragcoord.xy;
float z = texture(depthMap, tc).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- float depth = p.z/p.w;
-
- vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
-
- float sc = calc_cof(depth);
- sc = min(sc, max_cof);
- sc = max(sc, -max_cof);
-
- frag_color.rgb = diff.rgb;
- frag_color.a = sc/max_cof*0.5+0.5;
+ z = z*2.0-1.0;
+ vec4 ndc = vec4(0.0, 0.0, z, 1.0);
+ vec4 p = inv_proj*ndc;
+ float depth = p.z/p.w;
+
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
+
+ float sc = calc_cof(depth);
+ sc = min(sc, max_cof);
+ sc = max(sc, -max_cof);
+
+ frag_color.rgb = diff.rgb;
+ frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index f9ebf33b4a..94711be473 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/deferredUtil.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
* $/LicenseInfo$
*/
@@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
-uniform sampler2D normalMap;
-uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -62,6 +62,8 @@ uniform float proj_lod ; // (number of mips in proj map)
uniform float proj_range; // range between near clip and far clip plane of projection
uniform float proj_ambiance;
+uniform int classic_mode;
+
// light params
uniform vec3 color; // light_color
uniform float size; // light_size
@@ -73,8 +75,11 @@ const float M_PI = 3.14159265;
const float ONE_OVER_PI = 0.3183098861;
vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cs);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
+vec4 decodeNormal(vec4 norm);
+
float calcLegacyDistanceAttenuation(float distance, float falloff)
{
float dist_atten = 1.0 - clamp((distance + falloff)/(1.0 + falloff), 0.0, 1.0);
@@ -99,10 +104,13 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v,
{
l = normalize(lv);
h = normalize(l + v);
- nh = clamp(dot(n, h), 0.0, 1.0);
- nl = clamp(dot(n, l), 0.0, 1.0);
- nv = clamp(dot(n, v), 0.0, 1.0);
- vh = clamp(dot(v, h), 0.0, 1.0);
+
+ // lower bound to avoid divide by zero
+ float eps = 0.000001;
+ nh = clamp(dot(n, h), eps, 1.0);
+ nl = clamp(dot(n, l), eps, 1.0);
+ nv = clamp(dot(n, v), eps, 1.0);
+ vh = clamp(dot(v, h), eps, 1.0);
lightDist = length(lv);
}
@@ -140,40 +148,16 @@ vec2 getScreenCoordinate(vec2 screenpos)
return sc - vec2(1.0, 1.0);
}
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
-vec3 getNorm(vec2 screenpos)
-{
- vec2 enc = texture(normalMap, screenpos.xy).xy;
- 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 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
+vec4 getNorm(vec2 screenpos)
{
- vec2 enc = packedNormalEnvIntensityFlags.xy;
- 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 normalize(n); // TODO: Is this normalize redundant?
+ vec4 norm = decodeNormal(texture(normalMap, screenpos.xy));
+ return norm;
}
-// return packedNormalEnvIntensityFlags since GBUFFER_FLAG_HAS_PBR needs .w
-// See: C++: addDeferredAttachments(), GLSL: softenLightF
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
+vec4 getNormRaw(vec2 screenpos)
{
- vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);
- n = getNormalFromPacked( packedNormalEnvIntensityFlags );
- envIntensity = packedNormalEnvIntensityFlags.z;
- return packedNormalEnvIntensityFlags;
+ vec4 norm = texture(normalMap, screenpos.xy);
+ return norm;
}
// get linear depth value given a depth buffer sample d and znear and zfar values
@@ -376,23 +360,26 @@ vec2 BRDF(float NoV, float roughness)
}
// set colorDiffuse and colorSpec to the results of GLTF PBR style IBL
-vec3 pbrIbl(vec3 diffuseColor,
+void pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
- float perceptualRough)
+ float perceptualRough,
+ out vec3 diffuseOut,
+ out vec3 specularOut)
{
// retrieve a scale and bias to F0. See [1], Figure 3
- vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
- vec3 diffuseLight = irradiance;
- vec3 specularLight = radiance;
-
- vec3 diffuse = diffuseLight * diffuseColor;
- vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
+ vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
+ vec3 diffuseLight = irradiance;
+ vec3 specularLight = radiance;
- return (diffuse + specular) * ao;
+ vec3 diffuse = diffuseLight * diffuseColor;
+ vec3 specular = specularLight * (specularColor * brdf.x + brdf.y);
+
+ diffuseOut = diffuse * ao;
+ specularOut = specular * ao;
}
@@ -401,18 +388,18 @@ vec3 pbrIbl(vec3 diffuseColor,
// of the shading terms, outlined in the Readme.MD Appendix.
struct PBRInfo
{
- float NdotL; // cos angle between normal and light direction
- float NdotV; // cos angle between normal and view direction
- float NdotH; // cos angle between normal and half vector
- float LdotH; // cos angle between light direction and half vector
- float VdotH; // cos angle between view direction and half vector
- float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
- float metalness; // metallic value at the surface
- vec3 reflectance0; // full reflectance color (normal incidence angle)
- vec3 reflectance90; // reflectance color at grazing angle
- float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
- vec3 diffuseColor; // color contribution from diffuse lighting
- vec3 specularColor; // color contribution from specular lighting
+ float NdotL; // cos angle between normal and light direction
+ float NdotV; // cos angle between normal and view direction
+ float NdotH; // cos angle between normal and half vector
+ float LdotH; // cos angle between light direction and half vector
+ float VdotH; // cos angle between view direction and half vector
+ float perceptualRoughness; // roughness value, as authored by the model creator (input to shader)
+ float metalness; // metallic value at the surface
+ vec3 reflectance0; // full reflectance color (normal incidence angle)
+ vec3 reflectance90; // reflectance color at grazing angle
+ float alphaRoughness; // roughness mapped to a more linear change in the roughness (proposed by [2])
+ vec3 diffuseColor; // color contribution from diffuse lighting
+ vec3 specularColor; // color contribution from specular lighting
};
// Basic Lambertian diffuse
@@ -420,14 +407,14 @@ struct PBRInfo
// See also [1], Equation 1
vec3 diffuse(PBRInfo pbrInputs)
{
- return pbrInputs.diffuseColor / M_PI;
+ return pbrInputs.diffuseColor / M_PI;
}
// The following equation models the Fresnel reflectance term of the spec equation (aka F())
// Implementation of fresnel from [4], Equation 15
vec3 specularReflection(PBRInfo pbrInputs)
{
- return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
+ return pbrInputs.reflectance0 + (pbrInputs.reflectance90 - pbrInputs.reflectance0) * pow(clamp(1.0 - pbrInputs.VdotH, 0.0, 1.0), 5.0);
}
// This calculates the specular geometric attenuation (aka G()),
@@ -436,13 +423,13 @@ vec3 specularReflection(PBRInfo pbrInputs)
// alphaRoughness as input as originally proposed in [2].
float geometricOcclusion(PBRInfo pbrInputs)
{
- float NdotL = pbrInputs.NdotL;
- float NdotV = pbrInputs.NdotV;
- float r = pbrInputs.alphaRoughness;
+ float NdotL = pbrInputs.NdotL;
+ float NdotV = pbrInputs.NdotV;
+ float r = pbrInputs.alphaRoughness;
- float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
- float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
- return attenuationL * attenuationV;
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
+ return attenuationL * attenuationV;
}
// The following equation(s) model the distribution of microfacet normals across the area being drawn (aka D())
@@ -450,69 +437,117 @@ float geometricOcclusion(PBRInfo pbrInputs)
// Follows the distribution function recommended in the SIGGRAPH 2013 course notes from EPIC Games [1], Equation 3.
float microfacetDistribution(PBRInfo pbrInputs)
{
- float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
- float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
- return roughnessSq / (M_PI * f * f);
+ float roughnessSq = pbrInputs.alphaRoughness * pbrInputs.alphaRoughness;
+ float f = (pbrInputs.NdotH * roughnessSq - pbrInputs.NdotH) * pbrInputs.NdotH + 1.0;
+ return roughnessSq / (M_PI * f * f);
}
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l) //surface point to light
+ vec3 l,
+ out float nl,
+ out vec3 diff,
+ out vec3 spec) //surface point to light
{
// make sure specular highlights from punctual lights don't fall off of polished surfaces
perceptualRoughness = max(perceptualRoughness, 8.0/255.0);
-
- float alphaRoughness = perceptualRoughness * perceptualRoughness;
-
- // Compute reflectance.
- float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
-
- // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
- // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
- float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
- vec3 specularEnvironmentR0 = specularColor.rgb;
- vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
-
- vec3 h = normalize(l+v); // Half vector between both l and v
- vec3 reflection = -normalize(reflect(v, n));
- reflection.y *= -1.0f;
-
- float NdotL = clamp(dot(n, l), 0.001, 1.0);
- float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
- float NdotH = clamp(dot(n, h), 0.0, 1.0);
- float LdotH = clamp(dot(l, h), 0.0, 1.0);
- float VdotH = clamp(dot(v, h), 0.0, 1.0);
-
- PBRInfo pbrInputs = PBRInfo(
- NdotL,
- NdotV,
- NdotH,
- LdotH,
- VdotH,
- perceptualRoughness,
- metallic,
- specularEnvironmentR0,
- specularEnvironmentR90,
- alphaRoughness,
- diffuseColor,
- specularColor
- );
-
- // Calculate the shading terms for the microfacet specular shading model
- vec3 F = specularReflection(pbrInputs);
- float G = geometricOcclusion(pbrInputs);
- float D = microfacetDistribution(pbrInputs);
-
- // Calculation of analytical lighting contribution
- vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
- vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
- // Obtain final intensity as reflectance (BRDF) scaled by the energy of the light (cosine law)
- vec3 color = NdotL * (diffuseContrib + specContrib);
-
- return clamp(color, vec3(0), vec3(10));
+
+ float alphaRoughness = perceptualRoughness * perceptualRoughness;
+
+ // Compute reflectance.
+ float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);
+
+ // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.
+ // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.
+ float reflectance90 = clamp(reflectance * 25.0, 0.0, 1.0);
+ vec3 specularEnvironmentR0 = specularColor.rgb;
+ vec3 specularEnvironmentR90 = vec3(1.0, 1.0, 1.0) * reflectance90;
+
+ vec3 h = normalize(l+v); // Half vector between both l and v
+ vec3 reflection = -normalize(reflect(v, n));
+ reflection.y *= -1.0f;
+
+ float NdotL = clamp(dot(n, l), 0.001, 1.0);
+ float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);
+ float NdotH = clamp(dot(n, h), 0.0, 1.0);
+ float LdotH = clamp(dot(l, h), 0.0, 1.0);
+ float VdotH = clamp(dot(v, h), 0.0, 1.0);
+
+ PBRInfo pbrInputs = PBRInfo(
+ NdotL,
+ NdotV,
+ NdotH,
+ LdotH,
+ VdotH,
+ perceptualRoughness,
+ metallic,
+ specularEnvironmentR0,
+ specularEnvironmentR90,
+ alphaRoughness,
+ diffuseColor,
+ specularColor
+ );
+
+ // Calculate the shading terms for the microfacet specular shading model
+ vec3 F = specularReflection(pbrInputs);
+ float G = geometricOcclusion(pbrInputs);
+ float D = microfacetDistribution(pbrInputs);
+
+ // Calculation of analytical lighting contribution
+ vec3 diffuseContrib = (1.0 - F) * diffuse(pbrInputs);
+ vec3 specContrib = F * G * D / (4.0 * NdotL * NdotV);
+
+ nl = NdotL;
+
+ diff = diffuseContrib;
+ spec = specContrib;
+}
+
+vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 p, // pixel position
+ vec3 v, // view vector (negative normalized pixel position)
+ vec3 lp, // light position
+ vec3 ld, // light direction (for spotlights)
+ vec3 lightColor,
+ float lightSize, float falloff, float is_pointlight, float ambiance)
+{
+ vec3 color = vec3(0,0,0);
+
+ vec3 lv = lp.xyz - p;
+
+ float lightDist = length(lv);
+
+ float dist = lightDist / lightSize;
+ if (dist <= 1.0)
+ {
+ lv /= lightDist;
+
+ float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ld, lv), is_pointlight);
+ // spot*spot => GL_SPOT_EXPONENT=2
+ float spot_atten = spot*spot;
+
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
+
+ float nl = 0;
+ vec3 diffPunc = vec3(0);
+ vec3 specPunc = vec3(0);
+
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diffPunc, specPunc);
+ color = intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
+ }
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ return color * final_scale;
}
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor)
@@ -528,10 +563,47 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
vec3 color = vec3(0);
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
-
- color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness);
-
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir)) * sunlit * 3.0 * scol; //magic number to balance with legacy materials
+ vec3 iblDiff = vec3(0);
+ vec3 iblSpec = vec3(0);
+ pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, iblDiff, iblSpec);
+
+ color += iblDiff;
+
+ // For classic mode, we use a special version of pbrPunctual that basically gives us a deconstructed form of the lighting.
+ float nl = 0;
+ vec3 diffPunc = vec3(0);
+ vec3 specPunc = vec3(0);
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), nl, diffPunc, specPunc);
+
+ // Depending on the sky, we combine these differently.
+ if (classic_mode > 0)
+ {
+ irradiance.rgb = srgb_to_linear(irradiance * 0.9); // BINGO
+
+ // Reconstruct the diffuse lighting that we do for blinn-phong materials here.
+ // A special note about why we do some really janky stuff for classic mode.
+ // Since adding classic mode, we've moved the lambertian diffuse multiply out from pbrPunctual and instead handle it in the different light type calcs.
+ // This will never be 100% correct, but at the very least we can make it look mostly correct with legacy skies and classic mode.
+
+ float da = pow(nl, 1.2);
+
+ vec3 sun_contrib = vec3(min(da, scol));
+
+ // Multiply by PI to account for lambertian diffuse colors. Otherwise things will be too dark when lit by the sun on legacy skies.
+ sun_contrib = srgb_to_linear(linear_to_srgb(sun_contrib) * sunlit * 0.7) * M_PI;
+
+ // Manually recombine everything here. We have to separate the shading to ensure that lighting is able to more closely match blinn-phong.
+ vec3 finalAmbient = irradiance.rgb * diffuseColor.rgb; // BINGO
+ vec3 finalSun = clamp(sun_contrib * ((diffPunc.rgb + specPunc.rgb) * scol), vec3(0), vec3(10)); // QUESTIONABLE BINGO?
+ color.rgb = srgb_to_linear(linear_to_srgb(finalAmbient) + (linear_to_srgb(finalSun) * 1.1));
+ //color.rgb = sun_contrib * diffuseColor.rgb;
+ }
+ else
+ {
+ color += clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit * 3.0 * scol;
+ }
+
+ color.rgb += iblSpec.rgb;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
index 6f3b94f734..1307ee3bcc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file diffuseAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -31,25 +31,34 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
+in vec3 vary_position;
+
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
-void main()
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
+void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;
-
- if (col.a < minimum_alpha)
- {
- discard;
- }
-
- frag_data[0] = vec4(col.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0); // spec
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ mirrorClip(vary_position);
+
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
index e5f2af2c53..5415ee80d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file diffuseAlphaMaskIndexedF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -28,26 +28,33 @@
out vec4 frag_data[4];
in vec3 vary_normal;
+in vec3 vary_position;
uniform float minimum_alpha;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-void main()
+void main()
{
- vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
-
- if (col.a < minimum_alpha)
- {
- discard;
- }
-
- frag_data[0] = vec4(col.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ mirrorClip(vary_position);
+
+ vec4 col = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
index 234f096ed5..d2ef7888a3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file diffuseAlphaMaskNoColorF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -33,22 +33,24 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-vec2 encode_normal(vec3 n);
-
-void main()
+void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
-
- if (col.a < minimum_alpha)
- {
- discard;
- }
-
- frag_data[0] = vec4(col.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0); // spec
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 68fb8bf499..85573d3baf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -1,30 +1,30 @@
-/**
+/**
* @file diffuseF.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
* $/LicenseInfo$
*/
/*[EXTRA_CODE_HERE]*/
-
+
out vec4 frag_data[4];
uniform sampler2D diffuseMap;
@@ -32,17 +32,22 @@ uniform sampler2D diffuseMap;
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-void main()
+void main()
{
- vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;
- 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
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+ mirrorClip(vary_position);
+ vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vertex_color.aaaa; // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0, 0, 0, 0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 93d561504e..ad4efc863b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file diffuseIndexedF.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
* $/LicenseInfo$
*/
@@ -30,20 +30,27 @@ out vec4 frag_data[4];
in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
-void main()
+void main()
{
- vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+ mirrorClip(vary_position);
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
+
+ vec3 spec;
+ spec.rgb = vec3(vertex_color.a);
- vec3 spec;
- spec.rgb = vec3(vertex_color.a);
+ frag_data[0] = vec4(col, 0.0);
+ frag_data[1] = vec4(spec, vertex_color.a); // spec
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, vertex_color.a, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[0] = vec4(col, 0.0);
- 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, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[3] = vec4(0);
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0, 0, 0, 0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
index 13cc612fab..9ee34a2d77 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl
@@ -1,31 +1,31 @@
-/**
+/**
* @file diffuseNoColorV.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 modelview_projection_matrix;
+uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
@@ -37,9 +37,9 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vary_normal = normalize(normal_matrix * normal);
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
index 2402cc3b70..4bd31cef9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file diffuseV.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
* $/LicenseInfo$
*/
@@ -36,13 +36,16 @@ out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void passTextureIndex();
+uniform mat4 modelview_matrix;
+
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
+
#endif
void main()
@@ -51,16 +54,18 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_normal = normalize(normal_matrix * normal);
#endif
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- passTextureIndex();
- vertex_color = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ passTextureIndex();
+
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 3b9b8ae696..65476c24ff 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file dofCombineF.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
* $/LicenseInfo$
*/
@@ -42,34 +42,34 @@ in vec2 vary_fragcoord;
vec4 dofSample(sampler2D tex, vec2 tc)
{
- tc.x = min(tc.x, dof_width);
- tc.y = min(tc.y, dof_height);
+ tc.x = min(tc.x, dof_width);
+ tc.y = min(tc.y, dof_height);
- return texture(tex, tc);
+ return texture(tex, tc);
}
-void main()
+void main()
{
- vec2 tc = vary_fragcoord.xy;
-
- vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
-
- vec4 diff = texture(lightMap, vary_fragcoord.xy);
-
- float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
-
- if (a > 0.25 && a < 0.75)
- { //help out the transition a bit
- float sc = a/res_scale;
-
- vec4 col;
- col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res);
- col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res);
- col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res);
- col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res);
-
- diff = mix(diff, col*0.25, a);
- }
-
- frag_color = mix(diff, dof, a);
+ vec2 tc = vary_fragcoord.xy;
+
+ vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
+
+ vec4 diff = texture(lightMap, vary_fragcoord.xy);
+
+ float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
+
+ if (a > 0.25 && a < 0.75)
+ { //help out the transition a bit
+ float sc = a/res_scale;
+
+ vec4 col;
+ col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res);
+ col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res);
+
+ diff = mix(diff, col*0.25, a);
+ }
+
+ frag_color = mix(diff, dof, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index c95f791dbf..0c86ec4563 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file emissiveF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -30,10 +30,10 @@ out vec4 frag_color;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-void main()
+void main()
{
// NOTE: when this shader is used, only alpha is being written to
- float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a;
- frag_color = max(vec4(0, 0, 0, a), vec4(0));
+ float a = diffuseLookup(vary_texcoord0.xy).a*vertex_color.a;
+ frag_color = max(vec4(0, 0, 0, a), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
index 5a0913a970..fc8f873e8e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file emissiveV.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
* $/LicenseInfo$
*/
@@ -47,8 +47,8 @@ uniform mat4 projection_matrix;
void main()
{
- //transform vertex
- passTextureIndex();
+ //transform vertex
+ passTextureIndex();
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
@@ -57,15 +57,15 @@ void main()
vec4 pos = mat * vec4(position.xyz, 1.0);
gl_Position = projection_matrix * pos;
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
#endif
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- calcAtmospherics(pos.xyz);
-
- vertex_color = emissive;
-
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ calcAtmospherics(pos.xyz);
+
+ vertex_color = emissive;
+
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
index 9ac4ceb37e..e4d89827f1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl
@@ -1,39 +1,42 @@
-/**
+/**
* @file exposureF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D emissiveRect;
+#ifdef USE_LAST_EXPOSURE
uniform sampler2D exposureMap;
+#endif
uniform float dt;
uniform vec2 noiseVec;
-uniform vec3 dynamic_exposure_params;
+uniform vec4 dynamic_exposure_params;
+uniform vec4 dynamic_exposure_params2;
float lum(vec3 col)
{
@@ -41,7 +44,7 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vec2(0.5,0.5);
@@ -51,11 +54,13 @@ void main()
L /= max_L;
L = pow(L, 2.0);
float s = mix(dynamic_exposure_params.z, dynamic_exposure_params.y, L);
-
+#ifdef USE_LAST_EXPOSURE
float prev = texture(exposureMap, vec2(0.5,0.5)).r;
- s = mix(prev, s, min(dt*2.0*abs(prev-s), 0.04));
-
+ float speed = -log(dynamic_exposure_params.w) / dynamic_exposure_params2.w;
+ s = mix(prev, s, 1 - exp(-speed * dt));
+#endif
+
frag_color = max(vec4(s, s, s, dt), vec4(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 a6fab10791..2b9cc6ae5a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file deferred/fullbrightF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -50,9 +50,11 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
#endif
-void main()
-{
+void mirrorClip(vec3 pos);
+void main()
+{
+ mirrorClip(vary_position);
#ifdef IS_ALPHA
waterClip(vary_position.xyz);
#endif
@@ -88,7 +90,7 @@ void main()
calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb;
-
+
#endif
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
index 5795384b47..3b55c4645c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl
@@ -4,21 +4,21 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -54,28 +54,28 @@ uniform mat4 projection_matrix;
void main()
{
- //transform vertex
- vec4 vert = vec4(position.xyz,1.0);
- passTextureIndex();
+ //transform vertex
+ vec4 vert = vec4(position.xyz,1.0);
+ passTextureIndex();
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vert;
gl_Position = projection_matrix * pos;
- vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+ vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
- vec3 norm = normalize(normal_matrix * normal);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vec3 norm = normalize(normal_matrix * normal);
#endif
vary_position = pos.xyz;
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vary_texcoord1 = norm;
- calcAtmospherics(pos.xyz);
+ calcAtmospherics(pos.xyz);
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
index 77e63e6360..9304ed6dfa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file fullbrightV.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
* $/LicenseInfo$
*/
@@ -50,9 +50,9 @@ uniform mat4 projection_matrix;
void main()
{
- //transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
- passTextureIndex();
+ //transform vertex
+ vec4 vert = vec4(position.xyz, 1.0);
+ passTextureIndex();
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
@@ -60,15 +60,15 @@ void main()
vec4 pos = mat * vert;
gl_Position = projection_matrix * pos;
#else
- vec4 pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vec4 pos = (modelview_matrix * vert);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
- vary_position = pos.xyz;
+ vary_position = pos.xyz;
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- calcAtmospherics(pos.xyz);
+ calcAtmospherics(pos.xyz);
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
index cd56ed0adf..655cb1ea97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file fxaaF.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
#extension GL_ARB_shader_texture_lod : enable
@@ -32,7 +32,7 @@ out vec4 frag_color;
#define FXAA_PC 1
//#define FXAA_GLSL_130 1
-#define FXAA_QUALITY__PRESET 12
+//#define FXAA_QUALITY__PRESET 12
/*============================================================================
@@ -70,11 +70,11 @@ Example,
Or,
#define FXAA_360 1
-
+
Or,
#define FXAA_PS3 1
-
+
Etc.
(2.)
@@ -85,7 +85,7 @@ Then include this file,
(3.)
Then call the FXAA pixel shader from within your desired shader.
Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
-As for FXAA 3.11 all inputs for all shaders are the same
+As for FXAA 3.11 all inputs for all shaders are the same
to enable easy porting between platforms.
return FxaaPixelShader(...);
@@ -116,7 +116,7 @@ Look at the FXAA Quality FxaaPixelShader() for docs on inputs.
(6.)
Have FXAA vertex shader run as a full screen triangle,
-and output "pos" and "fxaaConsolePosPos"
+and output "pos" and "fxaaConsolePosPos"
such that inputs in the pixel shader provide,
// {xy} = center of pixel
@@ -133,7 +133,7 @@ Insure the texture sampler(s) used by FXAA are set to bilinear filtering.
------------------------------------------------------------------------------
INTEGRATION - RGBL AND COLORSPACE
------------------------------------------------------------------------------
-FXAA3 requires RGBL as input unless the following is set,
+FXAA3 requires RGBL as input unless the following is set,
#define FXAA_GREEN_AS_LUMA 1
@@ -186,7 +186,7 @@ Getting luma correct is required for the algorithm to work correctly.
------------------------------------------------------------------------------
Applying FXAA to a framebuffer with linear RGB color will look worse.
This is very counter intuitive, but happends to be true in this case.
-The reason is because dithering artifacts will be more visiable
+The reason is because dithering artifacts will be more visiable
in a linear colorspace.
@@ -256,6 +256,10 @@ A. Or use FXAA_GREEN_AS_LUMA.
#define FXAA_GLSL_130 0
#endif
/*--------------------------------------------------------------------------*/
+#ifndef FXAA_GLSL_400
+ #define FXAA_GLSL_400 0
+#endif
+/*--------------------------------------------------------------------------*/
#ifndef FXAA_HLSL_3
#define FXAA_HLSL_3 0
#endif
@@ -281,7 +285,7 @@ A. Or use FXAA_GREEN_AS_LUMA.
// Might want to lower the settings for both,
// fxaaConsoleEdgeThresholdMin
// fxaaQualityEdgeThresholdMin
- // In order to insure AA does not get turned off on colors
+ // In order to insure AA does not get turned off on colors
// which contain a minor amount of green.
//
// 1 = On.
@@ -342,23 +346,23 @@ A. Or use FXAA_GREEN_AS_LUMA.
// 1 = API supports gather4 on alpha channel.
// 0 = API does not support gather4 on alpha channel.
//
- #if (FXAA_GLSL_130 == 0)
- #define FXAA_GATHER4_ALPHA 0
- #endif
+ #if (FXAA_GLSL_400 == 1)
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
#if (FXAA_HLSL_5 == 1)
#define FXAA_GATHER4_ALPHA 1
#endif
#ifndef FXAA_GATHER4_ALPHA
- #ifdef GL_ARB_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifdef GL_NV_gpu_shader5
- #define FXAA_GATHER4_ALPHA 1
- #endif
- #ifndef FXAA_GATHER4_ALPHA
- #define FXAA_GATHER4_ALPHA 0
- #endif
- #endif
+ #ifdef GL_ARB_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifdef GL_NV_gpu_shader5
+ #define FXAA_GATHER4_ALPHA 1
+ #endif
+ #ifndef FXAA_GATHER4_ALPHA
+ #define FXAA_GATHER4_ALPHA 0
+ #endif
+ #endif
#endif
/*============================================================================
@@ -421,14 +425,14 @@ NOTE the other tuning knobs are now in the shader function inputs!
//
// Choose the quality preset.
// This needs to be compiled into the shader as it effects code.
- // Best option to include multiple presets is to
+ // Best option to include multiple presets is to
// in each shader define the preset, then include this file.
- //
+ //
// OPTIONS
// -----------------------------------------------------------------------
// 10 to 15 - default medium dither (10=fastest, 15=highest quality)
// 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
- // 39 - no dither, very expensive
+ // 39 - no dither, very expensive
//
// NOTES
// -----------------------------------------------------------------------
@@ -437,7 +441,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
// 23 = closest to FXAA 3.9 visually and performance wise
// _ = the lowest digit is directly related to performance
// _ = the highest digit is directly related to style
- //
+ //
#define FXAA_QUALITY__PRESET 12
#endif
@@ -652,7 +656,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
API PORTING
============================================================================*/
-#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1)
+#if (FXAA_GLSL_120 == 1) || (FXAA_GLSL_130 == 1) || (FXAA_GLSL_400 == 1)
#define FxaaBool bool
#define FxaaDiscard discard
#define FxaaFloat float
@@ -714,6 +718,16 @@ NOTE the other tuning knobs are now in the shader function inputs!
#endif
#endif
/*--------------------------------------------------------------------------*/
+#if (FXAA_GLSL_400 == 1)
+ // Requires "#version 400" or better
+ #define FxaaTexTop(t, p) textureLod(t, p, 0.0)
+ #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
+ #define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
+ #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
+ #define FxaaTexGreen4(t, p) textureGather(t, p, 1)
+ #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
+#endif
+/*--------------------------------------------------------------------------*/
#if (FXAA_HLSL_3 == 1) || (FXAA_360 == 1) || (FXAA_PS3 == 1)
#define FxaaInt2 float2
#define FxaaTex sampler2D
@@ -747,7 +761,7 @@ NOTE the other tuning knobs are now in the shader function inputs!
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.w; }
#else
FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
-#endif
+#endif
@@ -801,28 +815,28 @@ FxaaFloat4 FxaaPixelShader(
// Where N ranges between,
// N = 0.50 (default)
// N = 0.33 (sharper)
- // {x___} = -N/screenWidthInPixels
+ // {x___} = -N/screenWidthInPixels
// {_y__} = -N/screenHeightInPixels
- // {__z_} = N/screenWidthInPixels
- // {___w} = N/screenHeightInPixels
+ // {__z_} = N/screenWidthInPixels
+ // {___w} = N/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt,
//
// Only used on FXAA Console.
// Not used on 360, but used on PS3 and PC.
// This must be from a constant/uniform.
- // {x___} = -2.0/screenWidthInPixels
+ // {x___} = -2.0/screenWidthInPixels
// {_y__} = -2.0/screenHeightInPixels
- // {__z_} = 2.0/screenWidthInPixels
- // {___w} = 2.0/screenHeightInPixels
+ // {__z_} = 2.0/screenWidthInPixels
+ // {___w} = 2.0/screenHeightInPixels
FxaaFloat4 fxaaConsoleRcpFrameOpt2,
//
// Only used on FXAA Console.
// Only used on 360 in place of fxaaConsoleRcpFrameOpt2.
// This must be from a constant/uniform.
- // {x___} = 8.0/screenWidthInPixels
+ // {x___} = 8.0/screenWidthInPixels
// {_y__} = 8.0/screenHeightInPixels
- // {__z_} = -4.0/screenWidthInPixels
- // {___w} = -4.0/screenHeightInPixels
+ // {__z_} = -4.0/screenWidthInPixels
+ // {___w} = -4.0/screenHeightInPixels
FxaaFloat4 fxaaConsole360RcpFrameOpt2,
//
// Only used on FXAA Quality.
@@ -844,7 +858,7 @@ FxaaFloat4 FxaaPixelShader(
// 0.333 - too little (faster)
// 0.250 - low quality
// 0.166 - default
- // 0.125 - high quality
+ // 0.125 - high quality
// 0.063 - overkill (slower)
FxaaFloat fxaaQualityEdgeThreshold,
//
@@ -862,7 +876,7 @@ FxaaFloat4 FxaaPixelShader(
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaQualityEdgeThresholdMin,
- //
+ //
// Only used on FXAA Console.
// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
// It is here now to allow easier tuning.
@@ -897,7 +911,7 @@ FxaaFloat4 FxaaPixelShader(
// Trims the algorithm from processing darks.
// The console setting has a different mapping than the quality setting.
// This only applies when FXAA_EARLY_EXIT is 1.
- // This does not apply to PS3,
+ // This does not apply to PS3,
// PS3 was simplified to avoid more shader instructions.
// 0.06 - faster but more aliasing in darks
// 0.05 - default
@@ -909,7 +923,7 @@ FxaaFloat4 FxaaPixelShader(
// Tune by looking at mostly non-green content,
// then start at zero and increase until aliasing is a problem.
FxaaFloat fxaaConsoleEdgeThresholdMin,
- //
+ //
// Extra constants for 360 FXAA Console only.
// Use zeros or anything else for other platforms.
// These must be in physical constant registers and NOT immedates.
@@ -1286,11 +1300,11 @@ FxaaFloat4 FxaaPixelShader(
/*============================================================================
FXAA3 CONSOLE - PC VERSION
-
+
------------------------------------------------------------------------------
Instead of using this on PC, I'd suggest just using FXAA Quality with
#define FXAA_QUALITY__PRESET 10
-Or
+Or
#define FXAA_QUALITY__PRESET 20
Either are higher qualilty and almost as fast as this on modern PC GPUs.
============================================================================*/
@@ -1379,7 +1393,7 @@ FxaaFloat4 FxaaPixelShader(
/*============================================================================
- FXAA3 CONSOLE - 360 PIXEL SHADER
+ FXAA3 CONSOLE - 360 PIXEL SHADER
------------------------------------------------------------------------------
This optimized version thanks to suggestions from Andy Luedke.
@@ -1414,14 +1428,14 @@ float4 FxaaPixelShader(
/*--------------------------------------------------------------------------*/
float4 lumaNwNeSwSe;
#if (FXAA_GREEN_AS_LUMA == 0)
- asm {
+ asm {
tfetch2D lumaNwNeSwSe.w___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
tfetch2D lumaNwNeSwSe._w__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
tfetch2D lumaNwNeSwSe.__w_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
tfetch2D lumaNwNeSwSe.___w, tex, pos.xy, OffsetX = 0.5, OffsetY = 0.5, UseComputedLOD=false
};
#else
- asm {
+ asm {
tfetch2D lumaNwNeSwSe.y___, tex, pos.xy, OffsetX = -0.5, OffsetY = -0.5, UseComputedLOD=false
tfetch2D lumaNwNeSwSe._y__, tex, pos.xy, OffsetX = 0.5, OffsetY = -0.5, UseComputedLOD=false
tfetch2D lumaNwNeSwSe.__y_, tex, pos.xy, OffsetX = -0.5, OffsetY = 0.5, UseComputedLOD=false
@@ -1442,7 +1456,7 @@ float4 FxaaPixelShader(
#else
float lumaMinM = min(lumaMin, rgbyM.y);
float lumaMaxM = max(lumaMax, rgbyM.y);
- #endif
+ #endif
if((lumaMaxM - lumaMinM) < max(fxaaConsoleEdgeThresholdMin, lumaMax * fxaaConsoleEdgeThreshold)) return rgbyM;
/*--------------------------------------------------------------------------*/
float2 dir;
@@ -1591,7 +1605,7 @@ Pass | Unit | uOp | PC: Op
| | |
13 | SCT0 | mad | 48: ADDxc0_s rc, h2, h2.w---;
| SCB0/1 | mul | 49: MOVh h0(NE0.xxxx), h1;
-
+
Pass SCT TEX SCB
1: 0% 100% 25%
2: 0% 100% 25%
@@ -1677,7 +1691,7 @@ half4 FxaaPixelShader(
#else
dir.x += lumaSw.y;
dir.z += lumaSw.y;
- #endif
+ #endif
/*--------------------------------------------------------------------------*/
// (3)
half4 lumaNw = h4tex2Dlod(tex, half4(fxaaConsolePosPos.xy, 0, 0));
@@ -1740,7 +1754,7 @@ half4 FxaaPixelShader(
#else
half lumaMin = min(min(lumaNw.y, lumaSw.y), min(lumaNe.y, lumaSe.y));
half lumaMax = max(max(lumaNw.y, lumaSw.y), max(lumaNe.y, lumaSe.y));
- #endif
+ #endif
rgby2 = (rgby2 + rgby1) * 0.5;
/*--------------------------------------------------------------------------*/
// (12)
@@ -1896,7 +1910,7 @@ Pass | Unit | uOp | PC: Op
| | |
15 | SCT0/1 | mul | 55: MOVh h0(NE0.wwww), h2;
| SCB0/1 | mul | 56: MOVh h0(NE0.xxxx), h1;
-
+
Pass SCT TEX SCB
1: 0% 100% 25%
2: 0% 100% 25%
@@ -2096,28 +2110,28 @@ uniform vec4 rcp_frame_opt2;
in vec2 vary_fragcoord;
in vec2 vary_tc;
-void main()
+void main()
{
- vec4 diff = FxaaPixelShader(vary_tc, //pos
- vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
- diffuseMap, //tex
- diffuseMap,
- diffuseMap,
- rcp_screen_res, //fxaaQualityRcpFrame
- vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt
- rcp_frame_opt, //fxaaConsoleRcpFrameOpt2
- rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2
- 0.75, //fxaaQualitySubpix
- 0.07, //fxaaQualityEdgeThreshold
- 0.03, //fxaaQualityEdgeThresholdMin
- 8.0, //fxaaConsoleEdgeSharpness
- 0.125, //fxaaConsoleEdgeThreshold
- 0.05, //fxaaConsoleEdgeThresholdMin
- vec4(0,0,0,0)); //fxaaConsole360ConstDir
+ vec4 diff = FxaaPixelShader(vary_tc, //pos
+ vec4(vary_fragcoord.xy, 0, 0), //fxaaConsolePosPos
+ diffuseMap, //tex
+ diffuseMap,
+ diffuseMap,
+ rcp_screen_res, //fxaaQualityRcpFrame
+ vec4(0,0,0,0), //fxaaConsoleRcpFrameOpt
+ rcp_frame_opt, //fxaaConsoleRcpFrameOpt2
+ rcp_frame_opt2, //fxaaConsole360RcpFrameOpt2
+ 0.75, //fxaaQualitySubpix
+ 0.07, //fxaaQualityEdgeThreshold
+ 0.03, //fxaaQualityEdgeThresholdMin
+ 8.0, //fxaaConsoleEdgeSharpness
+ 0.125, //fxaaConsoleEdgeThreshold
+ 0.05, //fxaaConsoleEdgeThresholdMin
+ vec4(0,0,0,0)); //fxaaConsole360ConstDir
frag_color = diff;
-
+
gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl
new file mode 100644
index 0000000000..1ccc6e9fbc
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/gbufferUtil.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file class1/deferred/gbufferUtil.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * 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 sampler2D diffuseRect;
+uniform sampler2D specularRect;
+
+#if defined(HAS_EMISSIVE)
+uniform sampler2D emissiveRect;
+#endif
+
+vec4 getNormRaw(vec2 screenpos);
+vec4 decodeNormal(vec4 norm);
+
+GBufferInfo getGBuffer(vec2 screenpos)
+{
+ GBufferInfo ret;
+ vec4 diffInfo = vec4(0);
+ vec4 specInfo = vec4(0);
+ vec4 emissInfo = vec4(0);
+
+ diffInfo = texture(diffuseRect, screenpos.xy);
+ specInfo = texture(specularRect, screenpos.xy);
+ vec4 normInfo = getNormRaw(screenpos);
+
+#if defined(HAS_EMISSIVE)
+ emissInfo = texture(emissiveRect, screenpos.xy);
+#endif
+
+ ret.albedo = diffInfo;
+ ret.normal = decodeNormal(normInfo).xyz;
+ ret.specular = specInfo;
+ ret.envIntensity = normInfo.b;
+ ret.gbufferFlag = normInfo.w;
+ ret.emissive = emissInfo;
+
+ return ret;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
index e40d070268..f57b10b720 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/genbrdflut.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -60,82 +60,82 @@ const float PI = 3.1415926536;
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co)
{
- float a = 12.9898;
- float b = 78.233;
- float c = 43758.5453;
- float dt= dot(co.xy ,vec2(a,b));
- float sn= mod(dt,3.14);
- return fract(sin(sn) * c);
+ float a = 12.9898;
+ float b = 78.233;
+ float c = 43758.5453;
+ float dt= dot(co.xy ,vec2(a,b));
+ float sn= mod(dt,3.14);
+ return fract(sin(sn) * c);
}
-vec2 hammersley2d(uint i, uint N)
+vec2 hammersley2d(uint i, uint N)
{
- // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
- uint bits = (i << 16u) | (i >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- float rdi = float(bits) * 2.3283064365386963e-10;
- return vec2(float(i) /float(N), rdi);
+ // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+ uint bits = (i << 16u) | (i >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ float rdi = float(bits) * 2.3283064365386963e-10;
+ return vec2(float(i) /float(N), rdi);
}
// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
-vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
+vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
{
- // Maps a 2D point to a hemisphere with spread based on roughness
- float alpha = roughness * roughness;
- float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
-
- // Tangent space
- vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangentX = normalize(cross(up, normal));
- vec3 tangentY = normalize(cross(normal, tangentX));
-
- // Convert to world Space
- return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
+ // Maps a 2D point to a hemisphere with spread based on roughness
+ float alpha = roughness * roughness;
+ float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
+ float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
+ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
+
+ // Tangent space
+ vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangentX = normalize(cross(up, normal));
+ vec3 tangentY = normalize(cross(normal, tangentX));
+
+ // Convert to world Space
+ return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
}
// Geometric Shadowing function
float G_SchlicksmithGGX(float dotNL, float dotNV, float roughness)
{
- float k = (roughness * roughness) / 2.0;
- float GL = dotNL / (dotNL * (1.0 - k) + k);
- float GV = dotNV / (dotNV * (1.0 - k) + k);
- return GL * GV;
+ float k = (roughness * roughness) / 2.0;
+ float GL = dotNL / (dotNL * (1.0 - k) + k);
+ float GV = dotNV / (dotNV * (1.0 - k) + k);
+ return GL * GV;
}
vec2 BRDF(float NoV, float roughness)
{
- // Normal always points along z-axis for the 2D lookup
- const vec3 N = vec3(0.0, 0.0, 1.0);
- vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
-
- vec2 LUT = vec2(0.0);
- for(uint i = 0u; i < NUM_SAMPLES; i++) {
- vec2 Xi = hammersley2d(i, NUM_SAMPLES);
- vec3 H = importanceSample_GGX(Xi, roughness, N);
- vec3 L = 2.0 * dot(V, H) * H - V;
-
- float dotNL = max(dot(N, L), 0.0);
- float dotNV = max(dot(N, V), 0.0);
- float dotVH = max(dot(V, H), 0.0);
- float dotNH = max(dot(H, N), 0.0);
-
- if (dotNL > 0.0) {
- float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
- float G_Vis = (G * dotVH) / (dotNH * dotNV);
- float Fc = pow(1.0 - dotVH, 5.0);
- LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
- }
- }
- return LUT / float(NUM_SAMPLES);
+ // Normal always points along z-axis for the 2D lookup
+ const vec3 N = vec3(0.0, 0.0, 1.0);
+ vec3 V = vec3(sqrt(1.0 - NoV*NoV), 0.0, NoV);
+
+ vec2 LUT = vec2(0.0);
+ for(uint i = 0u; i < NUM_SAMPLES; i++) {
+ vec2 Xi = hammersley2d(i, NUM_SAMPLES);
+ vec3 H = importanceSample_GGX(Xi, roughness, N);
+ vec3 L = 2.0 * dot(V, H) * H - V;
+
+ float dotNL = max(dot(N, L), 0.0);
+ float dotNV = max(dot(N, V), 0.0);
+ float dotVH = max(dot(V, H), 0.0);
+ float dotNH = max(dot(H, N), 0.0);
+
+ if (dotNL > 0.0) {
+ float G = G_SchlicksmithGGX(dotNL, dotNV, roughness);
+ float G_Vis = (G * dotVH) / (dotNH * dotNV);
+ float Fc = pow(1.0 - dotVH, 5.0);
+ LUT += vec2((1.0 - Fc) * G_Vis, Fc * G_Vis);
+ }
+ }
+ return LUT / float(NUM_SAMPLES);
}
-void main()
+void main()
{
- outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0);
+ outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
index 3a1572996f..a609776176 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class3\deferred\genbrdflutV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -31,9 +31,9 @@ out vec2 vary_uv;
void main()
{
- //transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_uv = position.xy*0.5+0.5;
+ //transform vertex
+ vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_uv = position.xy*0.5+0.5;
- gl_Position = vec4(position.xyz, 1.0);
+ gl_Position = vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
new file mode 100644
index 0000000000..2ed4ba3163
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/globalF.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file class1/deferred/globalF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+
+ // Global helper functions included in every fragment shader
+ // DO NOT declare sampler uniforms here as OS X doesn't compile
+ // them out
+
+uniform float mirror_flag;
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos)
+{
+ if (mirror_flag > 0)
+ {
+ if ((dot(pos.xyz, clipPlane.xyz) + clipPlane.w) < 0.0)
+ {
+ discard;
+ }
+ }
+}
+
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag)
+{
+ float f = sqrt(8 * n.z + 8);
+ return vec4(n.xy / f + 0.5, env, gbuffer_flag);
+}
+
+vec4 decodeNormal(vec4 norm)
+{
+ vec2 fenc = norm.xy*4-2;
+ float f = dot(fenc,fenc);
+ float g = sqrt(1-f/4);
+ vec4 n;
+ n.xy = fenc*g;
+ n.z = 1-f/2;
+ return n;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
index 748fcbed80..ca8c4caf16 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file highlightF.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
* $/LicenseInfo$
*/
-
+
out vec4 frag_data[4];
uniform vec4 color;
@@ -30,10 +30,13 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy);
- frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+ frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy);
+ frag_data[1] = vec4(0.0);
+ frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index aae595f619..9493afcc5e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file impostorF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -37,22 +37,26 @@ uniform sampler2D specularMap;
in vec2 vary_texcoord0;
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
-void main()
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
+void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
- if (col.a < minimum_alpha)
- {
- discard;
- }
+ vec4 norm = texture(normalMap, vary_texcoord0.xy);
+ vec4 spec = texture(specularMap, vary_texcoord0.xy);
- vec4 norm = texture(normalMap, vary_texcoord0.xy);
- vec4 spec = texture(specularMap, vary_texcoord0.xy);
+ frag_data[0] = vec4(col.rgb, 0.0);
+ frag_data[1] = spec;
+ frag_data[2] = vec4(norm.xyz, GBUFFER_FLAG_HAS_ATMOS);
- frag_data[0] = vec4(col.rgb, 0.0);
- frag_data[1] = spec;
- frag_data[2] = vec4(encode_normal(norm.xyz),0,GBUFFER_FLAG_HAS_ATMOS);
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
index 444c54a31e..6af0757143 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file impostorV.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
* $/LicenseInfo$
*/
@@ -33,7 +33,7 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index c8afacf9bb..4acab159cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -1,32 +1,32 @@
-/**
+/**
* @file luminanceF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
-// take a luminance sample of diffuseRect and emissiveRect
+// take a luminance sample of diffuseRect and emissiveRect
out vec4 frag_color;
@@ -34,6 +34,8 @@ in vec2 vary_fragcoord;
uniform sampler2D diffuseRect;
uniform sampler2D emissiveRect;
+uniform sampler2D normalMap;
+uniform float diffuse_luminance_scale;
float lum(vec3 col)
{
@@ -41,11 +43,25 @@ float lum(vec3 col)
return dot(l, col);
}
-void main()
+void main()
{
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
- vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb;
+ vec3 c = texture(diffuseRect, tc).rgb;
+
+ vec4 norm = texture(normalMap, tc);
+
+ if (!GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_HDRI) &&
+ !GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ // Apply the diffuse luminance scale to objects but not the sky
+ // Prevents underexposing when looking at bright environments
+ // while still allowing for realistically bright skies.
+ c *= diffuse_luminance_scale;
+ }
+
+ c += texture(emissiveRect, tc).rgb;
+
float L = lum(c);
frag_color = vec4(max(L, 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 4dee23372f..855fe69693 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -39,12 +39,14 @@ void main()
{
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
frag_color = vec4(0.5, 0, 1, 0.5);
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
frag_data[0] = vec4(0.5, 0, 1, 0); // gbuffer is sRGB for legacy materials
frag_data[1] = vec4(0); // XYZ = Specular color. W = Specular exponent.
frag_data[2] = vec4(0); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
#endif
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index 7cdddfe8db..b6528dfcf8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file materialV.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
* $/LicenseInfo$
*/
@@ -28,25 +28,18 @@
#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
+uniform mat4 modelview_projection_matrix;
+
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
#else
uniform mat3 normal_matrix;
-uniform mat4 modelview_projection_matrix;
-#endif
-
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-
-#if !defined(HAS_SKIN)
-uniform mat4 modelview_matrix;
#endif
out vec3 vary_position;
-#endif
-
uniform mat4 texture_matrix0;
in vec3 position;
@@ -72,71 +65,67 @@ out vec3 vary_normal;
in vec2 texcoord2;
out vec2 vary_texcoord2;
#endif
-
+
out vec4 vertex_color;
out vec2 vary_texcoord0;
void main()
{
#ifdef HAS_SKIN
- mat4 mat = getObjectSkinnedTransform();
+ mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
+ mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vary_position = pos;
-#endif
+ vary_position = pos;
- gl_Position = projection_matrix*vec4(pos,1.0);
+ gl_Position = projection_matrix*vec4(pos,1.0);
#else
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
#ifdef HAS_NORMAL_MAP
- vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
#endif
#ifdef HAS_SPECULAR_MAP
- vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+ vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
#endif
#ifdef HAS_SKIN
- vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
+ vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#ifdef HAS_NORMAL_MAP
- vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
+ vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
vary_tangent = t;
vary_sign = tangent.w;
vary_normal = n;
#else //HAS_NORMAL_MAP
- vary_normal = n;
+ vary_normal = n;
#endif //HAS_NORMAL_MAP
#else //HAS_SKIN
- vec3 n = normalize(normal_matrix * normal);
+ vec3 n = normalize(normal_matrix * normal);
#ifdef HAS_NORMAL_MAP
- vec3 t = normalize(normal_matrix * tangent.xyz);
+ vec3 t = normalize(normal_matrix * tangent.xyz);
vary_tangent = t;
vary_sign = tangent.w;
vary_normal = n;
#else //HAS_NORMAL_MAP
- vary_normal = n;
+ vary_normal = n;
#endif //HAS_NORMAL_MAP
#endif //HAS_SKIN
-
- vertex_color = diffuse_color;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vertex_color = diffuse_color;
+
#if !defined(HAS_SKIN)
- vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
-#endif
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 183354b9bd..29b4aafc03 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\moonF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 2020 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -34,7 +34,7 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
// Restore Pre-EEP alpha fade moon near horizon
float fade = 1.0;
@@ -55,8 +55,14 @@ void main()
frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0);
- frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = vec4(0.0, 0.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+
+#if defined(HAS_EMISSIVE)
+ frag_data[0] = vec4(0);
frag_data[3] = vec4(c.rgb, c.a);
+#else
+ frag_data[0] = vec4(c.rgb, c.a);
+#endif
// Added and commented out for a ground truth. Do not uncomment - Geenz
//gl_FragDepth = 0.999985f;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
index c2a1dccb33..8d9df7e926 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\moonV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 2020 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
index 05dced0026..607a8c6ef6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl
@@ -1,54 +1,83 @@
-/**
+/**
* @file normgenF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
+
+
+// generate a normal map using an approximation of the old emboss bump map "brightness/darkness" technique
+// srcMap is a source color image, output should be a normal
+
out vec4 frag_color;
-uniform sampler2D alphaMap;
+uniform sampler2D srcMap;
in vec2 vary_texcoord0;
uniform float stepX;
uniform float stepY;
uniform float norm_scale;
+uniform int bump_code;
+
+#define BE_BRIGHTNESS 1
+#define BE_DARKNESS 2
+
+// get luminance or inverse luminance depending on bump_code
+float getBumpValue(vec2 texcoord)
+{
+ vec3 c = texture(srcMap, texcoord).rgb;
+
+ vec3 WEIGHT = vec3(0.2995, 0.5875, 0.1145);
+
+ float l = dot(c, WEIGHT);
+
+ if (bump_code == BE_DARKNESS)
+ {
+ l = 1.0 - l;
+ }
+
+ return l;
+}
+
void main()
{
- float c = texture(alphaMap, vary_texcoord0).r;
-
- vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255);
- vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255);
- vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255);
- vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255);
-
- vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
-
- norm = normalize(norm);
- norm *= 0.5;
- norm += 0.5;
-
- frag_color = vec4(norm, c);
+ float c = getBumpValue(vary_texcoord0);
+
+ float scaler = 512.0;
+
+ vec3 right = vec3(norm_scale, 0, (getBumpValue(vary_texcoord0+vec2(stepX, 0))-c)*scaler);
+ vec3 left = vec3(-norm_scale, 0, (getBumpValue(vary_texcoord0-vec2(stepX, 0))-c)*scaler);
+ vec3 up = vec3(0, -norm_scale, (getBumpValue(vary_texcoord0-vec2(0, stepY))-c)*scaler);
+ vec3 down = vec3(0, norm_scale, (getBumpValue(vary_texcoord0+vec2(0, stepY))-c)*scaler);
+
+ vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right);
+
+ norm = normalize(norm);
+ norm *= 0.5;
+ norm += 0.5;
+
+ frag_color = vec4(norm, c);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
index 7896659ad3..135ebf9418 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file normgenV.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
* $/LicenseInfo$
*/
-
+
in vec3 position;
in vec2 texcoord0;
@@ -31,6 +31,6 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);
- vary_texcoord0 = texcoord0;
+ gl_Position = vec4(position.x*2.0-1.0, position.y*2.0-1.0, -1.0, 1.0);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
index 79425ad716..dbaab9bbda 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaBlendF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrShadowAlphaBlendF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -33,7 +33,7 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform float minimum_alpha;
-void main()
+void main()
{
float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
@@ -52,5 +52,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
index 1d1545be7e..07a2218db2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrShadowAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -33,9 +33,9 @@ in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform float minimum_alpha;
-void main()
+void main()
{
- float alpha = texture(diffuseMap,vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap,vary_texcoord0.xy).a * vertex_color.a;
if (alpha < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
index 4fb5fbcf06..0cfe3c9a5f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrShadowAlphaMaskV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -67,7 +67,7 @@ void main()
post_pos = pos;
gl_Position = pos;
-
+
passTextureIndex();
vary_texcoord0 = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index 2ccd3fd962..566f4f9c2a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbralphaF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index 6b960fae33..66adf50fa9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -51,8 +51,6 @@ uniform vec4[2] texture_emissive_transform;
out vec3 vary_fragcoord;
-uniform float near_clip;
-
in vec3 position;
in vec4 diffuse_color;
in vec3 normal;
@@ -71,24 +69,24 @@ flat out float vary_sign;
out vec3 vary_normal;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
-vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
#ifdef HAS_SKIN
- mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
- vary_position = pos;
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ vary_position = pos;
vec4 vert = projection_matrix * vec4(pos,1.0);
#else
- //transform vertex
+ //transform vertex
vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
gl_Position = vert;
- vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
+ vary_fragcoord.xyz = vert.xyz;
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
@@ -96,23 +94,24 @@ void main()
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
- vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
- vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
- vec3 n = normal_matrix * normal;
- vec3 t = normal_matrix * tangent.xyz;
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
#endif //HAS_SKIN
n = normalize(n);
- vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
- vary_sign = tangent.w;
+ vec4 transformed_tangent = tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0);
+ vary_tangent = normalize(transformed_tangent.xyz);
+ vary_sign = transformed_tangent.w;
vary_normal = n;
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
#if !defined(HAS_SKIN)
- vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
}
@@ -145,7 +144,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
void main()
{
- //transform vertex
+ //transform vertex
vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = vert;
vary_position = vert.xyz;
@@ -153,7 +152,7 @@ void main()
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
- vertex_color = diffuse_color;
+ vertex_color = diffuse_color;
}
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
index b74b2e6a83..0c52c924b0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbrglowF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
index 82a50a115c..f739099359 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbgglowV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -44,7 +44,7 @@ in vec2 texcoord0;
out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
-
+
out vec4 vertex_emissive;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
@@ -61,7 +61,7 @@ void main()
gl_Position = projection_matrix*vec4(pos,1.0);
#else
//transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index faa273b834..dd9e883fdf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbropaqueF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -28,7 +28,7 @@
#ifndef IS_HUD
-// deferred opaque implementation
+// deferred opaque implementation
uniform sampler2D diffuseMap; //always in sRGB space
@@ -54,28 +54,39 @@ in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
-vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
+uniform vec4 clipPlane;
+uniform float clipSign;
+
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
uniform mat3 normal_matrix;
void main()
{
+ mirrorClip(vary_position);
+
vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
+
+ basecolor *= vertex_color;
+
if (basecolor.a < minimum_alpha)
{
discard;
}
- vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);
+ vec3 col = basecolor.rgb;
// from mikktspace.com
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -85,7 +96,7 @@ void main()
// roughness 0.0
// metal 0.0
vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;
-
+
spec.g *= roughnessFactor;
spec.b *= metallicFactor;
@@ -102,9 +113,12 @@ void main()
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = max(vec4(col, 0.0), vec4(0)); // Diffuse
- frag_data[1] = max(vec4(spec.rgb,vertex_color.a), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
- frag_data[2] = max(vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR), vec4(0)); // normal, environment intensity, flags
+ frag_data[1] = max(vec4(spec.rgb,0.0), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = max(vec4(emissive,0), vec4(0)); // PBR sRGB Emissive
+#endif
}
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 160ae7a215..0ad9bf5e4b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pbropaqueV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -28,8 +28,9 @@
//deferred opaque implementation
-#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
+
+#ifdef HAS_SKIN
uniform mat4 projection_matrix;
mat4 getObjectSkinnedTransform();
#else
@@ -53,30 +54,32 @@ out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
-
+
out vec4 vertex_color;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
+out vec3 vary_position;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
-vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
#ifdef HAS_SKIN
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
+ mat4 mat = getObjectSkinnedTransform();
- vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ mat = modelview_matrix * mat;
- gl_Position = projection_matrix*vec4(pos,1.0);
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ vary_position = pos;
+ gl_Position = projection_matrix*vec4(pos,1.0);
#else
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
@@ -85,23 +88,24 @@ void main()
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
- vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
- vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
#else //HAS_SKIN
- vec3 n = normal_matrix * normal;
- vec3 t = normal_matrix * tangent.xyz;
+ vec3 n = normal_matrix * normal;
+ vec3 t = normal_matrix * tangent.xyz;
#endif
n = normalize(n);
- vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
- vary_sign = tangent.w;
+ vec4 transformed_tangent = tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0);
+ vary_tangent = normalize(transformed_tangent.xyz);
+ vary_sign = transformed_tangent.w;
vary_normal = n;
-
- vertex_color = diffuse_color;
+
+ vertex_color = diffuse_color;
}
-#else
+#else
// fullbright HUD implementation
@@ -118,7 +122,7 @@ in vec2 texcoord0;
out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
-
+
out vec4 vertex_color;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
@@ -126,7 +130,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
void main()
{
//transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
new file mode 100644
index 0000000000..1b90cf9fde
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -0,0 +1,439 @@
+/**
+ * @file class1\deferred\terrainF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0
+#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+#define TerrainCoord vec4[3]
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+#define TerrainCoord vec2
+#endif
+
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+TerrainMix get_terrain_usage_from_weight3(vec3 weight3);
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix();
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , float transform_sign
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ );
+
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight);
+
+out vec4 frag_data[4];
+
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+uniform sampler2D alpha_ramp;
+#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+uniform sampler2D paint_map;
+#endif
+
+// https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures
+uniform sampler2D detail_0_base_color;
+uniform sampler2D detail_1_base_color;
+uniform sampler2D detail_2_base_color;
+uniform sampler2D detail_3_base_color;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+uniform sampler2D detail_0_normal;
+uniform sampler2D detail_1_normal;
+uniform sampler2D detail_2_normal;
+uniform sampler2D detail_3_normal;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform sampler2D detail_0_metallic_roughness;
+uniform sampler2D detail_1_metallic_roughness;
+uniform sampler2D detail_2_metallic_roughness;
+uniform sampler2D detail_3_metallic_roughness;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform sampler2D detail_0_emissive;
+uniform sampler2D detail_1_emissive;
+uniform sampler2D detail_2_emissive;
+uniform sampler2D detail_3_emissive;
+#endif
+
+uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+uniform vec4 metallicFactors;
+uniform vec4 roughnessFactors;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+uniform vec3[4] emissiveColors;
+#endif
+uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+
+in vec3 vary_position;
+in vec3 vary_normal;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+in vec3 vary_tangents[4];
+flat in float vary_signs[4];
+#endif
+
+// vary_texcoord* are used for terrain composition, vary_coords are used for terrain UVs
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
+#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+in vec2 vary_texcoord;
+#endif
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+in vec4[10] vary_coords;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+in vec4[2] vary_coords;
+#endif
+
+void mirrorClip(vec3 position);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
+float terrain_mix(TerrainMix tm, vec4 tms4);
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+// from mikktspace.com
+vec3 mikktspace(vec3 vNt, vec3 vT, float sign)
+{
+ vec3 vN = vary_normal;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+
+ return tnorm;
+}
+#endif
+
+void main()
+{
+ // Make sure we clip the terrain if we're in a mirror.
+ mirrorClip(vary_position);
+
+ TerrainMix tm;
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
+
+ tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
+#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+ tm = get_terrain_usage_from_weight3(texture(paint_map, vary_texcoord).xyz);
+#endif
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3[4] orm_factors;
+ orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
+ orm_factors[1] = vec3(1.0, roughnessFactors.y, metallicFactors.y);
+ orm_factors[2] = vec3(1.0, roughnessFactors.z, metallicFactors.z);
+ orm_factors[3] = vec3(1.0, roughnessFactors.w, metallicFactors.w);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2[4] rm_factors;
+ rm_factors[0] = vec2(roughnessFactors.x, metallicFactors.x);
+ rm_factors[1] = vec2(roughnessFactors.y, metallicFactors.y);
+ rm_factors[2] = vec2(roughnessFactors.z, metallicFactors.z);
+ rm_factors[3] = vec2(roughnessFactors.w, metallicFactors.w);
+#endif
+
+ PBRMix pbr_mix = init_pbr_mix();
+ PBRMix mix2;
+ TerrainCoord terrain_texcoord;
+ switch (tm.type & MIX_X)
+ {
+ case MIX_X:
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ terrain_texcoord[0].xy = vary_coords[0].xy;
+ terrain_texcoord[0].zw = vary_coords[0].zw;
+ terrain_texcoord[1].xy = vary_coords[1].xy;
+ terrain_texcoord[1].zw = vary_coords[1].zw;
+ terrain_texcoord[2].xy = vary_coords[2].xy;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ terrain_texcoord = vary_coords[0].xy;
+#endif
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_0_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_0_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_0_normal
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , vary_signs[0]
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_0_emissive
+#endif
+ , baseColorFactors[0]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[0]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[0]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[0]
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix2.vNt = mikktspace(mix2.vNt, vary_tangents[0], vary_signs[0]);
+#endif
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.x);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Y)
+ {
+ case MIX_Y:
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ terrain_texcoord[0].xy = vary_coords[2].zw;
+ terrain_texcoord[0].zw = vary_coords[3].xy;
+ terrain_texcoord[1].xy = vary_coords[3].zw;
+ terrain_texcoord[1].zw = vary_coords[4].xy;
+ terrain_texcoord[2].xy = vary_coords[4].zw;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ terrain_texcoord = vary_coords[0].zw;
+#endif
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_1_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_1_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_1_normal
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , vary_signs[1]
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_1_emissive
+#endif
+ , baseColorFactors[1]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[1]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[1]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[1]
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix2.vNt = mikktspace(mix2.vNt, vary_tangents[1], vary_signs[1]);
+#endif
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.y);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_Z)
+ {
+ case MIX_Z:
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ terrain_texcoord[0].xy = vary_coords[5].xy;
+ terrain_texcoord[0].zw = vary_coords[5].zw;
+ terrain_texcoord[1].xy = vary_coords[6].xy;
+ terrain_texcoord[1].zw = vary_coords[6].zw;
+ terrain_texcoord[2].xy = vary_coords[7].xy;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ terrain_texcoord = vary_coords[1].xy;
+#endif
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_2_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_2_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_2_normal
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , vary_signs[2]
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_2_emissive
+#endif
+ , baseColorFactors[2]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[2]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[2]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[2]
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix2.vNt = mikktspace(mix2.vNt, vary_tangents[2], vary_signs[2]);
+#endif
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.z);
+ break;
+ default:
+ break;
+ }
+ switch (tm.type & MIX_W)
+ {
+ case MIX_W:
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ terrain_texcoord[0].xy = vary_coords[7].zw;
+ terrain_texcoord[0].zw = vary_coords[8].xy;
+ terrain_texcoord[1].xy = vary_coords[8].zw;
+ terrain_texcoord[1].zw = vary_coords[9].xy;
+ terrain_texcoord[2].xy = vary_coords[9].zw;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ terrain_texcoord = vary_coords[1].zw;
+#endif
+ mix2 = terrain_sample_and_multiply_pbr(
+ terrain_texcoord
+ , detail_3_base_color
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , detail_3_metallic_roughness
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , detail_3_normal
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , vary_signs[3]
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , detail_3_emissive
+#endif
+ , baseColorFactors[3]
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , orm_factors[3]
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , rm_factors[3]
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , emissiveColors[3]
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix2.vNt = mikktspace(mix2.vNt, vary_tangents[3], vary_signs[3]);
+#endif
+ pbr_mix = mix_pbr(pbr_mix, mix2, tm.weight.w);
+ break;
+ default:
+ break;
+ }
+
+ float minimum_alpha = terrain_mix(tm, minimum_alphas);
+ if (pbr_mix.col.a < minimum_alpha)
+ {
+ discard;
+ }
+ float base_color_factor_alpha = terrain_mix(tm, vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z));
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 tnorm = normalize(pbr_mix.vNt);
+#else
+ vec3 tnorm = vary_normal;
+#endif
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
+
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+#define mix_emissive pbr_mix.emissive
+#else
+#define mix_emissive vec3(0)
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+#define mix_orm pbr_mix.orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+#define mix_orm vec3(1.0, pbr_mix.rm)
+#else
+// Matte plastic potato terrain
+#define mix_orm vec3(1.0, 1.0, 0.0)
+#endif
+ frag_data[0] = max(vec4(pbr_mix.col.xyz, 0.0), vec4(0)); // Diffuse
+ frag_data[1] = max(vec4(mix_orm.rgb, base_color_factor_alpha), vec4(0)); // PBR linear packed Occlusion, Roughness, Metal.
+ frag_data[2] = encodeNormal(tnorm, 0, GBUFFER_FLAG_HAS_PBR); // normal, flags
+
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = max(vec4(mix_emissive,0), vec4(0)); // PBR sRGB Emissive
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
new file mode 100644
index 0000000000..dc43007dca
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -0,0 +1,522 @@
+/**
+ * @file class1\deferred\pbrterrainUtilF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+/**
+ * Triplanar mapping implementation adapted from Inigo Quilez' example shader,
+ * MIT license.
+ * https://www.shadertoy.com/view/MtsGWH
+ * Copyright © 2015 Inigo Quilez
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions: The above copyright
+ * notice and this permission notice shall be included in all copies or
+ * substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS",
+ * WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
+ * TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+ * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF
+ * CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0
+#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+in vec3 vary_vertex_normal;
+#endif
+
+vec3 srgb_to_linear(vec3 c);
+
+// A relatively agressive threshold for terrain material mixing sampling
+// cutoff. This ensures that only one or two materials are used in most places,
+// making PBR terrain blending more performant. Should be greater than 0 to work.
+#define TERRAIN_RAMP_MIX_THRESHOLD 0.1
+// A small threshold for triplanar mapping sampling cutoff. This and
+// TERRAIN_TRIPLANAR_BLEND_FACTOR together ensures that only one or two samples
+// per texture are used in most places, making triplanar mapping more
+// performant. Should be greater than 0 to work.
+// There's also an artistic design choice in the use of these factors, and the
+// use of triplanar generally. Don't take these triplanar constants for granted.
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
+
+#define SAMPLE_X 1 << 0
+#define SAMPLE_Y 1 << 1
+#define SAMPLE_Z 1 << 2
+#define MIX_X 1 << 3
+#define MIX_Y 1 << 4
+#define MIX_Z 1 << 5
+#define MIX_W 1 << 6
+
+struct PBRMix
+{
+ vec4 col; // RGB color with alpha, linear space
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ vec3 orm; // Occlusion, roughness, metallic
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ vec2 rm; // Roughness, metallic
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ vec3 vNt; // Unpacked normal texture sample, vector
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ vec3 emissive; // RGB emissive color, linear space
+#endif
+};
+
+PBRMix init_pbr_mix()
+{
+ PBRMix mix;
+ mix.col = vec4(0);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = vec3(0);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = vec2(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = vec3(0);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = vec3(0);
+#endif
+ return mix;
+}
+
+// Usage example, for two weights:
+// vec2 weights = ... // Weights must add up to 1
+// PBRMix mix = init_pbr_mix();
+// PBRMix mix1 = ...
+// mix = mix_pbr(mix, mix1, weights.x);
+// PBRMix mix2 = ...
+// mix = mix_pbr(mix, mix2, weights.y);
+PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight)
+{
+ PBRMix mix;
+ mix.col = mix1.col + (mix2.col * mix2_weight);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = mix1.orm + (mix2.orm * mix2_weight);
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = mix1.rm + (mix2.rm * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = mix1.vNt + (mix2.vNt * mix2_weight);
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = mix1.emissive + (mix2.emissive * mix2_weight);
+#endif
+ return mix;
+}
+
+PBRMix sample_pbr(
+ vec2 uv
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix;
+ mix.col = texture(tex_col, uv);
+ mix.col.rgb = srgb_to_linear(mix.col.rgb);
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm = texture(tex_orm, uv).xyz;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm = texture(tex_orm, uv).yz;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ mix.vNt = texture(tex_vNt, uv).xyz*2.0-1.0;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive = srgb_to_linear(texture(tex_emissive, uv).xyz);
+#endif
+ return mix;
+}
+
+struct TerrainTriplanar
+{
+ vec3 weight;
+ int type;
+};
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+#define TerrainMixSample vec4[4]
+#define TerrainMixSample3 vec3[4]
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal)
+{
+ TerrainMix tm;
+ vec4 sample_x = vec4(1,0,0,0);
+ vec4 sample_y = vec4(0,1,0,0);
+ vec4 sample_z = vec4(0,0,1,0);
+ vec4 sample_w = vec4(0,0,0,1);
+
+ tm.weight = mix( mix(sample_w, sample_z, alpha2), mix(sample_y, sample_x, alpha1), alphaFinal );
+ tm.weight -= TERRAIN_RAMP_MIX_THRESHOLD;
+ ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
+ // Prevent negative weights and keep weights balanced
+ tm.weight = tm.weight*vec4(usage);
+ tm.weight /= (tm.weight.x + tm.weight.y + tm.weight.z + tm.weight.w);
+
+ tm.type = (usage.x * MIX_X) |
+ (usage.y * MIX_Y) |
+ (usage.z * MIX_Z) |
+ (usage.w * MIX_W);
+ return tm;
+}
+
+// A paintmap weight applier for 4 swatches. The input saves a channel by not
+// storing swatch 1, and assuming the weights of the 4 swatches add to 1.
+// The components of weight3 should be between 0 and 1
+// The sum of the components of weight3 should be between 0 and 1
+TerrainMix get_terrain_usage_from_weight3(vec3 weight3)
+{
+ // These steps ensure the output weights add to between 0 and 1
+ weight3.xyz = max(vec3(0.0), weight3.xyz);
+ weight3.xyz /= max(1.0, weight3.x + weight3.y + weight3.z);
+
+ TerrainMix tm;
+
+ // Extract the first weight from the other weights
+ tm.weight.x = 1.0 - (weight3.x + weight3.y + weight3.z);
+ tm.weight.yzw = weight3.xyz;
+ ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight)));
+
+ tm.type = (usage.x * MIX_X) |
+ (usage.y * MIX_Y) |
+ (usage.z * MIX_Z) |
+ (usage.w * MIX_W);
+ return tm;
+}
+
+// Inverse of get_terrain_usage_from_weight3, excluding usage flags
+// The components of weight should be between 0 and 1
+// The sum of the components of weight should be 1
+vec3 get_weight3_from_terrain_weight(vec4 weight)
+{
+ // These steps ensure the input weights add to 1
+ weight = max(vec4(0.0), weight);
+ weight.x += 1.0 - sign(weight.x + weight.y + weight.z + weight.w);
+ weight /= weight.x + weight.y + weight.z + weight.w;
+
+ // Then return the input weights with the first weight truncated
+ return weight.yzw;
+}
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+TerrainTriplanar _t_triplanar()
+{
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ vec3 weight_signed = pow(abs(vary_vertex_normal), vec3(sharpness));
+ weight_signed /= (weight_signed.x + weight_signed.y + weight_signed.z);
+ weight_signed -= vec3(threshold);
+ TerrainTriplanar tw;
+ // *NOTE: Make sure the threshold doesn't affect the materials
+ tw.weight = max(vec3(0), weight_signed);
+ tw.weight /= (tw.weight.x + tw.weight.y + tw.weight.z);
+ ivec3 usage = ivec3(round(max(vec3(0), sign(weight_signed))));
+ tw.type = ((usage.x) * SAMPLE_X) |
+ ((usage.y) * SAMPLE_Y) |
+ ((usage.z) * SAMPLE_Z);
+ return tw;
+}
+#endif
+
+
+// Assume weights add to 1
+float terrain_mix(TerrainMix tm, vec4 tms4)
+{
+ return (tm.weight.x * tms4[0]) +
+ (tm.weight.y * tms4[1]) +
+ (tm.weight.z * tms4[2]) +
+ (tm.weight.w * tms4[3]);
+}
+
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+// Triplanar mapping
+
+// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
+#define TerrainCoord vec4[3]
+
+// If sign_or_zero is positive, use uv_unflippped, otherwise use uv_flipped
+vec2 _t_uv(vec2 uv_unflipped, vec2 uv_flipped, float sign_or_zero)
+{
+ return mix(uv_flipped, uv_unflipped, max(0.0, sign_or_zero));
+}
+
+vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
+{
+ // Assume normal is unpacked
+ vec3 vNt1 = vNt0;
+ // Get sign
+ float sign = sign_or_zero;
+ // Handle case where sign is 0
+ sign = (2.0*sign) + 1.0;
+ sign /= abs(sign);
+ // If the sign is negative, rotate normal by 180 degrees
+ vNt1.xy = (min(0, sign) * vNt1.xy) + (min(0, -sign) * -vNt1.xy);
+ return vNt1;
+}
+
+// Triplanar-specific normal texture fixes
+vec3 _t_normal_post_x(vec3 vNt0, float tangent_sign)
+{
+ vec3 vNt_x = _t_normal_post_1(vNt0, sign(vary_vertex_normal.x));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_x.xy = vec2(-vNt_x.y, vNt_x.x);
+ vNt_x.xy *= tangent_sign;
+ return vNt_x;
+}
+vec3 _t_normal_post_y(vec3 vNt0)
+{
+ vec3 vNt_y = _t_normal_post_1(vNt0, sign(vary_vertex_normal.y));
+ // *HACK: Transform normals according to orientation of the UVs
+ vNt_y.xy = -vNt_y.xy;
+ return vNt_y;
+}
+vec3 _t_normal_post_z(vec3 vNt0)
+{
+ vec3 vNt_z = _t_normal_post_1(vNt0, sign(vary_vertex_normal.z));
+ return vNt_z;
+}
+
+PBRMix terrain_sample_pbr(
+ TerrainCoord terrain_coord
+ , TerrainTriplanar tw
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+ , float tangent_sign
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ )
+{
+ PBRMix mix = init_pbr_mix();
+
+#define get_uv_x() _t_uv(terrain_coord[0].zw, terrain_coord[1].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, terrain_coord[2].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, vec2(0), sign(vary_vertex_normal.z))
+ switch (tw.type & SAMPLE_X)
+ {
+ case SAMPLE_X:
+ PBRMix mix_x = sample_pbr(
+ get_uv_x()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_x.vNt = _t_normal_post_x(mix_x.vNt, tangent_sign);
+#endif
+ mix = mix_pbr(mix, mix_x, tw.weight.x);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Y)
+ {
+ case SAMPLE_Y:
+ PBRMix mix_y = sample_pbr(
+ get_uv_y()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ mix_y.vNt = _t_normal_post_y(mix_y.vNt);
+#endif
+ mix = mix_pbr(mix, mix_y, tw.weight.y);
+ break;
+ default:
+ break;
+ }
+
+ switch (tw.type & SAMPLE_Z)
+ {
+ case SAMPLE_Z:
+ PBRMix mix_z = sample_pbr(
+ get_uv_z()
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ // Triplanar-specific normal texture fix
+ // *NOTE: Bottom face has not been tested
+ mix_z.vNt = _t_normal_post_z(mix_z.vNt);
+#endif
+ mix = mix_pbr(mix, mix_z, tw.weight.z);
+ break;
+ default:
+ break;
+ }
+
+ return mix;
+}
+
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+
+#define TerrainCoord vec2
+
+#define terrain_sample_pbr sample_pbr
+
+#endif
+
+PBRMix multiply_factors_pbr(
+ PBRMix mix_in
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = mix_in;
+ mix.col *= factor_col;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ mix.orm *= factor_orm;
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ mix.rm *= factor_rm;
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ mix.emissive *= factor_emissive;
+#endif
+ return mix;
+}
+
+PBRMix terrain_sample_and_multiply_pbr(
+ TerrainCoord terrain_coord
+ , sampler2D tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , sampler2D tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , sampler2D tex_vNt
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , float tangent_sign
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , sampler2D tex_emissive
+#endif
+ , vec4 factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , vec3 factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , vec2 factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , vec3 factor_emissive
+#endif
+ )
+{
+ PBRMix mix = terrain_sample_pbr(
+ terrain_coord
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , _t_triplanar()
+#endif
+ , tex_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , tex_orm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ , tex_vNt
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ , tangent_sign
+#endif
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , tex_emissive
+#endif
+ );
+
+ mix = multiply_factors_pbr(mix
+ , factor_col
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION)
+ , factor_orm
+#elif (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ , factor_rm
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ , factor_emissive
+#endif
+ );
+
+ return mix;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
new file mode 100644
index 0000000000..6791a22a76
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -0,0 +1,204 @@
+/**
+ * @file class1\environment\pbrterrainV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0
+#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+uniform float region_scale;
+#endif
+
+in vec3 position;
+in vec3 normal;
+in vec4 tangent;
+in vec4 diffuse_color;
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+in vec2 texcoord1;
+#endif
+
+out vec3 vary_position;
+out vec3 vary_normal;
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
+#endif
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+out vec3 vary_tangents[4];
+flat out float vary_signs[4];
+#endif
+
+// vary_texcoord* are used for terrain composition, vary_coords are used for terrain UVs
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+out vec2 vary_texcoord;
+#endif
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+out vec4[10] vary_coords;
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+out vec4[2] vary_coords;
+#endif
+
+// *HACK: Each material uses only one texture transform, but the KHR texture
+// transform spec allows handling texture transforms separately for each
+// individual texture info.
+uniform vec4[5] terrain_texture_transforms;
+
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
+vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
+ vec3 n = normal_matrix * normal;
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ vary_vertex_normal = normal;
+#endif
+ vec3 t = normal_matrix * tangent.xyz;
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ vec4[2] ttt;
+ vec4 transformed_tangent;
+ // material 1
+ ttt[0].xyz = terrain_texture_transforms[0].xyz;
+ ttt[1].x = terrain_texture_transforms[0].w;
+ ttt[1].y = terrain_texture_transforms[1].x;
+ transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
+ vary_tangents[0] = normalize(transformed_tangent.xyz);
+ vary_signs[0] = transformed_tangent.w;
+ // material 2
+ ttt[0].xyz = terrain_texture_transforms[1].yzw;
+ ttt[1].xy = terrain_texture_transforms[2].xy;
+ transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
+ vary_tangents[1] = normalize(transformed_tangent.xyz);
+ vary_signs[1] = transformed_tangent.w;
+ // material 3
+ ttt[0].xy = terrain_texture_transforms[2].zw;
+ ttt[0].z = terrain_texture_transforms[3].x;
+ ttt[1].xy = terrain_texture_transforms[3].yz;
+ transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
+ vary_tangents[2] = normalize(transformed_tangent.xyz);
+ vary_signs[2] = transformed_tangent.w;
+ // material 4
+ ttt[0].x = terrain_texture_transforms[3].w;
+ ttt[0].yz = terrain_texture_transforms[4].xy;
+ ttt[1].xy = terrain_texture_transforms[4].zw;
+ transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
+ vary_tangents[3] = normalize(transformed_tangent.xyz);
+ vary_signs[3] = transformed_tangent.w;
+ }
+#endif
+ vary_normal = normalize(n);
+
+ // Transform and pass tex coords
+ {
+ vec4[2] ttt;
+#define transform_xy() terrain_texture_transform(position.xy, ttt)
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+// Don't care about upside-down (transform_xy_flipped())
+#define transform_yz() terrain_texture_transform(position.yz, ttt)
+#define transform_negx_z() terrain_texture_transform(position.xz * vec2(-1, 1), ttt)
+#define transform_yz_flipped() terrain_texture_transform(position.yz * vec2(-1, 1), ttt)
+#define transform_negx_z_flipped() terrain_texture_transform(position.xz, ttt)
+ // material 1
+ ttt[0].xyz = terrain_texture_transforms[0].xyz;
+ ttt[1].x = terrain_texture_transforms[0].w;
+ ttt[1].y = terrain_texture_transforms[1].x;
+ vary_coords[0].xy = transform_xy();
+ vary_coords[0].zw = transform_yz();
+ vary_coords[1].xy = transform_negx_z();
+ vary_coords[1].zw = transform_yz_flipped();
+ vary_coords[2].xy = transform_negx_z_flipped();
+ // material 2
+ ttt[0].xyz = terrain_texture_transforms[1].yzw;
+ ttt[1].xy = terrain_texture_transforms[2].xy;
+ vary_coords[2].zw = transform_xy();
+ vary_coords[3].xy = transform_yz();
+ vary_coords[3].zw = transform_negx_z();
+ vary_coords[4].xy = transform_yz_flipped();
+ vary_coords[4].zw = transform_negx_z_flipped();
+ // material 3
+ ttt[0].xy = terrain_texture_transforms[2].zw;
+ ttt[0].z = terrain_texture_transforms[3].x;
+ ttt[1].xy = terrain_texture_transforms[3].yz;
+ vary_coords[5].xy = transform_xy();
+ vary_coords[5].zw = transform_yz();
+ vary_coords[6].xy = transform_negx_z();
+ vary_coords[6].zw = transform_yz_flipped();
+ vary_coords[7].xy = transform_negx_z_flipped();
+ // material 4
+ ttt[0].x = terrain_texture_transforms[3].w;
+ ttt[0].yz = terrain_texture_transforms[4].xy;
+ ttt[1].xy = terrain_texture_transforms[4].zw;
+ vary_coords[7].zw = transform_xy();
+ vary_coords[8].xy = transform_yz();
+ vary_coords[8].zw = transform_negx_z();
+ vary_coords[9].xy = transform_yz_flipped();
+ vary_coords[9].zw = transform_negx_z_flipped();
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ // material 1
+ ttt[0].xyz = terrain_texture_transforms[0].xyz;
+ ttt[1].x = terrain_texture_transforms[0].w;
+ ttt[1].y = terrain_texture_transforms[1].x;
+ vary_coords[0].xy = transform_xy();
+ // material 2
+ ttt[0].xyz = terrain_texture_transforms[1].yzw;
+ ttt[1].xy = terrain_texture_transforms[2].xy;
+ vary_coords[0].zw = transform_xy();
+ // material 3
+ ttt[0].xy = terrain_texture_transforms[2].zw;
+ ttt[0].z = terrain_texture_transforms[3].x;
+ ttt[1].xy = terrain_texture_transforms[3].yz;
+ vary_coords[1].xy = transform_xy();
+ // material 4
+ ttt[0].x = terrain_texture_transforms[3].w;
+ ttt[0].yz = terrain_texture_transforms[4].xy;
+ ttt[1].xy = terrain_texture_transforms[4].zw;
+ vary_coords[1].zw = transform_xy();
+#endif
+ }
+
+#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
+ vec2 tc = texcoord1.xy;
+ vary_texcoord0.zw = tc.xy;
+ vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
+#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
+ vary_texcoord = position.xy / region_scale;
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 86e3f1acda..9797bcd2ce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file postDeferredF.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
* $/LicenseInfo$
*/
@@ -38,87 +38,87 @@ in vec2 vary_fragcoord;
void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture(diffuseRect, tc);
-
- float sc = abs(s.a*2.0-1.0)*max_cof;
-
- if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
- {
- float wg = 0.25;
-
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
-
- diff += wg*s;
-
- w += wg;
- }
+ vec4 s = texture(diffuseRect, tc);
+
+ float sc = abs(s.a*2.0-1.0)*max_cof;
+
+ if (sc > min_sc) //sampled pixel is more "out of focus" than current sample radius
+ {
+ float wg = 0.25;
+
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
+
+ diff += wg*s;
+
+ w += wg;
+ }
}
void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture(diffuseRect, tc);
+ vec4 s = texture(diffuseRect, tc);
- float wg = 0.25;
+ float wg = 0.25;
- // de-weight dull areas to make highlights 'pop'
- wg += s.r+s.g+s.b;
+ // de-weight dull areas to make highlights 'pop'
+ wg += s.r+s.g+s.b;
- diff += wg*s;
-
- w += wg;
+ diff += wg*s;
+
+ w += wg;
}
-void main()
+void main()
{
- vec2 tc = vary_fragcoord.xy;
-
- vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
-
- {
- float w = 1.0;
-
- float sc = (diff.a*2.0-1.0)*max_cof;
-
- float PI = 3.14159265358979323846264;
-
- // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
- if (sc > 0.5)
- {
- while (sc > 0.5)
- {
- int its = int(max(1.0,(sc*3.7)));
- for (int i=0; i<its; ++i)
- {
- float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
- float samp_x = sc*sin(ang);
- float samp_y = sc*cos(ang);
- // you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
- }
- sc -= 1.0;
- }
- }
- else if (sc < -0.5)
- {
- sc = abs(sc);
- while (sc > 0.5)
- {
- int its = int(max(1.0,(sc*3.7)));
- for (int i=0; i<its; ++i)
- {
- float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
- float samp_x = sc*sin(ang);
- float samp_y = sc*cos(ang);
- // you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
- }
- sc -= 1.0;
- }
- }
-
- diff /= w;
- }
-
- frag_color = diff;
+ vec2 tc = vary_fragcoord.xy;
+
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
+
+ {
+ float w = 1.0;
+
+ float sc = (diff.a*2.0-1.0)*max_cof;
+
+ float PI = 3.14159265358979323846264;
+
+ // sample quite uniformly spaced points within a circle, for a circular 'bokeh'
+ if (sc > 0.5)
+ {
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
+ }
+ sc -= 1.0;
+ }
+ }
+ else if (sc < -0.5)
+ {
+ sc = abs(sc);
+ while (sc > 0.5)
+ {
+ int its = int(max(1.0,(sc*3.7)));
+ for (int i=0; i<its; ++i)
+ {
+ float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
+ float samp_x = sc*sin(ang);
+ float samp_y = sc*cos(ang);
+ // you could test sample coords against an interesting non-circular aperture shape here, if desired.
+ dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
+ }
+ sc -= 1.0;
+ }
+ }
+
+ diff /= w;
+ }
+
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 3443785e1a..befd2ae6da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -1,158 +1,40 @@
-/**
+/**
* @file postDeferredGammaCorrect.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
uniform sampler2D diffuseRect;
-uniform sampler2D exposureMap;
+uniform float gamma;
uniform vec2 screen_res;
in vec2 vary_fragcoord;
vec3 linear_to_srgb(vec3 cl);
-//===============================================================
-// tone mapping taken from Khronos sample implementation
-//===============================================================
-
-// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
-const mat3 ACESInputMat = mat3
-(
- 0.59719, 0.07600, 0.02840,
- 0.35458, 0.90834, 0.13383,
- 0.04823, 0.01566, 0.83777
-);
-
-
-// ODT_SAT => XYZ => D60_2_D65 => sRGB
-const mat3 ACESOutputMat = mat3
-(
- 1.60475, -0.10208, -0.00327,
- -0.53108, 1.10813, -0.07276,
- -0.07367, -0.00605, 1.07602
-);
-
-// ACES tone map (faster approximation)
-// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
-vec3 toneMapACES_Narkowicz(vec3 color)
-{
- const float A = 2.51;
- const float B = 0.03;
- const float C = 2.43;
- const float D = 0.59;
- const float E = 0.14;
- return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
-}
-
-
-// ACES filmic tone map approximation
-// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
-vec3 RRTAndODTFit(vec3 color)
-{
- vec3 a = color * (color + 0.0245786) - 0.000090537;
- vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
- return a / b;
-}
-
-
-// tone mapping
-vec3 toneMapACES_Hill(vec3 color)
-{
- color = ACESInputMat * color;
-
- // Apply RRT and ODT
- color = RRTAndODTFit(color);
-
- color = ACESOutputMat * color;
-
- // Clamp to [0, 1]
- color = clamp(color, 0.0, 1.0);
-
- return color;
-}
-
-uniform float exposure;
-uniform float gamma;
-
-vec3 toneMap(vec3 color)
-{
-#ifndef NO_POST
- float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
-
- color *= exposure * exp_scale;
-
- // mix ACES and Linear here as a compromise to avoid over-darkening legacy content
- color = mix(toneMapACES_Hill(color), color, 0.3);
-#endif
-
- return color;
-}
-
-//===============================================================
-
-//=================================
-// borrowed noise from:
-// <https://www.shadertoy.com/view/4dS3Wd>
-// By Morgan McGuire @morgan3d, http://graphicscodex.com
-//
-float hash(float n) { return fract(sin(n) * 1e4); }
-float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
-
-float noise(float x) {
- float i = floor(x);
- float f = fract(x);
- float u = f * f * (3.0 - 2.0 * f);
- return mix(hash(i), hash(i + 1.0), u);
-}
-
-float noise(vec2 x) {
- vec2 i = floor(x);
- vec2 f = fract(x);
-
- // Four corners in 2D of a tile
- float a = hash(i);
- float b = hash(i + vec2(1.0, 0.0));
- float c = hash(i + vec2(0.0, 1.0));
- float d = hash(i + vec2(1.0, 1.0));
-
- // Simple 2D lerp using smoothstep envelope between the values.
- // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
- // mix(c, d, smoothstep(0.0, 1.0, f.x)),
- // smoothstep(0.0, 1.0, f.y)));
-
- // Same code, with the clamps in smoothstep and common subexpressions
- // optimized away.
- vec2 u = f * f * (3.0 - 2.0 * f);
- return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
-}
-
-//=============================
-
-
vec3 legacyGamma(vec3 color)
{
vec3 c = 1. - clamp(color, vec3(0.), vec3(1.));
@@ -161,26 +43,16 @@ vec3 legacyGamma(vec3 color)
return c;
}
-void main()
+void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
vec4 diff = texture(diffuseRect, vary_fragcoord);
+ diff.rgb = linear_to_srgb(diff.rgb);
#ifdef LEGACY_GAMMA
- diff.rgb = linear_to_srgb(diff.rgb);
diff.rgb = legacyGamma(diff.rgb);
-#else
-#ifndef NO_POST
- diff.rgb = toneMap(diff.rgb);
-#endif
- diff.rgb = linear_to_srgb(diff.rgb);
#endif
- vec2 tc = vary_fragcoord.xy*screen_res*4.0;
- vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
- vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
- diff.rgb += nz*0.003;
-
frag_color = max(diff, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index bace9b8c90..32b0a1ac8e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file postDeferredNoDoFF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -33,11 +33,58 @@ uniform sampler2D depthMap;
uniform vec2 screen_res;
in vec2 vary_fragcoord;
-void main()
+//=================================
+// borrowed noise from:
+// <https://www.shadertoy.com/view/4dS3Wd>
+// By Morgan McGuire @morgan3d, http://graphicscodex.com
+//
+float hash(float n) { return fract(sin(n) * 1e4); }
+float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
+
+float noise(float x) {
+ float i = floor(x);
+ float f = fract(x);
+ float u = f * f * (3.0 - 2.0 * f);
+ return mix(hash(i), hash(i + 1.0), u);
+}
+
+float noise(vec2 x) {
+ vec2 i = floor(x);
+ vec2 f = fract(x);
+
+ // Four corners in 2D of a tile
+ float a = hash(i);
+ float b = hash(i + vec2(1.0, 0.0));
+ float c = hash(i + vec2(0.0, 1.0));
+ float d = hash(i + vec2(1.0, 1.0));
+
+ // Simple 2D lerp using smoothstep envelope between the values.
+ // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)),
+ // mix(c, d, smoothstep(0.0, 1.0, f.x)),
+ // smoothstep(0.0, 1.0, f.y)));
+
+ // Same code, with the clamps in smoothstep and common subexpressions
+ // optimized away.
+ vec2 u = f * f * (3.0 - 2.0 * f);
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
+}
+
+//=============================
+
+
+
+void main()
{
- vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
-
- frag_color = diff;
+ vec4 diff = texture(diffuseRect, vary_fragcoord.xy);
+
+#ifdef HAS_NOISE
+ vec2 tc = vary_fragcoord.xy*screen_res*4.0;
+ vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y);
+ vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
+ diff.rgb += nz*0.003;
+#endif
+
+ frag_color = diff;
gl_FragDepth = texture(depthMap, vary_fragcoord.xy).r;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
index 7e8a5d68d4..87f28621ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file postDeferredV.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
* $/LicenseInfo$
*/
@@ -31,8 +31,8 @@ uniform vec2 screen_res;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl
new file mode 100644
index 0000000000..c4610bffac
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredTonemap.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file postDeferredTonemap.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+uniform sampler2D diffuseRect;
+
+in vec2 vary_fragcoord;
+
+vec3 linear_to_srgb(vec3 cl);
+vec3 toneMap(vec3 color);
+
+void main()
+{
+ //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
+ vec4 diff = texture(diffuseRect, vary_fragcoord);
+
+#ifndef NO_POST
+ diff.rgb = toneMap(diff.rgb);
+#else
+ diff.rgb = clamp(diff.rgb, vec3(0.0), vec3(1.0));
+#endif
+
+ //debugExposure(diff.rgb);
+ frag_color = max(diff, vec4(0));
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 10b4b3e76c..09fe443e2d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file postDeferredV.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
* $/LicenseInfo$
*/
@@ -34,9 +34,9 @@ uniform vec2 screen_res;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
- vary_tc = (pos.xy*0.5+0.5)*tc_scale;
- vary_fragcoord = (pos.xy*0.5+0.5);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+ vary_tc = (pos.xy*0.5+0.5)*tc_scale;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl
index 2c17de311c..a539d5af90 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file postDeferredNoDoFF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -32,10 +32,10 @@ uniform float mipLevel;
in vec2 vary_fragcoord;
-void main()
+void main()
{
- vec4 diff = textureLod(diffuseRect, vary_fragcoord.xy, mipLevel);
-
- frag_color = diff;
+ vec4 diff = textureLod(diffuseRect, vary_fragcoord.xy, mipLevel);
+
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
index 1a85d70256..e77e972873 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
@@ -25,13 +25,13 @@
// debug stub
-float random (vec2 uv)
+float random (vec2 uv)
{
- return 0;
+ return 0.f;
}
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness)
{
collectedColor = vec4(0);
- return 0;
+ return 0.f;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index a8febabcc6..f208ac746b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -27,17 +27,15 @@
out vec4 frag_color;
-uniform sampler2D diffuseMap;
-
in vec4 post_pos;
in float target_pos_x;
in vec4 vertex_color;
in vec2 vary_texcoord0;
uniform float minimum_alpha;
-void main()
+void main()
{
- float alpha = diffuseLookup(vary_texcoord0.xy).a;
+ float alpha = diffuseLookup(vary_texcoord0.xy).a;
if (alpha < minimum_alpha)
{
@@ -61,5 +59,5 @@ void main()
}
}
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index 26db1a5d4d..665ff6d3df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowAlphaMaskV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -47,26 +47,26 @@ void passTextureIndex();
void main()
{
- //transform vertex
+ //transform vertex
#if defined(HAS_SKIN)
- vec4 pre_pos = vec4(position.xyz, 1.0);
- mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec4 pos = mat * pre_pos;
- pos = projection_matrix * pos;
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec4 pos = mat * pre_pos;
+ pos = projection_matrix * pos;
#else
- vec4 pre_pos = vec4(position.xyz, 1.0);
- vec4 pos = modelview_projection_matrix * pre_pos;
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
#endif
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ post_pos = pos;
- post_pos = pos;
+ gl_Position = pos;
- gl_Position = pos;
-
- passTextureIndex();
+ passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
index 0f5f9ed289..1c169b3cc9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowCubeV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -32,9 +32,9 @@ uniform vec3 box_size;
void main()
{
- //transform vertex
- vec3 p = position*box_size+box_center;
- vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
+ //transform vertex
+ vec3 p = position*box_size+box_center;
+ vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
- gl_Position = pos;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 370aa75d04..b55d769fd6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -1,31 +1,31 @@
-/**
+/**
* @file shadowF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
-void main()
+void main()
{
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
index 9bbc63bce1..1485ea9121 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowSkinnedV.glsl
*
* $LicenseInfo:firstyear=2021&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -32,12 +32,12 @@ mat4 getObjectSkinnedTransform();
void main()
{
- //transform vertex
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
- vec4 pos = (mat*vec4(position.xyz, 1.0));
- pos = projection_matrix*pos;
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ vec4 pos = (mat*vec4(position.xyz, 1.0));
+ pos = projection_matrix*pos;
- gl_Position = pos;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index ee3a5f1f31..6f7bd2bf3c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -1,30 +1,29 @@
-/**
+/**
* @file class1/deferred/shadowUtil.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 sampler2D normalMap;
-uniform sampler2D depthMap;
#if defined(SUN_SHADOW)
uniform sampler2DShadow shadowMap0;
@@ -83,7 +82,7 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2
vec2 off = 1.0/proj_shadow_res;
off.y *= 1.5;
-
+
shadow += texture(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0));
shadow += texture(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0));
@@ -112,7 +111,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
vec4 spos = vec4(shadow_pos.xyz, 1.0);
if (spos.z > -shadow_clip.w)
- {
+ {
vec4 lpos;
vec4 near_split = shadow_clip*-0.75;
vec4 far_split = shadow_clip*-1.25;
@@ -122,7 +121,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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;
//w = clamp(w, 0.0, 1.0);
@@ -138,7 +137,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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;
@@ -154,7 +153,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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;
@@ -170,7 +169,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
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;
//w = clamp(w, 0.0, 1.0);
@@ -203,9 +202,9 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
vec4 spos = vec4(pos,1.0);
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;
@@ -216,7 +215,7 @@ float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
if (index == 0)
- {
+ {
lpos = shadow_matrix[4]*spos;
shadow += pcfSpotShadow(shadowMap4, lpos, 0.8, spos.xy)*w;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index bd62954ff8..5e1c502822 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file shadowV.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -29,6 +29,6 @@ in vec3 position;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ //transform vertex
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
index 9d9ba49d82..7639a5e6fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/skyF.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
* $/LicenseInfo$
*/
@@ -27,6 +27,15 @@
in vec3 vary_HazeColor;
in float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+in vec4 vary_position;
+in vec3 vary_rel_pos;
+uniform float sky_hdr_scale;
+uniform float hdri_split_screen;
+uniform mat3 env_mat;
+uniform sampler2D environmentMap;
+#endif
+
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
@@ -37,6 +46,9 @@ uniform float ice_level;
out vec4 frag_data[4];
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
+
+#define PI 3.14159265
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
@@ -71,24 +83,47 @@ vec3 halo22(float d)
void main()
{
- // Potential Fill-rate optimization. Add cloud calculation
- // back in and output alpha of 0 (so that alpha culling kills
- // the fragment) if the sky wouldn't show up because the clouds
- // are fully opaque.
-
- vec3 color = vary_HazeColor;
+ vec3 color;
+#ifdef HAS_HDRI
+ vec3 frag_coord = vary_position.xyz/vary_position.w;
+ if (-frag_coord.x > ((1.0-hdri_split_screen)*2.0-1.0))
+ {
+ vec3 pos = normalize(vary_rel_pos);
+ pos = env_mat * pos;
+ vec2 texCoord = vec2(atan(pos.z, pos.x) + PI, acos(pos.y)) / vec2(2.0 * PI, PI);
+ color = textureLod(environmentMap, texCoord.xy, 0).rgb * sky_hdr_scale;
+ color = min(color, vec3(8192*8192*16)); // stupidly large value arrived at by binary search -- avoids framebuffer corruption from some HDRIs
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_HAS_HDRI);
+ }
+ else
+#endif
+ {
+ // Potential Fill-rate optimization. Add cloud calculation
+ // back in and output alpha of 0 (so that alpha culling kills
+ // the fragment) if the sky wouldn't show up because the clouds
+ // are fully opaque.
+
+ color = vary_HazeColor;
+
+ float rel_pos_lightnorm = vary_LightNormPosDot;
+ float optic_d = rel_pos_lightnorm;
+ vec3 halo_22 = halo22(optic_d);
+ color.rgb += rainbow(optic_d);
+ color.rgb += halo_22;
+ color.rgb *= 2.;
+ color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+
+ frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS);
+ }
- float rel_pos_lightnorm = vary_LightNormPosDot;
- float optic_d = rel_pos_lightnorm;
- vec3 halo_22 = halo22(optic_d);
- color.rgb += rainbow(optic_d);
- color.rgb += halo_22;
- color.rgb *= 2.;
- color.rgb = clamp(color.rgb, vec3(0), vec3(5));
+ frag_data[1] = vec4(0);
+#if defined(HAS_EMISSIVE)
frag_data[0] = vec4(0);
- frag_data[1] = vec4(0);
- frag_data[2] = vec4(0.0,0.0,0.0,GBUFFER_FLAG_SKIP_ATMOS); //1.0 in norm.w masks off fog
frag_data[3] = vec4(color.rgb, 1.0);
+#else
+ frag_data[0] = vec4(color.rgb, 1.0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 17ce2dee5b..ea00d240df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -35,6 +35,11 @@ in vec3 position;
out vec3 vary_HazeColor;
out float vary_LightNormPosDot;
+#ifdef HAS_HDRI
+out vec4 vary_position;
+out vec3 vary_rel_pos;
+#endif
+
// Inputs
uniform vec3 camPosLocal;
@@ -72,6 +77,11 @@ void main()
// Get relative position
vec3 rel_pos = position.xyz - camPosLocal.xyz + vec3(0, 50, 0);
+#ifdef HAS_HDRI
+ vary_rel_pos = rel_pos;
+ vary_position = pos;
+#endif
+
// Adj position vector to clamp altitude
if (rel_pos.y > 0.)
{
@@ -92,13 +102,13 @@ void main()
// Initialize temp variables
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color * 0.7; //magic 0.7 to match legacy color
-
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
- vec3 combined_haze = abs(blue_density) + vec3(abs(haze_density));
+ vec3 combined_haze = max(abs(blue_density) + vec3(abs(haze_density)), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = haze_density / combined_haze;
@@ -142,7 +152,7 @@ void main()
sunlight *= max(0.0, (1. - cloud_shadow));
// Haze color below cloud
- vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ vec3 add_below_cloud = (blue_horizon * blue_weight * (sunlight + ambient)
+ (haze_horizon * haze_weight) * (sunlight * haze_glow + ambient));
// Attenuate cloud color by atmosphere
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
index b35d10c8a0..dac272c686 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file starsF.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
* $/LicenseInfo$
*/
@@ -44,23 +44,28 @@ float twinkle(){
// See:
// ALM off: class1/environment/starsF.glsl
// ALM on : class1/deferred/starsF.glsl
-void main()
+void main()
{
- // camera above water: class1\deferred\starsF.glsl
- // camera below water: class1\environment\starsF.glsl
+ // camera above water: class1\deferred\starsF.glsl
+ // camera below water: class1\environment\starsF.glsl
vec4 col_a = texture(diffuseMap, vary_texcoord0.xy);
vec4 col_b = texture(diffuseMap, vary_texcoord0.xy);
vec4 col = mix(col_b, col_a, blend_factor);
col.rgb *= vertex_color.rgb;
-
+
float factor = smoothstep(0.0f, 0.9f, custom_alpha);
col.a = (col.a * factor) * 32.0f;
col.a *= twinkle();
- frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0f);
frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+
+#if defined(HAS_EMISSIVE)
+ frag_data[0] = vec4(0);
frag_data[3] = col;
+#else
+ frag_data[0] = col;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
index 726508607d..97ee437870 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file starsV.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
* $/LicenseInfo$
*/
@@ -37,18 +37,18 @@ out vec2 screenpos;
void main()
{
- //transform vertex
+ //transform vertex
vec4 pos = modelview_projection_matrix * vec4(position, 1.0);
-
- // smash to far clip plane to
+
+ // smash to far clip plane to
// avoid rendering on top of moon (do NOT write to gl_FragDepth, it's slow)
pos.z = pos.w;
- gl_Position = pos;
+ gl_Position = pos;
float t = mod(time, 1.25f);
screenpos = position.xy * vec2(t, t);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index fd343ed2dc..6dce67d2c5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file sunDiscF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -35,7 +35,7 @@ uniform float blend_factor; // interp factor between sunDisc A/B
in vec2 vary_texcoord0;
in float sun_fade;
-void main()
+void main()
{
vec4 sunDiscA = texture(diffuseMap, vary_texcoord0.xy);
vec4 sunDiscB = texture(altDiffuseMap, vary_texcoord0.xy);
@@ -48,6 +48,11 @@ void main()
frag_data[0] = vec4(0);
frag_data[1] = vec4(0.0f);
frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);
+#if defined(HAS_EMISSIVE)
+ frag_data[0] = vec4(0);
frag_data[3] = c;
+#else
+ frag_data[0] = c;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
index 9a8d791a1d..ef45e6ab32 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunDiscV.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
* $/LicenseInfo$
*/
@@ -47,7 +47,7 @@ void main()
// smash to *almost* far clip plane -- behind clouds but in front of stars
pos.z = pos.w*0.999999;
gl_Position = pos;
-
+
calcAtmospherics(pos.xyz);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index f6d509e2c6..ff6f1c0ba3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\deferred\terrainF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_data[4];
@@ -38,12 +38,14 @@ in vec3 vary_normal;
in vec4 vary_texcoord0;
in vec4 vary_texcoord1;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 position);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
void main()
{
+ mirrorClip(pos);
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
-
+
vec4 color0 = texture(detail_0, vary_texcoord0.xy);
vec4 color1 = texture(detail_1, vary_texcoord0.xy);
vec4 color2 = texture(detail_2, vary_texcoord0.xy);
@@ -53,13 +55,16 @@ void main()
float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
- outColor.a = 0.0; // yes, downstream atmospherics
-
- frag_data[0] = outColor;
+
+ outColor.a = 0.0; // yes, downstream atmospherics
+
+ frag_data[0] = max(outColor, vec4(0));
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
index f6d3b59e85..7fc0e98513 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl
@@ -1,36 +1,36 @@
-/**
+/**
* @file class1\environment\terrainV.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 modelview_matrix;
uniform mat4 modelview_projection_matrix;
in vec3 position;
in vec3 normal;
in vec4 diffuse_color;
-in vec2 texcoord0;
in vec2 texcoord1;
out vec3 pos;
@@ -41,18 +41,18 @@ out vec4 vary_texcoord1;
uniform vec4 object_plane_s;
uniform vec4 object_plane_t;
-vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
+vec2 texgen_object(vec4 vpos, mat4 mat, vec4 tp0, vec4 tp1)
{
vec4 tcoord;
-
+
tcoord.x = dot(vpos, tp0);
tcoord.y = dot(vpos, tp1);
- tcoord.z = tc.z;
- tcoord.w = tc.w;
-
- tcoord = mat * tcoord;
-
- return tcoord;
+ tcoord.z = 0;
+ tcoord.w = 1;
+
+ tcoord = mat * tcoord;
+
+ return tcoord.xy;
}
void main()
@@ -62,15 +62,15 @@ void main()
vec4 t_pos = modelview_projection_matrix * pre_pos;
gl_Position = t_pos;
- pos = t_pos.xyz;
+ pos = (modelview_matrix*pre_pos).xyz;
vary_normal = normalize(normal_matrix * normal);
-
+
// Transform and pass tex coords
- vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy;
-
+ vary_texcoord0.xy = texgen_object(vec4(position, 1.0), texture_matrix0, object_plane_s, object_plane_t);
+
vec4 t = vec4(texcoord1,0,1);
-
+
vary_texcoord0.zw = t.xy;
vary_texcoord1.xy = t.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = t.xy-vec2(1.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 636dfed4ba..c75a0e0d5d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1/deferred/textureUtilV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -48,6 +48,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse
return (transform * vec3(texcoord, 1)).xy;
}
+// A texture transform function for PBR materials applied to shape prims/Collada model prims
// vertex_texcoord - The UV texture coordinates sampled from the vertex at
// runtime. Per SL convention, this is in a right-handed UV coordinate
// system. Collada models also have right-handed UVs.
@@ -65,7 +66,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
// Apply texture animation first to avoid shearing and other artifacts
texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// Convert to left-handed coordinate system. The offset of 1 is necessary
- // for rotations to be applied correctly.
+ // for rotation and scale to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
@@ -77,39 +78,97 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
return texcoord;
}
+// Similar to texture_transform but no offset during coordinate system
+// conversion, and no texture animation support.
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform)
+{
+ vec2 texcoord = vertex_texcoord;
+
+ texcoord.y = -texcoord.y;
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
+ texcoord.y = -texcoord.y;
+
+ return texcoord;
+}
+
// Take the rotation only from both transforms and apply to the tangent. This
// accounts for the change of the topology of the normal texture when a texture
// rotation is applied to it.
+// In practice, this applies the inverse of the texture transform to the tangent.
+// It is effectively an inverse of the rotation
// *HACK: Assume the imported GLTF model did not have both normal texture
// transforms and tangent vertices. The use of this function is inconsistent
// with the GLTF sample viewer when that is the case. See getNormalInfo in
// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl
// We may want to account for this case during GLTF model import.
// -Cosmic,2023-06-06
-vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
+vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
- vec2 weights = vec2(0, 1);
-
- // Apply texture animation first to avoid shearing and other artifacts (rotation only)
- mat2 sl_rot_scale;
- sl_rot_scale[0][0] = sl_animation_transform[0][0];
- sl_rot_scale[0][1] = sl_animation_transform[0][1];
- sl_rot_scale[1][0] = sl_animation_transform[1][0];
- sl_rot_scale[1][1] = sl_animation_transform[1][1];
- weights = sl_rot_scale * weights;
- // Remove scale
+ // Immediately convert to left-handed coordinate system, but it has no
+ // effect here because y is 0 ((1,0) -> (1,0))
+ vec2 weights = vec2(1, 0);
+
+ // Apply inverse KHR_texture_transform (rotation and scale sign only)
+ float khr_rotation = -khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+ vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy);
+ weights *= khr_scale_sign.xy;
+
+ // *NOTE: Delay conversion to right-handed coordinate system here, to
+ // remove the need for computing the inverse of the SL texture animation
+ // matrix.
+
+ // Apply texture animation last to avoid shearing and other artifacts (rotation only)
+ mat2 inv_sl_rot_scale;
+ inv_sl_rot_scale[0][0] = sl_animation_transform[0][0];
+ inv_sl_rot_scale[0][1] = sl_animation_transform[0][1];
+ inv_sl_rot_scale[1][0] = sl_animation_transform[1][0];
+ inv_sl_rot_scale[1][1] = sl_animation_transform[1][1];
+ weights = inv_sl_rot_scale * weights;
+ // *NOTE: Scale to be removed later
+
+ // Set weights to default if 0 for some reason
+ weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y))));
+
+ // Remove scale from SL texture animation transform
weights = normalize(weights);
- // Convert to left-handed coordinate system
+ // Convert back to right-handed coordinate system
weights.y = -weights.y;
- // Apply KHR_texture_transform (rotation only)
- float khr_rotation = khr_gltf_transform[0].z;
+ // Similar to the MikkTSpace-compatible method of extracting the binormal
+ // from the normal and tangent, as seen in the fragment shader
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ // An additional sign flip prevents the binormal from being flipped as a
+ // result of a propagation of the tangent sign during the cross product.
+ float sign_flip = khr_scale_sign.x * khr_scale_sign.y;
+ return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip);
+}
+
+// Similar to tangent_space_transform but no texture animation support.
+vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
+{
+ // Immediately convert to left-handed coordinate system, but it has no
+ // effect here because y is 0 ((1,0) -> (1,0))
+ vec2 weights = vec2(1, 0);
+
+ // Apply inverse KHR_texture_transform (rotation and scale sign only)
+ float khr_rotation = -khr_gltf_transform[0].z;
mat2 khr_rotation_mat = mat2(
cos(khr_rotation),-sin(khr_rotation),
sin(khr_rotation), cos(khr_rotation)
);
weights = khr_rotation_mat * weights;
+ vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy);
+ weights *= khr_scale_sign.xy;
+
+ // Set weights to default if 0 for some reason
+ weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y))));
// Convert back to right-handed coordinate system
weights.y = -weights.y;
@@ -118,5 +177,8 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh
// from the normal and tangent, as seen in the fragment shader
vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
- return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+ // An additional sign flip prevents the binormal from being flipped as a
+ // result of a propagation of the tangent sign during the cross product.
+ float sign_flip = khr_scale_sign.x * khr_scale_sign.y;
+ return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/tonemapUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/tonemapUtilF.glsl
new file mode 100644
index 0000000000..a63b8d7c2b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/tonemapUtilF.glsl
@@ -0,0 +1,180 @@
+/**
+ * @file postDeferredTonemap.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform sampler2D exposureMap;
+uniform vec2 screen_res;
+in vec2 vary_fragcoord;
+
+//===============================================================
+// tone mapping taken from Khronos sample implementation
+//===============================================================
+
+// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
+const mat3 ACESInputMat = mat3
+(
+ 0.59719, 0.07600, 0.02840,
+ 0.35458, 0.90834, 0.13383,
+ 0.04823, 0.01566, 0.83777
+);
+
+
+// ODT_SAT => XYZ => D60_2_D65 => sRGB
+const mat3 ACESOutputMat = mat3
+(
+ 1.60475, -0.10208, -0.00327,
+ -0.53108, 1.10813, -0.07276,
+ -0.07367, -0.00605, 1.07602
+);
+
+// ACES tone map (faster approximation)
+// see: https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
+vec3 toneMapACES_Narkowicz(vec3 color)
+{
+ const float A = 2.51;
+ const float B = 0.03;
+ const float C = 2.43;
+ const float D = 0.59;
+ const float E = 0.14;
+ return clamp((color * (A * color + B)) / (color * (C * color + D) + E), 0.0, 1.0);
+}
+
+
+// ACES filmic tone map approximation
+// see https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+vec3 RRTAndODTFit(vec3 color)
+{
+ vec3 a = color * (color + 0.0245786) - 0.000090537;
+ vec3 b = color * (0.983729 * color + 0.4329510) + 0.238081;
+ return a / b;
+}
+
+
+// tone mapping
+vec3 toneMapACES_Hill(vec3 color)
+{
+ color = ACESInputMat * color;
+
+ // Apply RRT and ODT
+ color = RRTAndODTFit(color);
+
+ color = ACESOutputMat * color;
+
+ // Clamp to [0, 1]
+ color = clamp(color, 0.0, 1.0);
+
+ return color;
+}
+
+// Khronos Neutral tonemapping
+// https://github.com/KhronosGroup/ToneMapping/tree/main
+// Input color is non-negative and resides in the Linear Rec. 709 color space.
+// Output color is also Linear Rec. 709, but in the [0, 1] range.
+vec3 PBRNeutralToneMapping( vec3 color )
+{
+ const float startCompression = 0.8 - 0.04;
+ const float desaturation = 0.15;
+
+ float x = min(color.r, min(color.g, color.b));
+ float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;
+ color -= offset;
+
+ float peak = max(color.r, max(color.g, color.b));
+ if (peak < startCompression) return color;
+
+ const float d = 1. - startCompression;
+ float newPeak = 1. - d * d / (peak + d - startCompression);
+ color *= newPeak / peak;
+
+ float g = 1. - 1. / (desaturation * (peak - newPeak) + 1.);
+ return mix(color, newPeak * vec3(1, 1, 1), g);
+}
+
+uniform float exposure;
+uniform float tonemap_mix;
+uniform int tonemap_type;
+
+vec3 toneMap(vec3 color)
+{
+#ifndef NO_POST
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+
+ color *= exposure * exp_scale;
+
+ vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0));
+
+ switch(tonemap_type)
+ {
+ case 0:
+ color = PBRNeutralToneMapping(color);
+ break;
+ case 1:
+ color = toneMapACES_Hill(color);
+ break;
+ }
+
+ // mix tonemapped and linear here to provide adjustment
+ color = mix(clamped_color, color, tonemap_mix);
+#endif
+
+ return color;
+}
+
+
+vec3 toneMapNoExposure(vec3 color)
+{
+#ifndef NO_POST
+ vec3 clamped_color = clamp(color.rgb, vec3(0.0), vec3(1.0));
+
+ switch(tonemap_type)
+ {
+ case 0:
+ color = PBRNeutralToneMapping(color);
+ break;
+ case 1:
+ color = toneMapACES_Hill(color);
+ break;
+ }
+
+ // mix tonemapped and linear here to provide adjustment
+ color = mix(clamped_color, color, tonemap_mix);
+#endif
+
+ return color;
+}
+
+
+//===============================================================
+
+void debugExposure(inout vec3 color)
+{
+ float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
+ exp_scale *= 0.5;
+ if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1)
+ {
+ color = vec3(1,0,0);
+ }
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
index e2d87e68fa..a96c8bada5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file treeF.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
* $/LicenseInfo$
*/
@@ -32,22 +32,28 @@ uniform sampler2D diffuseMap;
in vec4 vertex_color;
in vec3 vary_normal;
in vec2 vary_texcoord0;
+in vec3 vary_position;
uniform float minimum_alpha;
-vec2 encode_normal(vec3 n);
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
-void main()
+void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha)
- {
- discard;
- }
-
- frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
- frag_data[1] = vec4(0,0,0,0);
- vec3 nvn = normalize(vary_normal);
- frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS);
+ mirrorClip(vary_position);
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0);
+ frag_data[1] = vec4(0,0,0,0);
+ vec3 nvn = normalize(vary_normal);
+ frag_data[2] = encodeNormal(nvn.xyz, 0, GBUFFER_FLAG_HAS_ATMOS);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index 7dcab640f2..33a5efa45d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file treeShadowF.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
* $/LicenseInfo$
*/
@@ -34,14 +34,14 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
+ float alpha = texture(diffuseMap, vary_texcoord0.xy).a;
- if (alpha < minimum_alpha)
- {
- discard;
- }
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
- frag_color = vec4(1,1,1,1);
+ frag_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
index f5192c3009..f2c80072dc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file treeShadowV.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
* $/LicenseInfo$
*/
@@ -26,7 +26,7 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_matrix;
uniform mat4 projection_matrix;
-
+
in vec3 position;
in vec2 texcoord0;
@@ -36,13 +36,13 @@ mat4 getObjectSkinnedTransform();
void main()
{
- //transform vertex
+ //transform vertex
mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
-
- vec4 pos = mat * vec4(position.xyz, 1.0);
+
+ mat = modelview_matrix * mat;
+
+ vec4 pos = mat * vec4(position.xyz, 1.0);
gl_Position = projection_matrix * pos;
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index 3102c870fc..8f359a0a3d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -1,31 +1,31 @@
-/**
+/**
* @file treeShadowV.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 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-
+
in vec3 position;
in vec2 texcoord0;
@@ -33,8 +33,8 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
index ce8a10712c..ef5602f1e5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl
@@ -1,29 +1,30 @@
-/**
+/**
* @file treeV.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 texture_matrix0;
+uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
uniform mat3 normal_matrix;
@@ -34,14 +35,17 @@ in vec2 texcoord0;
out vec3 vary_normal;
out vec4 vertex_color;
out vec2 vary_texcoord0;
+out vec3 vary_position;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vary_normal = normalize(normal_matrix * normal);
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vary_normal = normalize(normal_matrix * normal);
- vertex_color = vec4(1,1,1,1);
+ vertex_color = vec4(1,1,1,1);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index b5437d43d2..72eda80716 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file glowExtractF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -42,12 +42,12 @@ in vec2 vary_texcoord0;
void main()
{
- vec4 col = texture(diffuseMap, vary_texcoord0.xy);
- /// CALCULATING LUMINANCE (Using NTSC lum weights)
- /// http://en.wikipedia.org/wiki/Luma_%28video%29
- float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
- float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
-
+ vec4 col = texture(diffuseMap, vary_texcoord0.xy);
+ /// CALCULATING LUMINANCE (Using NTSC lum weights)
+ /// http://en.wikipedia.org/wiki/Luma_%28video%29
+ float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
+ float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
+
#if HAS_NOISE
float TRUE_NOISE_RES = 128; // See mTrueNoiseMap
// *NOTE: Usually this is vary_fragcoord not vary_texcoord0, but glow extraction is in screen space
@@ -57,7 +57,7 @@ void main()
col.rgb += glow_noise / NOISE_DEPTH;
col.rgb = max(col.rgb, vec3(0));
#endif
- frag_color.rgb = col.rgb;
- frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
-
+ frag_color.rgb = col.rgb;
+ frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
+
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index ccda75596d..209c3081fb 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file glowExtractV.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
* $/LicenseInfo$
*/
@@ -29,9 +29,9 @@ in vec3 position;
out vec2 vary_texcoord0;
-void main()
+void main()
{
- gl_Position = vec4(position, 1.0);
-
- vary_texcoord0.xy = position.xy * 0.5 + 0.5;
+ gl_Position = vec4(position, 1.0);
+
+ vary_texcoord0.xy = position.xy * 0.5 + 0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
index 8718dd8b52..ce17dcf810 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file glowF.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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
uniform sampler2D diffuseMap;
@@ -36,21 +36,21 @@ in vec4 vary_texcoord3;
void main()
{
- vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
-
- // ATI compiler falls down on array initialization.
- float kern[8];
- kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
- kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
-
- col += kern[0] * texture(diffuseMap, vary_texcoord0.xy);
- col += kern[1] * texture(diffuseMap, vary_texcoord1.xy);
- col += kern[2] * texture(diffuseMap, vary_texcoord2.xy);
- col += kern[3] * texture(diffuseMap, vary_texcoord3.xy);
- col += kern[4] * texture(diffuseMap, vary_texcoord0.zw);
- col += kern[5] * texture(diffuseMap, vary_texcoord1.zw);
- col += kern[6] * texture(diffuseMap, vary_texcoord2.zw);
- col += kern[7] * texture(diffuseMap, vary_texcoord3.zw);
-
- frag_color = max(vec4(col.rgb * glowStrength, col.a), vec4(0));
+ vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
+
+ // ATI compiler falls down on array initialization.
+ float kern[8];
+ kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;
+ kern[4] = 1.0; kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25;
+
+ col += kern[0] * texture(diffuseMap, vary_texcoord0.xy);
+ col += kern[1] * texture(diffuseMap, vary_texcoord1.xy);
+ col += kern[2] * texture(diffuseMap, vary_texcoord2.xy);
+ col += kern[3] * texture(diffuseMap, vary_texcoord3.xy);
+ col += kern[4] * texture(diffuseMap, vary_texcoord0.zw);
+ col += kern[5] * texture(diffuseMap, vary_texcoord1.zw);
+ col += kern[6] * texture(diffuseMap, vary_texcoord2.zw);
+ col += kern[7] * texture(diffuseMap, vary_texcoord3.zw);
+
+ frag_color = max(vec4(col.rgb * glowStrength, col.a), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index 60ec4e6f3b..a824c69f0c 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file glowV.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 modelview_projection_matrix;
in vec3 position;
@@ -34,19 +34,19 @@ out vec4 vary_texcoord1;
out vec4 vary_texcoord2;
out vec4 vary_texcoord3;
-void main()
+void main()
{
- gl_Position = vec4(position, 1.0);
-
- vec2 texcoord = position.xy * 0.5 + 0.5;
-
-
- vary_texcoord0.xy = texcoord + glowDelta*(-3.5);
- vary_texcoord1.xy = texcoord + glowDelta*(-2.5);
- vary_texcoord2.xy = texcoord + glowDelta*(-1.5);
- vary_texcoord3.xy = texcoord + glowDelta*(-0.5);
- vary_texcoord0.zw = texcoord + glowDelta*(0.5);
- vary_texcoord1.zw = texcoord + glowDelta*(1.5);
- vary_texcoord2.zw = texcoord + glowDelta*(2.5);
- vary_texcoord3.zw = texcoord + glowDelta*(3.5);
+ gl_Position = vec4(position, 1.0);
+
+ vec2 texcoord = position.xy * 0.5 + 0.5;
+
+
+ vary_texcoord0.xy = texcoord + glowDelta*(-3.5);
+ vary_texcoord1.xy = texcoord + glowDelta*(-2.5);
+ vary_texcoord2.xy = texcoord + glowDelta*(-1.5);
+ vary_texcoord3.xy = texcoord + glowDelta*(-0.5);
+ vary_texcoord0.zw = texcoord + glowDelta*(0.5);
+ vary_texcoord1.zw = texcoord + glowDelta*(1.5);
+ vary_texcoord2.zw = texcoord + glowDelta*(2.5);
+ vary_texcoord3.zw = texcoord + glowDelta*(3.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index e3fd10447e..bf8737615f 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -1,63 +1,81 @@
-/**
+/**
* @file srgbF.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 sampler2D exposureMap;
-
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 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 srgb_to_linear4(vec4 cs)
+{
+ vec4 low_range = cs / vec4(12.92);
+ vec4 high_range = pow((cs+vec4(0.055))/vec4(1.055), vec4(2.4));
+ bvec4 lte = lessThanEqual(cs,vec4(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;
+ vec4 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;
+ result.a = lte.a ? low_range.a : high_range.a;
return result;
#else
- return mix(high_range, low_range, lte);
+ 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));
+ 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;
+ 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);
+ return mix(high_range, low_range, lt);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 075397d96c..9f94bf57fc 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index f796bb5f3f..44a979e565 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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 vec4 waterPlane;
@@ -44,33 +44,33 @@ vec4 getWaterFogViewNoClip(vec3 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 L = pow(min(t1/t2*t3, 1.0), 1.0/1.7);
+
float D = pow(0.98, l*kd);
- return vec4(srgb_to_linear(kc.rgb*L), D);
+ return vec4(srgb_to_linear(kc.rgb)*L, D);
}
vec4 getWaterFogView(vec3 pos)
@@ -86,7 +86,7 @@ vec4 getWaterFogView(vec3 pos)
vec4 applyWaterFogView(vec3 pos, vec4 color)
{
vec4 fogged = getWaterFogView(pos);
-
+
color.rgb = color.rgb * fogged.a + fogged.rgb;
return color;
@@ -120,7 +120,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color)
if (eye_above_water)
{
if (!obj_above_water)
- {
+ {
color.rgb = applyWaterFogViewLinearNoClip(pos, color).rgb;
}
else
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
index 5a3845b1a3..33f35aff2d 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\environment\waterV.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
* $/LicenseInfo$
*/
@@ -48,62 +48,62 @@ out vec3 vary_tangent;
out vec3 vary_normal;
out vec2 vary_fragcoord;
-float wave(vec2 v, float t, float f, vec2 d, float s)
+float wave(vec2 v, float t, float f, vec2 d, float s)
{
return (dot(d, v)*f + t*s)*f;
}
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- mat4 modelViewProj = modelview_projection_matrix;
-
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
+
vary_position = (modelview_matrix * pos).xyz;
vary_light_dir = normal_matrix * lightDir;
vary_normal = normal_matrix * vec3(0, 0, 1);
vary_tangent = normal_matrix * vec3(1, 0, 0);
- vec4 oPosition;
-
- //get view vector
- vec3 oEyeVec;
- oEyeVec.xyz = pos.xyz-eyeVec;
-
- float d = length(oEyeVec.xy);
- float ld = min(d, 2560.0);
-
- pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
- view.xyz = oEyeVec;
-
- d = clamp(ld/1536.0-0.5, 0.0, 1.0);
- d *= d;
-
- oPosition = vec4(position, 1.0);
-// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
-
- oPosition = modelViewProj * oPosition;
-
- refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
-
- //get wave position parameter (create sweeping horizontal waves)
- vec3 v = pos.xyz;
- v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
-
- //push position for further horizon effect.
- pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
- pos.w = 1.0;
- pos = modelview_matrix*pos;
-
- calcAtmospherics(pos.xyz);
-
- //pass wave parameters to pixel shader
- vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
- //get two normal map (detail map) texture coordinates
- littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13;
- littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
- view.w = bigWave.y;
- refCoord.w = bigWave.x;
-
- gl_Position = oPosition;
+ vec4 oPosition;
+
+ //get view vector
+ vec3 oEyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
+
+ float d = length(oEyeVec.xy);
+ float ld = min(d, 2560.0);
+
+ pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;
+ view.xyz = oEyeVec;
+
+ d = clamp(ld/1536.0-0.5, 0.0, 1.0);
+ d *= d;
+
+ oPosition = vec4(position, 1.0);
+// oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); // SL-11589 remove "U" shaped horizon
+
+ oPosition = modelViewProj * oPosition;
+
+ refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
+
+ //get wave position parameter (create sweeping horizontal waves)
+ vec3 v = pos.xyz;
+ v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
+
+ //push position for further horizon effect.
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
+
+ calcAtmospherics(pos.xyz);
+
+ //pass wave parameters to pixel shader
+ vec2 bigWave = (v.xy) * vec2(0.04,0.04) + waveDir1 * time * 0.055;
+ //get two normal map (detail map) texture coordinates
+ littleWave.xy = (v.xy) * vec2(0.45, 0.9) + waveDir2 * time * 0.13;
+ littleWave.zw = (v.xy) * vec2(0.1, 0.2) + waveDir1 * time * 0.1;
+ view.w = bigWave.y;
+ refCoord.w = bigWave.x;
+
+ gl_Position = oPosition;
}
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
new file mode 100644
index 0000000000..daab7c1911
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
@@ -0,0 +1,330 @@
+/**
+ * @file pbrmetallicroughnessF.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+
+// GLTF pbrMetallicRoughness implementation
+
+uniform int gltf_material_id;
+
+vec3 emissiveColor = vec3(0,0,0);
+float metallicFactor = 1.0;
+float roughnessFactor = 1.0;
+float minimum_alpha = -1.0;
+
+layout (std140) uniform GLTFMaterials
+{
+ // see pbrmetallicroughnessV.glsl for packing
+ vec4 gltf_material_data[MAX_UBO_VEC4S];
+};
+
+void unpackMaterial()
+{
+ if (gltf_material_id > -1)
+ {
+ int idx = gltf_material_id*12;
+ emissiveColor = gltf_material_data[idx+10].rgb;
+ roughnessFactor = gltf_material_data[idx+11].g;
+ metallicFactor = gltf_material_data[idx+11].b;
+ minimum_alpha -= gltf_material_data[idx+11].a;
+ }
+}
+
+// ==================================
+// needed by all variants
+// ==================================
+uniform sampler2D diffuseMap; //always in sRGB space
+uniform sampler2D emissiveMap;
+in vec3 vary_position;
+in vec4 vertex_color;
+in vec2 base_color_uv;
+in vec2 emissive_uv;
+
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
+vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
+// ==================================
+
+
+// ==================================
+// needed by all lit variants
+// ==================================
+#ifndef UNLIT
+uniform sampler2D normalMap;
+uniform sampler2D metallicRoughnessMap;
+uniform sampler2D occlusionMap;
+in vec3 vary_normal;
+in vec3 vary_tangent;
+flat in float vary_sign;
+in vec2 normal_uv;
+in vec2 metallic_roughness_uv;
+in vec2 occlusion_uv;
+#endif
+// ==================================
+
+
+// ==================================
+// needed by all alpha variants
+// ==================================
+#ifdef ALPHA_BLEND
+in vec3 vary_fragcoord;
+uniform vec4 clipPlane;
+uniform float clipSign;
+void waterClip(vec3 pos);
+void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
+#endif
+// ==================================
+
+
+// ==================================
+// needed by lit alpha
+// ==================================
+#if defined(ALPHA_BLEND) && !defined(UNLIT)
+
+#ifdef HAS_SUN_SHADOW
+uniform sampler2D lightMap;
+uniform vec2 screen_res;
+#endif
+
+// Lights
+// See: LLRender::syncLightState()
+uniform vec4 light_position[8];
+uniform vec3 light_direction[8]; // spot direction
+uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
+uniform vec3 light_diffuse[8];
+uniform vec2 light_deferred_attenuation[8]; // light size and falloff
+
+uniform int sun_up_factor;
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+
+void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+float calcLegacyDistanceAttenuation(float distance, float falloff);
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+
+void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
+
+vec3 pbrBaseLight(vec3 diffuseColor,
+ vec3 specularColor,
+ float metallic,
+ vec3 pos,
+ vec3 norm,
+ float perceptualRoughness,
+ vec3 light_dir,
+ vec3 sunlit,
+ float scol,
+ vec3 radiance,
+ vec3 irradiance,
+ vec3 colorEmissive,
+ float ao,
+ vec3 additive,
+ vec3 atten);
+
+vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 p, // pixel position
+ vec3 v, // view vector (negative normalized pixel position)
+ vec3 lp, // light position
+ vec3 ld, // light direction (for spotlights)
+ vec3 lightColor,
+ float lightSize, float falloff, float is_pointlight, float ambiance);
+
+#endif
+// ==================================
+
+
+// ==================================
+// output definition
+// ==================================
+#if defined(ALPHA_BLEND) || defined(UNLIT)
+out vec4 frag_color;
+#else
+out vec4 frag_data[4];
+#endif
+// ==================================
+
+
+void main()
+{
+ unpackMaterial();
+// ==================================
+// all variants
+// mirror clip
+// base color
+// masking
+// emissive
+// ==================================
+ vec3 pos = vary_position;
+ mirrorClip(pos);
+
+#ifdef ALPHA_BLEND
+ //waterClip(pos);
+#endif
+
+ vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
+ basecolor *= vertex_color;
+
+ if (basecolor.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ vec3 emissive = emissiveColor;
+ emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb);
+// ==================================
+
+// ==================================
+// all lit variants
+// prepare norm
+// prepare orm
+// ==================================
+#ifndef UNLIT
+ // from mikktspace.com
+ vec3 vNt = texture(normalMap, normal_uv.xy).xyz*2.0-1.0;
+ float sign = vary_sign;
+ vec3 vN = vary_normal;
+ vec3 vT = vary_tangent.xyz;
+
+ vec3 vB = sign * cross(vN, vT);
+ vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
+ norm *= gl_FrontFacing ? 1.0 : -1.0;
+
+ // RGB = Occlusion, Roughness, Metal
+ // default values, see LLViewerTexture::sDefaultPBRORMImagep
+ // occlusion 1.0
+ // roughness 0.0
+ // metal 0.0
+ vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb;
+ orm.r = texture(occlusionMap, occlusion_uv.xy).r;
+ orm.g *= roughnessFactor;
+ orm.b *= metallicFactor;
+#endif
+// ==================================
+
+// ==================================
+// non alpha output
+// ==================================
+#ifndef ALPHA_BLEND
+#ifdef UNLIT
+ vec4 color = basecolor;
+ color.rgb += emissive.rgb;
+ frag_color = color;
+#else
+ frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0));
+ frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0));
+ frag_data[2] = encodeNormal(norm, 0, GBUFFER_FLAG_HAS_PBR);
+
+//#if defined(HAS_EMISSIVE)
+ frag_data[3] = max(vec4(emissive,0), vec4(0));
+//#endif
+#endif
+#endif
+
+
+// ==================================
+// alpha implementation
+// ==================================
+#ifdef ALPHA_BLEND
+
+ float scol = 1.0;
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
+ vec3 light_dir;
+
+#ifdef UNLIT
+ light_dir = vec3(0,0,1);
+ vec3 norm = vec3(0,0,1);
+#else
+ light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+#endif
+
+ calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
+
+#ifndef UNLIT
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+
+#ifdef HAS_SUN_SHADOW
+ scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
+#endif
+
+ float perceptualRoughness = orm.g * roughnessFactor;
+ float metallic = orm.b * metallicFactor;
+
+ // PBR IBL
+ float gloss = 1.0 - perceptualRoughness;
+ vec3 irradiance = vec3(0);
+ vec3 radiance = vec3(0);
+ sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
+
+ vec3 diffuseColor;
+ vec3 specularColor;
+ calcDiffuseSpecular(basecolor.rgb, metallic, diffuseColor, specularColor);
+
+ vec3 v = -normalize(pos.xyz);
+
+ vec3 color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, emissive, orm.r, additive, atten);
+
+ vec3 light = vec3(0);
+
+ // Punctual lights
+#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
+
+ color.rgb += light.rgb;
+
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
+
+ float a = basecolor.a*vertex_color.a;
+
+ frag_color = max(vec4(color.rgb,a), vec4(0));
+#else // UNLIT
+ vec4 color = basecolor;
+ color.rgb += emissive.rgb;
+ frag_color = color;
+#endif
+#endif // ALPHA_BLEND
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
new file mode 100644
index 0000000000..f55b83d056
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
@@ -0,0 +1,329 @@
+/**
+ * @file pbrmetallicroughnessV.glsl
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2022, 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
+ * $/LicenseInfo$
+ */
+
+// GLTF pbrMetallicRoughness implementation
+
+uniform mat4 modelview_matrix;
+uniform mat4 projection_matrix;
+
+#ifdef MULTI_UV
+in vec2 texcoord1;
+int base_color_texcoord = 0;
+int emissive_texcoord = 0;
+#ifndef UNLIT
+int normal_texcoord = 0;
+int metallic_roughness_texcoord = 0;
+int occlusion_texcoord = 0;
+#endif
+#endif
+
+uniform int gltf_material_id;
+
+layout (std140) uniform GLTFMaterials
+{
+ // index by gltf_material_id*12
+
+ // [gltf_material_id + [0-1]] - base color transform
+ // [gltf_material_id + [2-3]] - normal transform
+ // [gltf_material_id + [4-5]] - metallic roughness transform
+ // [gltf_material_id + [6-7]] - emissive transform
+ // [gltf_material_id + [8-9]] - occlusion transform
+ // [gltf_material_id + 10] - emissive factor
+ // [gltf_material_id + 11] - .r unused, .g roughness, .b metalness, .a minimum alpha
+
+ // Transforms are packed as follows
+ // packed[0] = vec4(scale.x, scale.y, rotation, offset.x)
+ // packed[1] = vec4(mScale.y, texcoord, 0, 0)
+ vec4 gltf_material_data[MAX_UBO_VEC4S];
+};
+
+vec4[2] texture_base_color_transform;
+vec4[2] texture_normal_transform;
+vec4[2] texture_metallic_roughness_transform;
+vec4[2] texture_emissive_transform;
+vec4[2] texture_occlusion_transform;
+
+void unpackTextureTransforms()
+{
+ if (gltf_material_id != -1)
+ {
+ int idx = gltf_material_id*12;
+
+ texture_base_color_transform[0] = gltf_material_data[idx+0];
+ texture_base_color_transform[1] = gltf_material_data[idx+1];
+
+ texture_normal_transform[0] = gltf_material_data[idx+2];
+ texture_normal_transform[1] = gltf_material_data[idx+3];
+
+ texture_metallic_roughness_transform[0] = gltf_material_data[idx+4];
+ texture_metallic_roughness_transform[1] = gltf_material_data[idx+5];
+
+ texture_emissive_transform[0] = gltf_material_data[idx+6];
+ texture_emissive_transform[1] = gltf_material_data[idx+7];
+
+ texture_occlusion_transform[0] = gltf_material_data[idx+8];
+ texture_occlusion_transform[1] = gltf_material_data[idx+9];
+
+#ifdef MULTI_UV
+ base_color_texcoord = int(gltf_material_data[idx+1].g);
+ emissive_texcoord = int(gltf_material_data[idx+7].g);
+#ifndef UNLIT
+ normal_texcoord = int(gltf_material_data[idx+3].g);
+ metallic_roughness_texcoord = int(gltf_material_data[idx+5].g);
+ occlusion_texcoord = int(gltf_material_data[idx+9].g);
+#endif
+#endif
+ }
+ else
+ {
+ texture_base_color_transform[0] = vec4(1.0, 1.0, 0.0, 0.0);
+ texture_base_color_transform[1] = vec4(0.0, 0.0, 0.0, 0.0);
+
+ texture_normal_transform[0] = vec4(1.0, 1.0, 0.0, 0.0);
+ texture_normal_transform[1] = vec4(0.0, 0.0, 0.0, 0.0);
+
+ texture_metallic_roughness_transform[0] = vec4(1.0, 1.0, 0.0, 0.0);
+ texture_metallic_roughness_transform[1] = vec4(0.0, 0.0, 0.0, 0.0);
+
+ texture_emissive_transform[0] = vec4(1.0, 1.0, 0.0, 0.0);
+ texture_emissive_transform[1] = vec4(0.0, 0.0, 0.0, 0.0);
+
+ texture_occlusion_transform[0] = vec4(1.0, 1.0, 0.0, 0.0);
+ texture_occlusion_transform[1] = vec4(0.0, 0.0, 0.0, 0.0);
+ }
+}
+
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+out vec2 base_color_uv;
+out vec2 emissive_uv;
+out vec4 vertex_color;
+out vec3 vary_position;
+
+#ifndef UNLIT
+in vec3 normal;
+in vec4 tangent;
+out vec2 normal_uv;
+out vec2 metallic_roughness_uv;
+out vec2 occlusion_uv;
+out vec3 vary_tangent;
+flat out float vary_sign;
+out vec3 vary_normal;
+#endif
+
+vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
+{
+ texcoord.y = 1.0 - texcoord.y;
+
+ vec2 Scale = p[0].xy;
+ float Rotation = -p[0].z;
+ vec2 Offset = vec2(p[0].w, p[1].x);
+
+ mat3 translation = mat3(1,0,0, 0,1,0, Offset.x, Offset.y, 1);
+ mat3 rotation = mat3(
+ cos(Rotation), sin(Rotation), 0,
+ -sin(Rotation), cos(Rotation), 0,
+ 0, 0, 1);
+
+ mat3 scale = mat3(Scale.x,0,0, 0,Scale.y,0, 0,0,1);
+
+ mat3 matrix = translation * rotation * scale;
+
+ vec2 uvTransformed = ( matrix * vec3(texcoord.xy, 1) ).xy;
+
+ uvTransformed.y = 1.0 - uvTransformed.y;
+
+ return uvTransformed;
+}
+
+#ifndef UNLIT
+vec3 gltf_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform)
+{ //derived from tangent_space_transform in textureUtilV.glsl
+ vec2 weights = vec2(0, 1);
+
+ // Convert to left-handed coordinate system
+ weights.y = -weights.y;
+
+ // Apply KHR_texture_transform (rotation only)
+ float khr_rotation = khr_gltf_transform[0].z;
+ mat2 khr_rotation_mat = mat2(
+ cos(khr_rotation),-sin(khr_rotation),
+ sin(khr_rotation), cos(khr_rotation)
+ );
+ weights = khr_rotation_mat * weights;
+
+ // Convert back to right-handed coordinate system
+ weights.y = -weights.y;
+
+ // Similar to the MikkTSpace-compatible method of extracting the binormal
+ // from the normal and tangent, as seen in the fragment shader
+ vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
+
+ return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
+
+ return vertex_tangent.xyz;
+}
+#endif
+
+#ifdef ALPHA_BLEND
+out vec3 vary_fragcoord;
+#endif
+
+#ifdef HAS_SKIN
+
+layout (std140) uniform GLTFJoints
+{
+ vec4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT];
+};
+
+
+in uvec4 joint;
+in vec4 weight4;
+
+mat4 getGLTFTransform()
+{
+ int i;
+
+ vec4 w = weight4;
+
+ uint i1 = joint.x*3u;
+ uint i2 = joint.y*3u;
+ uint i3 = joint.z*3u;
+ uint i4 = joint.w*3u;
+
+ // lerp the joints
+ vec4 v0 = gltf_joints[i1+0u] * w.x + gltf_joints[i2+0u] * w.y + gltf_joints[i3+0u] * w.z + gltf_joints[i4+0u] * w.w;
+ vec4 v1 = gltf_joints[i1+1u] * w.x + gltf_joints[i2+1u] * w.y + gltf_joints[i3+1u] * w.z + gltf_joints[i4+1u] * w.w;
+ vec4 v2 = gltf_joints[i1+2u] * w.x + gltf_joints[i2+2u] * w.y + gltf_joints[i3+2u] * w.z + gltf_joints[i4+2u] * w.w;
+
+ //unpack into return matrix
+ mat4 ret;
+ ret[0] = vec4(v0.xyz, 0);
+ ret[1] = vec4(v1.xyz, 0);
+ ret[2] = vec4(v2.xyz, 0);
+ ret[3] = vec4(v0.w, v1.w, v2.w, 1.0);
+
+ return ret;
+}
+
+#else
+
+layout (std140) uniform GLTFNodes
+{
+ vec4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT];
+};
+
+uniform int gltf_node_id = 0;
+
+mat4 getGLTFTransform()
+{
+ mat4 ret;
+ int idx = gltf_node_id*3;
+
+ vec4 src0 = gltf_nodes[idx+0];
+ vec4 src1 = gltf_nodes[idx+1];
+ vec4 src2 = gltf_nodes[idx+2];
+
+ ret[0] = vec4(src0.xyz, 0);
+ ret[1] = vec4(src1.xyz, 0);
+ ret[2] = vec4(src2.xyz, 0);
+
+ ret[3] = vec4(src0.w, src1.w, src2.w, 1);
+
+ return ret;
+}
+
+#endif
+
+void main()
+{
+ unpackTextureTransforms();
+ mat4 mat = getGLTFTransform();
+
+ mat = modelview_matrix * mat;
+
+ vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
+ vary_position = pos;
+
+ vec4 vert = projection_matrix * vec4(pos, 1.0);
+ gl_Position = vert;
+
+ vec2 bcuv;
+ vec2 emuv;
+
+#ifdef MULTI_UV
+ vec2 uv[2];
+ uv[0] = texcoord0;
+ uv[1] = texcoord1;
+
+ bcuv = uv[base_color_texcoord];
+ emuv = uv[emissive_texcoord];
+#else
+ bcuv = texcoord0;
+ emuv = texcoord0;
+#endif
+
+ base_color_uv = gltf_texture_transform(bcuv, texture_base_color_transform);
+ emissive_uv = gltf_texture_transform(emuv, texture_emissive_transform);
+
+#ifndef UNLIT
+ vec2 normuv;
+ vec2 rmuv;
+ vec2 ouv;
+#ifdef MULTI_UV
+ normuv = uv[normal_texcoord];
+ rmuv = uv[metallic_roughness_texcoord];
+ ouv = uv[occlusion_texcoord];
+#else
+ normuv = texcoord0;
+ rmuv = texcoord0;
+ ouv = texcoord0;
+#endif
+ normal_uv = gltf_texture_transform(normuv, texture_normal_transform);
+ metallic_roughness_uv = gltf_texture_transform(rmuv, texture_metallic_roughness_transform);
+ occlusion_uv = gltf_texture_transform(ouv, texture_occlusion_transform);
+#endif
+
+#ifndef UNLIT
+ vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+ vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
+
+ n = normalize(n);
+ vary_tangent = normalize(gltf_tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform));
+ vary_sign = tangent.w;
+ vary_normal = n;
+#endif
+
+ vertex_color = diffuse_color;
+#ifdef ALPHA_BLEND
+ vary_fragcoord = vert.xyz;
+#endif
+}
+
+
+
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
index a46e91c394..18fdf6be25 100644
--- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file alphamaskF.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
* $/LicenseInfo$
*/
@@ -32,13 +32,13 @@ uniform float minimum_alpha;
in vec2 vary_texcoord0;
in vec4 vertex_color;
-void main()
+void main()
{
- vec4 col = vertex_color*texture(diffuseMap, vary_texcoord0.xy);
- if (col.a < minimum_alpha)
- {
- discard;
- }
+ vec4 col = vertex_color*texture(diffuseMap, vary_texcoord0.xy);
+ if (col.a < minimum_alpha)
+ {
+ discard;
+ }
- frag_color = max(col, vec4(0));
+ frag_color = max(col, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
index a8dac55130..0306d5fc5a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file alphamaskV.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
* $/LicenseInfo$
*/
@@ -35,8 +35,8 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position, 1);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl
index 06b19c22c9..748a789bc1 100644
--- a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file benchmarkF.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
* $/LicenseInfo$
*/
@@ -29,7 +29,7 @@ uniform sampler2D diffuseMap;
in vec2 tc0;
-void main()
+void main()
{
- frag_color = texture(diffuseMap, tc0);
+ frag_color = texture(diffuseMap, tc0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl
index cbcc6bef97..9bf6d140d9 100644
--- a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file benchmarkV.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
* $/LicenseInfo$
*/
@@ -31,8 +31,8 @@ out vec2 tc0;
void main()
{
- gl_Position = vec4(position, 1.0);
-
- tc0 = (position.xy*0.5+0.5);
+ gl_Position = vec4(position, 1.0);
+
+ tc0 = (position.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
index ee2d652f32..1b5415da3f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -31,12 +31,12 @@ uniform vec4 clip_plane;
in vec3 vary_position;
-void main()
+void main()
{
- if (dot(vary_position,clip_plane.xyz)+clip_plane.w < 0.0)
- {
- discard;
- }
+ if (dot(vary_position,clip_plane.xyz)+clip_plane.w < 0.0)
+ {
+ discard;
+ }
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
index 7dd2ef593f..e9a8444bb8 100644
--- a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -32,7 +32,7 @@ out vec3 vary_position;
void main()
{
- vary_position = (modelview_matrix*vec4(position.xyz,1.0)).xyz;
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz,1.0)).xyz;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
index 65d3c20091..094d147e86 100644
--- a/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
@@ -1,36 +1,39 @@
-/**
+/**
* @file copyF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
in vec2 tc;
+#if defined(COPY_DEPTH)
uniform sampler2D depthMap;
+#endif
+
uniform sampler2D diffuseMap;
out vec4 frag_color;
-void main()
+void main()
{
frag_color = texture(diffuseMap, tc);
#if defined(COPY_DEPTH)
diff --git a/indra/newview/app_settings/shaders/class1/interface/copyV.glsl b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
index ace5da6578..e8cc189c61 100644
--- a/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file copyV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -27,7 +27,7 @@
in vec3 position;
out vec2 tc;
-void main()
+void main()
{
tc = position.xy * 0.5 + 0.5;
gl_Position = vec4(position, 1.0);
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
index cefa429639..f863d1ad20 100644
--- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -27,7 +27,7 @@ out vec4 frag_color;
uniform vec4 color;
-void main()
+void main()
{
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
index 2e32863109..82d1b6ca04 100644
--- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -41,7 +41,7 @@ void main()
vec4 pos = mat * vec4(position.xyz,1.0);
gl_Position = projection_matrix * pos;
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
index eca591d387..09eb7a6a6a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/gaussianF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file gaussianF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
@@ -37,12 +37,12 @@ in vec2 vary_texcoord0;
// get linear depth value given a depth buffer sample d and znear and zfar values
float linearDepth(float d, float znear, float zfar);
-void main()
+void main()
{
vec3 col = vec3(0,0,0);
float w[9] = float[9]( 0.0002, 0.0060, 0.0606, 0.2417, 0.3829, 0.2417, 0.0606, 0.0060, 0.0002 );
-
+
for (int i = 0; i < 9; ++i)
{
vec2 tc = vary_texcoord0 + (i-4)*direction*resScale;
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index fa8aa5c7fe..ca000dcb23 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file glowcombineF.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
* $/LicenseInfo$
*/
@@ -32,7 +32,7 @@ uniform sampler2D emissiveRect;
in vec2 tc;
-void main()
+void main()
{
- frag_color = texture(diffuseRect, tc) + texture(emissiveRect, tc);
+ frag_color = texture(diffuseRect, tc) + texture(emissiveRect, tc);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index 3d4035620f..6d34c8aefa 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file glowcombineFXAAF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -33,9 +33,9 @@ uniform vec2 screen_res;
in vec2 vary_tc;
-void main()
+void main()
{
vec3 col = texture(diffuseRect, vary_tc).rgb;
-
+
frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
index fa67b13e4d..780624a402 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file glowcombineFXAAV.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
* $/LicenseInfo$
*/
@@ -30,9 +30,9 @@ out vec2 vary_tc;
void main()
{
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vary_tc = pos.xy*0.5+0.5;
+ vary_tc = pos.xy*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index 8fa08a18c3..03b70b6c47 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file glowcombineV.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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
index 9bba1b2e18..c70acf4cde 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file highlightF.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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
uniform vec4 color;
@@ -30,7 +30,7 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- frag_color = max(color*texture(diffuseMap, vary_texcoord0.xy), vec4(0));
+ frag_color = max(color*texture(diffuseMap, vary_texcoord0.xy), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl
index 0253c7236d..993bfe1a30 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file highlightV.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
* $/LicenseInfo$
*/
@@ -35,8 +35,8 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
index 9f7ff8337a..cf8fbf79eb 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file highlightV.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
* $/LicenseInfo$
*/
@@ -35,8 +35,8 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
index 481b7a3b1d..f97b2c4ae1 100644
--- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file highlightV.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
* $/LicenseInfo$
*/
@@ -39,15 +39,15 @@ uniform mat4 modelview_matrix;
void main()
{
- //transform vertex
+ //transform vertex
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz,1.0);
gl_Position = projection_matrix * pos;
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl
index 633c928e6b..1d37a16975 100644
--- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file irradianceGenV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -31,8 +31,8 @@ out vec3 vary_dir;
void main()
{
- gl_Position = vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0);
- vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
+ vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
index 6cd2445522..2bfd45f3b0 100644
--- a/indra/newview/app_settings/shaders/class1/environment/encodeNormF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugF.glsl
@@ -1,34 +1,33 @@
/**
- * @file encodeNormF.glsl
+ * @file normaldebugF.glsl
*
- * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2018, Linden Research, Inc.
- *
+ * Copyright (C) 2023, 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
* $/LicenseInfo$
*/
-// Lambert Azimuthal Equal-Area projection
-// See: https://aras-p.info/texts/CompactNormalStorage.html
-// Also see: A_bit_more_deferred_-_CryEngine3.ppt
-vec2 encode_normal(vec3 n)
+out vec4 frag_color;
+
+in vec4 vertex_color;
+
+void main()
{
- float f = sqrt(8 * n.z + 8);
- return n.xy / f + 0.5;
+ frag_color = max(vertex_color, vec4(0));
}
-
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
new file mode 100644
index 0000000000..50737d4742
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugG.glsl
@@ -0,0 +1,76 @@
+/**
+ * @file normaldebugG.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+// *NOTE: Geometry shaders have a reputation for being slow. Consider using
+// compute shaders instead, which have a reputation for being fast. This
+// geometry shader in particular seems to run fine on my machine, but I won't
+// vouch for this in performance-critical areas.
+// -Cosmic,2023-09-28
+
+out vec4 vertex_color;
+
+in vec4 normal_g[];
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent_g[];
+#endif
+
+layout(triangles) in;
+#ifdef HAS_ATTRIBUTE_TANGENT
+layout(line_strip, max_vertices = 12) out;
+#else
+layout(line_strip, max_vertices = 6) out;
+#endif
+
+void triangle_normal_debug(int i)
+{
+ // Normal
+ vec4 normal_color = vec4(1.0, 1.0, 0.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = normal_color;
+ EmitVertex();
+ gl_Position = normal_g[i];
+ vertex_color = normal_color;
+ EmitVertex();
+ EndPrimitive();
+
+#ifdef HAS_ATTRIBUTE_TANGENT
+ // Tangent
+ vec4 tangent_color = vec4(0.0, 1.0, 1.0, 1.0);
+ gl_Position = gl_in[i].gl_Position;
+ vertex_color = tangent_color;
+ EmitVertex();
+ gl_Position = tangent_g[i];
+ vertex_color = tangent_color;
+ EmitVertex();
+ EndPrimitive();
+#endif
+}
+
+void main()
+{
+ triangle_normal_debug(0);
+ triangle_normal_debug(1);
+ triangle_normal_debug(2);
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
new file mode 100644
index 0000000000..ae726190c7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/normaldebugV.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file normaldebugV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2023, 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
+ * $/LicenseInfo$
+ */
+
+in vec3 position;
+in vec3 normal;
+out vec4 normal_g;
+#ifdef HAS_ATTRIBUTE_TANGENT
+in vec4 tangent;
+out vec4 tangent_g;
+#endif
+
+uniform float debug_normal_draw_length;
+
+#ifdef HAS_SKIN
+mat4 getObjectSkinnedTransform();
+#else
+uniform mat3 normal_matrix;
+#endif
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+
+// *NOTE: Should use the modelview_projection_matrix here in the non-skinned
+// case for efficiency, but opting for the simplier implementation for now as
+// this is debug code. Also, the skinned version hasn't beeen tested yet.
+// world_pos = mat * vec4(position.xyz, 1.0)
+vec4 get_screen_normal(vec3 position, vec4 world_pos, vec3 normal, mat4 mat)
+{
+ vec4 world_norm = mat * vec4((position + normal), 1.0);
+ world_norm.xyz -= world_pos.xyz;
+ world_norm.xyz = debug_normal_draw_length * normalize(world_norm.xyz);
+ world_norm.xyz += world_pos.xyz;
+ return projection_matrix * world_norm;
+}
+
+void main()
+{
+#ifdef HAS_SKIN
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+#else
+#define mat modelview_matrix
+#endif
+
+ vec4 world_pos = mat * vec4(position.xyz,1.0);
+
+ gl_Position = projection_matrix * world_pos;
+ normal_g = get_screen_normal(position.xyz, world_pos, normal.xyz, mat);
+#ifdef HAS_ATTRIBUTE_TANGENT
+ tangent_g = get_screen_normal(position.xyz, world_pos, tangent.xyz, mat);
+#endif
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
index 75ff19e470..f144ca558d 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file occlusionCubeV.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
* $/LicenseInfo$
*/
@@ -32,7 +32,7 @@ uniform vec3 box_size;
void main()
{
- vec3 p = position*box_size+box_center;
- gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0);
+ vec3 p = position*box_size+box_center;
+ gl_Position = modelview_projection_matrix * vec4(p.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
index f5d2804c7f..b63dba3cc9 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl
@@ -1,35 +1,38 @@
-/**
+/**
* @file occlusionF.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
* $/LicenseInfo$
*/
-
+
out vec4 frag_data[4];
-void main()
+void main()
{
// emissive red PBR material for debugging
frag_data[0] = vec4(0, 0, 0, 0);
frag_data[1] = vec4(0, 0, 0, 0);
frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR);
+
+#if defined(HAS_EMISSIVE)
frag_data[3] = vec4(1, 0, 0, 0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
index 1ff9c347b6..583e4d378c 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file occlusionSkinnedV.glsl
*
* $LicenseInfo:firstyear=2021&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -32,9 +32,9 @@ mat4 getObjectSkinnedTransform();
void main()
{
- mat4 mat = getObjectSkinnedTransform();
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
- gl_Position = projection_matrix*vec4(pos, 1.0);
+ mat4 mat = getObjectSkinnedTransform();
+ mat = modelview_matrix * mat;
+ vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
+ gl_Position = projection_matrix*vec4(pos, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
index b44c746fa7..026467d916 100644
--- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file uiV.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
* $/LicenseInfo$
*/
@@ -29,6 +29,6 @@ in vec3 position;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl
index a85d055a5b..b3ba3c5f13 100644
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file onetexturefilterF.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
* $/LicenseInfo$
*/
@@ -30,16 +30,16 @@ uniform float tolerance;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- frag_color = texture(tex0, vary_texcoord0.xy);
-
- if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance)
- {
- discard;
- }
- else
- {
- frag_color[3] = 0.95f;
- }
+ frag_color = texture(tex0, vary_texcoord0.xy);
+
+ if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance)
+ {
+ discard;
+ }
+ else
+ {
+ frag_color[3] = 0.95f;
+ }
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl
index 1b8411603a..d2400dcb20 100644
--- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file onetexturefilterV.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 modelview_projection_matrix;
in vec3 position;
@@ -32,7 +32,7 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl
index fac22be6de..55a5c9ab8a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pathfindingF.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
* $/LicenseInfo$
*/
@@ -27,7 +27,7 @@ out vec4 frag_color;
in vec4 vertex_color;
-void main()
+void main()
{
- frag_color = vertex_color;
+ frag_color = vertex_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl
index 4f08df839d..f90eec554f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pathfindingV.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
* $/LicenseInfo$
*/
@@ -32,11 +32,11 @@ out vec4 vertex_color;
uniform float tint;
uniform float alpha_scale;
-
+
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vertex_color = vec4(diffuse_color.rgb * tint, diffuse_color.a*alpha_scale);
+ vertex_color = vec4(diffuse_color.rgb * tint, diffuse_color.a*alpha_scale);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
index 9e77927cb8..a7e30cf2ef 100644
--- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file pathfindingV.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
* $/LicenseInfo$
*/
@@ -34,21 +34,21 @@ out vec4 vertex_color;
uniform float tint;
uniform float ambiance;
uniform float alpha_scale;
-
+
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+
+ vec3 l1 = vec3(-0.75, 1, 1.0)*0.5;
+ vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25;
+ vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5;
- vec3 l1 = vec3(-0.75, 1, 1.0)*0.5;
- vec3 l2 = vec3(0.5, -0.6, 0.4)*0.25;
- vec3 l3 = vec3(0.5, -0.8, 0.3)*0.5;
+ float lit = max(dot(normal, l1), 0.0);
+ lit += max(dot(normal, l2), 0.0);
+ lit += max(dot(normal, l3), 0.0);
- float lit = max(dot(normal, l1), 0.0);
- lit += max(dot(normal, l2), 0.0);
- lit += max(dot(normal, l3), 0.0);
+ lit = clamp(lit, ambiance, 1.0);
- lit = clamp(lit, ambiance, 1.0);
-
- vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale);
+ vertex_color = vec4(diffuse_color.rgb * tint * lit, diffuse_color.a*alpha_scale);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl
new file mode 100644
index 0000000000..cf20653a0f
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeF.glsl
@@ -0,0 +1,62 @@
+/**
+ * @file terrainBakeF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+out vec4 frag_color;
+
+struct TerrainMix
+{
+ vec4 weight;
+ int type;
+};
+
+TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal);
+
+uniform sampler2D alpha_ramp;
+
+// vary_texcoord* are used for terrain composition
+in vec4 vary_texcoord0;
+in vec4 vary_texcoord1;
+
+void main()
+{
+ TerrainMix tm;
+ float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a;
+ float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a;
+ float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;
+
+ tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal);
+
+ // tm.weight.x can be ignored. The paintmap saves a channel by not storing
+ // swatch 1, and assuming the weights of the 4 swatches add to 1.
+ // TERRAIN_PAINT_PRECISION emulates loss of precision at lower bit depth
+ // when a corresponding low-bit image format is not available. Because
+ // integral values at one depth cannot be precisely represented at another
+ // bit depth, rounding is required. To maximize numerical stability for
+ // future conversions, bit depth conversions should round to the nearest
+ // integer, not floor or ceil.
+ frag_color = max(vec4(round(tm.weight.yzw * TERRAIN_PAINT_PRECISION) / TERRAIN_PAINT_PRECISION, 1.0), vec4(0));
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeV.glsl b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeV.glsl
new file mode 100644
index 0000000000..fd150b54ad
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/pbrTerrainBakeV.glsl
@@ -0,0 +1,42 @@
+/**
+ * @file pbrTerrainBakeV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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;
+
+in vec3 position;
+in vec2 texcoord1;
+
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+
+void main()
+{
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec2 tc = texcoord1.xy;
+ vary_texcoord0.zw = tc.xy;
+ vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
+ vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index 9ecdf0bf77..b3964c9215 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file radianceGenF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
@@ -36,8 +36,9 @@ in vec3 vary_dir;
//uniform float roughness;
uniform float mipLevel;
-uniform int u_width;
+uniform int u_width;
uniform float max_probe_lod;
+uniform float probe_strength;
// =============================================================================================================
@@ -73,95 +74,96 @@ const float PI = 3.1415926536;
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co)
{
- float a = 12.9898;
- float b = 78.233;
- float c = 43758.5453;
- float dt= dot(co.xy ,vec2(a,b));
- float sn= mod(dt,3.14);
- return fract(sin(sn) * c);
+ float a = 12.9898;
+ float b = 78.233;
+ float c = 43758.5453;
+ float dt= dot(co.xy ,vec2(a,b));
+ float sn= mod(dt,3.14);
+ return fract(sin(sn) * c);
}
-vec2 hammersley2d(uint i, uint N)
+vec2 hammersley2d(uint i, uint N)
{
- // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
- uint bits = (i << 16u) | (i >> 16u);
- bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
- bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
- bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
- bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
- float rdi = float(bits) * 2.3283064365386963e-10;
- return vec2(float(i) /float(N), rdi);
+ // Radical inverse based on http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
+ uint bits = (i << 16u) | (i >> 16u);
+ bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
+ bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
+ bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
+ bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
+ float rdi = float(bits) * 2.3283064365386963e-10;
+ return vec2(float(i) /float(N), rdi);
}
// Based on http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
-vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
+vec3 importanceSample_GGX(vec2 Xi, float roughness, vec3 normal)
{
- // Maps a 2D point to a hemisphere with spread based on roughness
- float alpha = roughness * roughness;
- float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
- float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
- float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
- vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
-
- // Tangent space
- vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 tangentX = normalize(cross(up, normal));
- vec3 tangentY = normalize(cross(normal, tangentX));
-
- // Convert to world Space
- return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
+ // Maps a 2D point to a hemisphere with spread based on roughness
+ float alpha = roughness * roughness;
+ float phi = 2.0 * PI * Xi.x + random(normal.xz) * 0.1;
+ float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (alpha*alpha - 1.0) * Xi.y));
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
+ vec3 H = vec3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
+
+ // Tangent space
+ vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ vec3 tangentX = normalize(cross(up, normal));
+ vec3 tangentY = normalize(cross(normal, tangentX));
+
+ // Convert to world Space
+ return normalize(tangentX * H.x + tangentY * H.y + normal * H.z);
}
// Normal Distribution function
float D_GGX(float dotNH, float roughness)
{
- float alpha = roughness * roughness;
- float alpha2 = alpha * alpha;
- float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
- return (alpha2)/(PI * denom*denom);
+ float alpha = roughness * roughness;
+ float alpha2 = alpha * alpha;
+ float denom = dotNH * dotNH * (alpha2 - 1.0) + 1.0;
+ return (alpha2)/(PI * denom*denom);
}
vec4 prefilterEnvMap(vec3 R)
{
- vec3 N = R;
- vec3 V = R;
- vec4 color = vec4(0.0);
- float totalWeight = 0.0;
- float envMapDim = float(textureSize(reflectionProbes, 0).s);
+ vec3 N = R;
+ vec3 V = R;
+ vec4 color = vec4(0.0);
+ float totalWeight = 0.0;
+ float envMapDim = float(textureSize(reflectionProbes, 0).s);
float roughness = mipLevel/max_probe_lod;
- int numSamples = max(int(32*roughness), 1);
+ uint numSamples = uint(max(PROBE_FILTER_SAMPLES*roughness, 1));
float numMips = max_probe_lod+1;
- for(uint i = 0u; i < numSamples; i++) {
- vec2 Xi = hammersley2d(i, numSamples);
- vec3 H = importanceSample_GGX(Xi, roughness, N);
- vec3 L = 2.0 * dot(V, H) * H - V;
- float dotNL = clamp(dot(N, L), 0.0, 1.0);
- if(dotNL > 0.0) {
- // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
-
- float dotNH = clamp(dot(N, H), 0.0, 1.0);
- float dotVH = clamp(dot(V, H), 0.0, 1.0);
-
- // Probability Distribution Function
- float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001;
- // Slid angle of current smple
- float omegaS = 1.0 / (float(numSamples) * pdf);
- // Solid angle of 1 pixel across all cube faces
- float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
- // Biased (+1.0) mip level for better result
- float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod);
- color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL;
- totalWeight += dotNL;
- }
- }
- return (color / totalWeight);
+ for(uint i = 0u; i < numSamples; i++) {
+ vec2 Xi = hammersley2d(i, numSamples);
+ vec3 H = importanceSample_GGX(Xi, roughness, N);
+ vec3 L = 2.0 * dot(V, H) * H - V;
+ float dotNL = clamp(dot(N, L), 0.0, 1.0);
+ if(dotNL > 0.0) {
+ // Filtering based on https://placeholderart.wordpress.com/2015/07/28/implementation-notes-runtime-environment-map-filtering-for-image-based-lighting/
+
+ float dotNH = clamp(dot(N, H), 0.0, 1.0);
+ float dotVH = clamp(dot(V, H), 0.0, 1.0);
+
+ // Probability Distribution Function
+ float pdf = D_GGX(dotNH, roughness) * dotNH / (4.0 * dotVH) + 0.0001;
+ // Slid angle of current smple
+ float omegaS = 1.0 / (float(numSamples) * pdf);
+ // Solid angle of 1 pixel across all cube faces
+ float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
+ // Biased (+1.0) mip level for better result
+ float mipLevel = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, max_probe_lod);
+ color += textureLod(reflectionProbes, vec4(L, sourceIdx), mipLevel) * dotNL;
+ totalWeight += dotNL;
+ }
+ }
+ return (color / totalWeight);
}
void main()
-{
- vec3 N = normalize(vary_dir);
- frag_color = max(prefilterEnvMap(N), vec4(0));
+{
+ vec3 N = normalize(vary_dir);
+ frag_color = max(prefilterEnvMap(N), vec4(0));
+ frag_color.a *= probe_strength;
}
// =============================================================================================================
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl
index 2c31e98838..145bf39fa0 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file radianceGenV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -31,8 +31,8 @@ out vec3 vary_dir;
void main()
{
- gl_Position = vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0);
- vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
+ vary_dir = vec3(modelview_matrix * vec4(position, 1.0)).xyz;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index 45267e4403..69bee991f5 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -1,35 +1,35 @@
-/**
+/**
* @file reflectionmipF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
uniform sampler2D diffuseRect;
in vec2 vary_texcoord0;
-void main()
+void main()
{
vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb;
frag_color = vec4(col, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
index a14334fd01..b7b2306412 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file twotextureaddF.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
* $/LicenseInfo$
*/
@@ -31,9 +31,9 @@ uniform vec4 color;
in vec2 vary_texcoord0;
-void main()
+void main()
{
- float alpha = texture(tex0, vary_texcoord0.xy).a * color.a;
+ float alpha = texture(tex0, vary_texcoord0.xy).a * color.a;
- frag_color = vec4(color.rgb, alpha);
+ frag_color = vec4(color.rgb, alpha);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
index b280fcdc15..9b0e35c555 100644
--- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl
@@ -1,30 +1,30 @@
-/**
+/**
* @file solidcolorV.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 modelview_projection_matrix;
-
+
in vec3 position;
in vec2 texcoord0;
@@ -32,7 +32,7 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
index 7af7f20f85..6141e1ff9a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file splattexturerectV.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
* $/LicenseInfo$
*/
@@ -31,7 +31,7 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = position.xy*0.5+0.5;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = position.xy*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl
index 6d51b898b7..8477e8eb97 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file twotexturecompareF.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
* $/LicenseInfo$
*/
@@ -35,20 +35,20 @@ uniform float dither_scale_t;
in vec2 vary_texcoord0;
in vec2 vary_texcoord1;
-void main()
+void main()
{
- frag_color = abs(texture(tex0, vary_texcoord0.xy) - texture(tex1, vary_texcoord0.xy));
+ frag_color = abs(texture(tex0, vary_texcoord0.xy) - texture(tex1, vary_texcoord0.xy));
- vec2 dither_coord;
- dither_coord[0] = vary_texcoord0[0] * dither_scale_s;
- dither_coord[1] = vary_texcoord0[1] * dither_scale_t;
- vec4 dither_vec = texture(dither_tex, dither_coord.xy);
+ vec2 dither_coord;
+ dither_coord[0] = vary_texcoord0[0] * dither_scale_s;
+ dither_coord[1] = vary_texcoord0[1] * dither_scale_t;
+ vec4 dither_vec = texture(dither_tex, dither_coord.xy);
- for(int i = 0; i < 3; i++)
- {
- if(frag_color[i] < dither_vec[i] * dither_scale)
- {
- frag_color[i] = 0.f;
- }
- }
+ for(int i = 0; i < 3; i++)
+ {
+ if(frag_color[i] < dither_vec[i] * dither_scale)
+ {
+ frag_color[i] = 0.f;
+ }
+ }
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl
index a103bff12d..f98ab5bb16 100644
--- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file twotexturecompareV.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 modelview_projection_matrix;
in vec3 position;
@@ -34,8 +34,8 @@ out vec2 vary_texcoord1;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = texcoord0;
- vary_texcoord1 = texcoord1;
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = texcoord0;
+ vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
index a29b848253..83fe1c505f 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file uiF.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
* $/LicenseInfo$
*/
@@ -30,7 +30,7 @@ uniform sampler2D diffuseMap;
in vec2 vary_texcoord0;
in vec4 vertex_color;
-void main()
+void main()
{
- frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy);
+ frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
index 91a846b9fa..c56b122a78 100644
--- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file uiV.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
* $/LicenseInfo$
*/
@@ -35,8 +35,8 @@ out vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position, 1);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vertex_color = diffuse_color;
+ gl_Position = modelview_projection_matrix * vec4(position, 1);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
index 6535c0835e..c7cb076099 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\lighting\lightAlphaMaskF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
uniform float minimum_alpha;
@@ -33,20 +33,20 @@ vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
-void default_lighting()
+void default_lighting()
{
- vec4 color = diffuseLookup(vary_texcoord0.xy);
-
- if (color.a < minimum_alpha)
- {
- discard;
- }
-
- color *= vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
-
- frag_color = max(color, vec4(0));
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color *= vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
index 4dc67028d5..77324edcff 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\lighting\lightAlphaMaskNonIndexedF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -35,21 +35,21 @@ vec3 scaleSoftClip(vec3 light);
in vec4 vertex_color;
in vec2 vary_texcoord0;
-void default_lighting()
+void default_lighting()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy);
+ vec4 color = texture(diffuseMap,vary_texcoord0.xy);
- if (color.a < minimum_alpha)
- {
- discard;
- }
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
- color *= vertex_color;
+ color *= vertex_color;
- color.rgb = atmosLighting(color.rgb);
+ color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
index 2d1c7dadb0..e8523935ed 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\lighting\lightF.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
* $/LicenseInfo$
*/
@@ -31,14 +31,14 @@ in vec2 vary_texcoord0;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-void default_lighting()
+void default_lighting()
{
- vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
+ vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
index 13a6dde4aa..6ca6c88289 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -1,58 +1,58 @@
-/**
+/**
* @file class1/lighting\lightFuncSpecularV.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
* $/LicenseInfo$
*/
-
+
float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
{
- return pow(max(dot(reflect(view, n),l), 0.0),8.0);
+ return pow(max(dot(reflect(view, n),l), 0.0),8.0);
}
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
{
-
- specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
- return max(dot(n,l),0.0);
+
+ specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
+ return max(dot(n,l),0.0);
}
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
{
- //get light vector
- vec3 lv = l-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(r * d), 0.0, 1.0);
-
- //angular attenuation
-
- da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
-
- return da*lightCol;
+ //get light vector
+ vec3 lv = l-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float da = clamp(1.0/(r * d), 0.0, 1.0);
+
+ //angular attenuation
+
+ da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
+
+ return da*lightCol;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index 45701002b8..6ddf7b9417 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -1,58 +1,58 @@
-/**
+/**
* @file class1\lighting\lightFuncV.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
* $/LicenseInfo$
*/
-
+
float calcDirectionalLight(vec3 n, vec3 l)
{
- float a = max(dot(n,l),0.0);
- return a;
+ 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 = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
-
- return da;
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ //normalize light vector
+ lv *= 1.0/d;
+
+ //distance attenuation
+ float da = clamp(1.0/(la * d), 0.0, 1.0);
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= calcDirectionalLight(n, lv);
+
+ return da;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
index cea08ecffd..95200444b9 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl
@@ -1,30 +1,30 @@
-/**
+/**
* @file class1\lighting\lightF.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
* $/LicenseInfo$
*/
out vec4 frag_color;
-
+
in vec4 vertex_color;
in vec2 vary_texcoord0;
@@ -33,14 +33,14 @@ uniform sampler2D diffuseMap;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
-void default_lighting()
+void default_lighting()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
-
- color.rgb = atmosLighting(color.rgb);
+ vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
+
+ color.rgb = atmosLighting(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index 06aed40e26..c510932930 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class1\lighting\lightSpecularV.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
* $/LicenseInfo$
*/
-
+
// All lights, no specular highlights
@@ -31,6 +31,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
- return sumLightsSpecular(pos, norm, color, specularColor);
+ return sumLightsSpecular(pos, norm, color, specularColor);
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 7c3697c333..ceb2bce4f1 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
@@ -36,22 +36,22 @@ uniform vec3 light_diffuse[8];
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
- vec4 col = vec4(0,0,0, color.a);
-
- vec3 view = normalize(pos);
-
- /// collect all the specular values from each calcXXXLightSpecular() function
- vec4 specularSum = vec4(0.0);
+ vec4 col = vec4(0,0,0, color.a);
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
- col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
- col.rgb = scaleDownLight(col.rgb);
- col.rgb += atmosAmbient();
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb = scaleDownLight(col.rgb);
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
- col.rgb = min(col.rgb * color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
+ col.rgb = min(col.rgb * color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);
- col.rgb += specularColor.rgb;
+ col.rgb += specularColor.rgb;
- return col;
+ return col;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 75a327d3d7..a2521384b5 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
uniform vec4 light_position[8];
uniform vec3 light_diffuse[8];
@@ -34,14 +34,14 @@ vec3 scaleDownLight(vec3 light);
vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
{
- vec4 col = vec4(0);
- col.a = color.a;
-
- col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ vec4 col = vec4(0);
+ col.a = color.a;
+
+ col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb += light_diffuse[1].rgb * sqrt(calcDirectionalLight(norm, -light_position[1].xyz)*0.5+0.25);
- col.rgb = min(col.rgb*color.rgb, 1.0);
- return col;
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+ return col;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
index 67c99530e3..09a505d69d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file bumpF.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
* $/LicenseInfo$
*/
@@ -30,11 +30,15 @@ uniform sampler2D texture1;
in vec2 vary_texcoord0;
in vec2 vary_texcoord1;
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
-void main()
+void main()
{
- float tex0 = texture(texture0, vary_texcoord0.xy).a;
- float tex1 = texture(texture1, vary_texcoord1.xy).a;
+ mirrorClip(vary_position);
+ float tex0 = texture(texture0, vary_texcoord0.xy).a;
+ float tex1 = texture(texture1, vary_texcoord1.xy).a;
- frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0));
+ frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
index 7d5417919e..95cdfb6fae 100644
--- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl
@@ -1,28 +1,29 @@
-/**
+/**
* @file bumpV.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 modelview_matrix;
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
@@ -32,24 +33,26 @@ in vec2 texcoord1;
out vec2 vary_texcoord0;
out vec2 vary_texcoord1;
+out vec3 vary_position;
#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
#endif
void main()
{
- //transform vertex
+ //transform vertex
#ifdef HAS_SKIN
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
+ vary_position = pos.xyz;
gl_Position = projection_matrix * pos;
#else
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix * vec4(position.xyz, 1.0)).xyz;
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
index ff9aaf3357..6fe89b4f16 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file impostorF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -33,12 +33,12 @@ in vec2 vary_texcoord0;
void main()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy);
-
- if (color.a < minimum_alpha)
- {
- discard;
- }
+ vec4 color = texture(diffuseMap,vary_texcoord0.xy);
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
index cf3162f5f1..a56eeba63d 100644
--- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl
@@ -4,21 +4,21 @@
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -34,7 +34,7 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0, 0, 1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
index d90f9271dc..7c921abb80 100644
--- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file indexedTextureV.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
* $/LicenseInfo$
*/
@@ -29,6 +29,6 @@ flat out int vary_texture_index;
void passTextureIndex()
{
- vary_texture_index = texture_index;
+ vary_texture_index = texture_index;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
index 80ea286ac0..84b66b71f3 100644
--- a/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/nonindexedTextureV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file nonindexedTextureV.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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl
index ec785cd1c0..89275bad59 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file previewF.glsl
*
* $LicenseInfo:firstyear=2011&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -32,6 +32,6 @@ in vec2 vary_texcoord0;
void main()
{
- vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
- frag_color = max(color, vec4(0));
+ vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl
index e3e71202ae..974048cf91 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file previewPhysicsF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl
index d8c74e8537..03a06f7ca3 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file previewPhysicsV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -36,7 +36,7 @@ out vec2 vary_texcoord0;
void main()
{
- //transform vertex
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index f51b0f4d9e..f415253be9 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file previewV.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
* $/LicenseInfo$
*/
@@ -38,7 +38,7 @@ out vec2 vary_texcoord0;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
+uniform vec3 light_attenuation[8];
uniform vec3 light_diffuse[8];
//===================================================================================================
@@ -46,8 +46,8 @@ uniform vec3 light_diffuse[8];
//drivers that are picky about functions being declared but not defined even if they aren't called
float calcDirectionalLight(vec3 n, vec3 l)
{
- float a = max(dot(n,l),0.0);
- return a;
+ float a = max(dot(n,l),0.0);
+ return a;
}
//====================================================================================================
@@ -69,18 +69,18 @@ void main()
gl_Position = projection_matrix * pos;
norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
#else
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
norm = normalize(normal_matrix * normal);
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vec4 col = vec4(0,0,0,1);
+ vec4 col = vec4(0,0,0,1);
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz);
col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
- vertex_color = col*color;
+ vertex_color = col*color;
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl
new file mode 100644
index 0000000000..dea76da5a5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleColorF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file simpleColorF.glsl
+ *
+ * $LicenseInfo:firstyear=2025&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+out vec4 frag_color;
+
+in vec4 vertex_color;
+in vec4 vertex_position;
+
+uniform vec4 waterPlane;
+uniform float waterSign;
+
+void waterClip(vec3 pos)
+{
+ // TODO: make this less branchy
+ if (waterSign > 0)
+ {
+ if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0)
+ {
+ discard;
+ }
+ }
+ else
+ {
+ if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0)
+ {
+ discard;
+ }
+ }
+}
+
+void main()
+{
+
+ frag_color = vertex_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
index 29a2ce617b..5dd8916fe4 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleF.glsl
@@ -1,31 +1,31 @@
-/**
+/**
* @file simpleF.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
* $/LicenseInfo$
*/
-
+
void default_lighting();
-void main()
+void main()
{
- default_lighting();
+ default_lighting();
}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl
new file mode 100644
index 0000000000..4564e56313
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoAtmosV.glsl
@@ -0,0 +1,43 @@
+/**
+ * @file simpleNoAtmosV.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 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+uniform vec4 color;
+
+in vec3 position;
+
+out vec4 vertex_color;
+out vec4 vertex_position;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ vertex_position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = vertex_position;
+ vertex_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
index 07f5d250cf..a3aca25db2 100644
--- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file simpleNoColorV.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
* $/LicenseInfo$
*/
@@ -43,17 +43,17 @@ void calcAtmospherics(vec3 inPositionEye);
void main()
{
- //transform vertex
- vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vec3 norm = normalize(normal_matrix * normal);
+ //transform vertex
+ vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vec3 norm = normalize(normal_matrix * normal);
+
+ calcAtmospherics(pos.xyz);
- calcAtmospherics(pos.xyz);
+ vec4 col = calcLighting(pos.xyz, norm, color);
+ vertex_color = col;
- vec4 col = calcLighting(pos.xyz, norm, color);
- vertex_color = col;
-
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 41a848a14f..a892ff9cdc 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2\wl\atmosphericsF.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
* $/LicenseInfo$
*/
@@ -33,7 +33,7 @@ vec3 linear_to_srgb(vec3 col);
uniform float sky_hdr_scale;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
-{
+{
light *= atten.r;
additive = srgb_to_linear(additive*2.0);
additive *= sky_hdr_scale;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index a1da4b1f9a..205d4bff6d 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -41,6 +41,7 @@ uniform float scene_light_strength;
uniform float sun_moon_glow_factor;
uniform float sky_sunlight_scale;
uniform float sky_ambient_scale;
+uniform int classic_mode;
float getAmbientClamp() { return 1.0f; }
@@ -57,16 +58,16 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
-
+
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(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
- vec3 combined_haze = blue_density + vec3(haze_density);
+ vec3 combined_haze = max(blue_density + vec3(haze_density), vec3(1e-6));
vec3 blue_weight = blue_density / combined_haze;
vec3 haze_weight = vec3(haze_density) / combined_haze;
@@ -98,7 +99,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
haze_glow *= glow.x;
// higher glow.x gives dimmer glow (because next step is 1 / "angle")
- haze_glow = pow(haze_glow, glow.z);
+ haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// add "minimum anti-solar illumination"
@@ -119,16 +120,19 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
-
+
sunlit = sunlight.rgb;
- amblit = tmpAmbient;
+ amblit = pow(tmpAmbient.rgb, vec3(0.9)) * 0.57;
additive *= vec3(1.0 - combined_haze);
+
+ // sanity clamp haze contribution
+ additive = min(additive, vec3(10));
}
vec3 srgb_to_linear(vec3 col);
-// provide a touch of lighting in the opposite direction of the sun light
+// provide a touch of lighting in the opposite direction of the sun light
// so areas in shadow don't lose all detail
float ambientLighting(vec3 norm, vec3 light_dir)
{
@@ -139,18 +143,22 @@ float ambientLighting(vec3 norm, vec3 light_dir)
return ambient;
}
-
// return lit amblit in linear space, leave sunlit and additive in sRGB space
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
+ amblit *= ambientLighting(norm, light_dir);
+
+ if (classic_mode < 1)
+ {
+ amblit = srgb_to_linear(amblit);
+ sunlit = srgb_to_linear(sunlit);
+ }
+
// multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= sky_sunlight_scale;
amblit *= sky_ambient_scale;
-
- amblit = srgb_to_linear(amblit);
- amblit *= ambientLighting(norm, light_dir);
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
index 800d08047a..1e36a3adae 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersF.glsl
@@ -4,21 +4,21 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 4f88aed765..4d7f77edd5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
// Output variables
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
index 7b59e07243..1372ddbcfa 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsV.glsl
@@ -4,21 +4,21 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -46,7 +46,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
calcAtmosphericVars(inPositionEye, light_dir, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
index 9d5f60b313..642d0bc1e4 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsF.glsl
@@ -1,48 +1,48 @@
-/**
+/**
* @file class2\wl\atmosphericVarsF.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
* $/LicenseInfo$
*/
-
+
in vec3 vary_AdditiveColor;
in vec3 vary_AtmosAttenuation;
vec3 getSunlitColor()
{
- return vec3(0,0,0);
+ return vec3(0,0,0);
}
vec3 getAmblitColor()
{
- return vec3(0,0,0);
+ return vec3(0,0,0);
}
vec3 getAdditiveColor()
{
- return vary_AdditiveColor;
+ return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
- return vary_AtmosAttenuation;
+ return vary_AtmosAttenuation;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
index 0617bc9908..5d770948c5 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsVarsV.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file class2\wl\atmosphericVars.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
* $/LicenseInfo$
*/
-
+
out vec3 vary_AdditiveColor;
out vec3 vary_AtmosAttenuation;
@@ -34,40 +34,40 @@ vec3 amblit_color;
vec3 getSunlitColor()
{
- return sunlit_color;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return amblit_color;
+ return amblit_color;
}
vec3 getAdditiveColor()
{
- return additive_color;
+ return additive_color;
}
vec3 getAtmosAttenuation()
{
- return atmos_attenuation;
+ return atmos_attenuation;
}
void setSunlitColor(vec3 v)
{
- sunlit_color = v;
+ sunlit_color = v;
}
void setAmblitColor(vec3 v)
{
- amblit_color = v;
+ amblit_color = v;
}
void setAdditiveColor(vec3 v)
{
- additive_color = v;
- vary_AdditiveColor = v;
+ additive_color = v;
+ vary_AdditiveColor = v;
}
void setAtmosAttenuation(vec3 v)
{
- atmos_attenuation = v;
- vary_AtmosAttenuation = v;
+ atmos_attenuation = v;
+ vary_AtmosAttenuation = v;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
index 027bfb866f..e881f82824 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class2\wl\gammaF.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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index acd32a81b3..cc9d72fae6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @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
* $/LicenseInfo$
*/
@@ -36,6 +36,7 @@ out vec4 frag_color;
uniform mat3 env_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
+uniform int classic_mode;
#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
@@ -60,7 +61,7 @@ uniform vec2 screen_res;
uniform int sun_up_factor;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
@@ -68,7 +69,6 @@ void waterClip(vec3 pos);
vec3 srgb_to_linear(vec3 c);
vec3 linear_to_srgb(vec3 c);
-vec2 encode_normal (vec3 n);
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -78,6 +78,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float getAmbientClamp();
+void mirrorClip(vec3 pos);
+
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear);
@@ -90,15 +92,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float falloff_factor = (12.0 * fa) - 9.0;
float inverted_la = falloff_factor / la;
// Yes, it makes me want to cry as well. DJH
-
+
vec3 col = vec3(0);
- //get light vector
- vec3 lv = lp.xyz-v;
+ //get light vector
+ vec3 lv = lp.xyz-v;
- //get distance
- float dist = length(lv);
- float da = 1.0;
+ //get distance
+ float dist = length(lv);
+ float da = 1.0;
/*if (dist > inverted_la)
{
@@ -111,23 +113,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
if (proj_tc.z < 0
|| proj_tc.z > 1
|| proj_tc.x < 0
- || proj_tc.x > 1
+ || proj_tc.x > 1
|| proj_tc.y < 0
|| proj_tc.y > 1)
{
return col;
}*/
- if (dist > 0.0 && inverted_la > 0.0)
- {
+ if (dist > 0.0 && inverted_la > 0.0)
+ {
dist /= inverted_la;
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
@@ -135,20 +137,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
- //angular attenuation
- da *= dot(n, lv);
+ //angular attenuation
+ da *= dot(n, lv);
da = max(0.0, da);
- float lit = 0.0f;
+ float lit = 0.0f;
float amb_da = 0.0;//ambiance;
if (da > 0)
{
- lit = max(da * dist_atten,0.0);
+ lit = clamp(da * dist_atten, 0.0, 1.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
}
@@ -161,14 +163,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
// no spec for alpha shader...
}
- col = max(col, vec3(0));
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ col = max(col * final_scale, vec3(0));
return col;
}
-void main()
+void main()
{
+ mirrorClip(vary_position);
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-
+
vec4 pos = vec4(vary_position, 1.0);
#ifndef IS_AVATAR_SKIN
// clip against water plane unless this is a legacy avatar skin
@@ -199,7 +206,7 @@ void main()
float final_alpha = diffuse_srgb.a * vertex_color.a;
diffuse_srgb.rgb *= vertex_color.rgb;
-
+
// Insure we don't pollute depth with invis pixels in impostor rendering
//
if (final_alpha < minimum_alpha)
@@ -222,7 +229,7 @@ void main()
final_alpha *= vertex_color.a;
if (final_alpha < minimum_alpha)
- { // TODO: figure out how to get invisible faces out of
+ { // TODO: figure out how to get invisible faces out of
// render batches without breaking glow
discard;
}
@@ -237,19 +244,20 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ if (classic_mode > 0)
+ sunlit *= 1.35;
+ vec3 sunlit_linear = sunlit;
vec3 amblit_linear = amblit;
- vec3 irradiance;
+ vec3 irradiance = amblit;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear);
-
+
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, -1.0, 1.0);
-
+
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
@@ -257,16 +265,25 @@ void main()
color.a = final_alpha;
- vec3 sun_contrib = min(final_da, shadow) * sunlit_linear;
-
color.rgb = irradiance;
+ if (classic_mode > 0)
+ {
+ final_da = pow(final_da,1.2);
+ vec3 sun_contrib = vec3(min(final_da, shadow));
- color.rgb += sun_contrib;
+ color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7);
+ sunlit_linear = srgb_to_linear(sunlit_linear);
+ }
+ else
+ {
+ vec3 sun_contrib = min(final_da, shadow) * sunlit_linear;
+ color.rgb += sun_contrib;
+ }
color.rgb *= diffuse_linear.rgb;
vec4 light = vec4(0,0,0,0);
-
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
@@ -283,11 +300,15 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, color).rgb;
#endif // #else // FOR_IMPOSTOR
-
+ float final_scale = 1;
+ if (classic_mode > 0)
+ final_scale = 1.1;
#ifdef IS_HUD
color.rgb = linear_to_srgb(color.rgb);
+ final_scale = 1;
#endif
+ color.rgb *= final_scale;
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 003dd05e6f..0418f99459 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -43,6 +43,7 @@ uniform sampler2D lightMap;
uniform int sun_up_factor;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
+uniform int classic_mode;
out vec4 frag_color;
@@ -87,9 +88,10 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+void mirrorClip(vec3 pos);
void waterClip(vec3 pos);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
@@ -110,15 +112,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
- float metallic,
- vec3 n, // normal
- vec3 v, // surface point to camera
- vec3 l); //surface point to light
-
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 p, // pixel position
@@ -126,36 +121,12 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
vec3 lp, // light position
vec3 ld, // light direction (for spotlights)
vec3 lightColor,
- float lightSize, float falloff, float is_pointlight, float ambiance)
-{
- vec3 color = vec3(0,0,0);
-
- vec3 lv = lp.xyz - p;
-
- float lightDist = length(lv);
-
- float dist = lightDist / lightSize;
- if (dist <= 1.0)
- {
- lv /= lightDist;
-
- float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
-
- // spotlight coefficient.
- float spot = max(dot(-ld, lv), is_pointlight);
- // spot*spot => GL_SPOT_EXPONENT=2
- float spot_atten = spot*spot;
-
- vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
-
- color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
- }
-
- return color;
-}
+ float lightSize, float falloff, float is_pointlight, float ambiance);
void main()
{
+ mirrorClip(vary_position);
+
vec3 color = vec3(0,0,0);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
@@ -178,7 +149,7 @@ void main()
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -190,8 +161,9 @@ void main()
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten);
-
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ if (classic_mode > 0)
+ sunlit *= 1.35;
+ vec3 sunlit_linear = sunlit;
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
@@ -212,10 +184,10 @@ void main()
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
- vec3 irradiance = vec3(0);
+ vec3 irradiance = amblit;
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
-
+
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
@@ -227,7 +199,7 @@ void main()
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
+#define LIGHT_LOOP(i) light += pbrCalcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -242,8 +214,10 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
-
- frag_color = max(vec4(color.rgb,a), vec4(0));
+ float final_scale = 1;
+ if (classic_mode > 0)
+ final_scale = 1.1;
+ frag_color = max(vec4(color.rgb * final_scale,a), vec4(0));
}
#else
@@ -292,7 +266,7 @@ void main()
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
-
+
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index 52e71edcac..c43582e185 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -32,12 +32,13 @@ uniform samplerCube environmentMap;
uniform mat3 env_mat;
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)
{
- ambenv = vec3(reflection_probe_ambiance * 0.25);
-
+ ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);
@@ -58,23 +59,23 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)
{
- ambenv = vec3(reflection_probe_ambiance * 0.25);
-
+ ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
- legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);
+ legacyenv = texture(environmentMap, env_vec).rgb;
glossenv = legacyenv;
}
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
{
-
+
}
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
{
- color = mix(color.rgb, legacyenv*1.5, envIntensity);
+ color = srgb_to_linear(mix(linear_to_srgb(color.rgb), legacyenv*2.0, envIntensity));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index d1db6dd943..e490ad72ee 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file softenLightF.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
* $/LicenseInfo$
*/
@@ -35,13 +35,13 @@ void setAdditiveColor(vec3 c);
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5);
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1ea57516a4..f6c75e6a9c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.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
* $/LicenseInfo$
*/
@@ -35,23 +35,23 @@ in vec2 vary_fragcoord;
uniform vec3 sun_dir;
uniform float shadow_bias;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 0126e09d4c..3437ed4b4c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -32,23 +32,23 @@ out vec4 frag_color;
in vec2 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec4 norm = getNorm(pos_screen);
vec4 col;
- col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
- col.g = calcAmbientOcclusion(pos, norm, pos_screen);
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
- col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
+ col.r = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
+ col.g = calcAmbientOcclusion(pos, norm.xyz, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm.xyz, 0, pos_screen);
+ col.a = sampleSpotShadow(pos.xyz, norm.xyz, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 5ae7f2c571..0e9f7bbfb2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightV.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
* $/LicenseInfo$
*/
@@ -31,9 +31,9 @@ uniform vec2 screen_res;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
index 0753e73dc8..1d6d6fd514 100644
--- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file irradianceGenF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
@@ -130,12 +130,12 @@ vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)
// generate the points on the hemisphere with a fitting mapping for
// the distribution (e.g. lambertian uses a cosine importance)
importanceSample = Lambertian(xi, roughness);
-
+
// transform the hemisphere sample to the normal coordinate frame
// i.e. rotate the hemisphere to the normal direction
vec3 localSpaceDirection = normalize(vec3(
- importanceSample.sinTheta * cos(importanceSample.phi),
- importanceSample.sinTheta * sin(importanceSample.phi),
+ importanceSample.sinTheta * cos(importanceSample.phi),
+ importanceSample.sinTheta * sin(importanceSample.phi),
importanceSample.cosTheta
));
mat3 TBN = generateTBN(N);
@@ -152,9 +152,9 @@ float computeLod(float pdf)
// // Solid angle of current sample -- bigger for less likely samples
// float omegaS = 1.0 / (float(u_sampleCount) * pdf);
// // Solid angle of texel
- // // note: the factor of 4.0 * MATH_PI
+ // // note: the factor of 4.0 * MATH_PI
// float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width));
- // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
+ // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
// // note that 0.5 * log2 is equivalent to log4
// float lod = 0.5 * log2(omegaS / omegaP);
@@ -176,7 +176,7 @@ float computeLod(float pdf)
vec4 filterColor(vec3 N)
{
vec4 color = vec4(0.f);
-
+
for(int i = 0; i < u_sampleCount; ++i)
{
vec4 importanceSample = getImportanceSample(i, N, 1.0);
@@ -208,7 +208,7 @@ void main()
vec4 color = vec4(0);
color = filterColor(vary_dir);
-
+
frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
index c858531998..a27fa40f2e 100644
--- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file reflectionprobeF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
index e45b1c288b..65fc7cec43 100644
--- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
@@ -1,29 +1,29 @@
-/**
+/**
* @file reflectionprobeV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
in vec3 position;
out vec2 vary_fragcoord;
@@ -32,7 +32,7 @@ void main()
{
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 8430cca325..03dc3d7113 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file fullbrightShinyF.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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
@@ -53,19 +53,22 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
+void mirrorClip(vec3 pos);
+
void main()
{
+ mirrorClip(vary_position);
#ifdef HAS_DIFFUSE_LOOKUP
- vec4 color = diffuseLookup(vary_texcoord0.xy);
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 color = texture(diffuseMap, vary_texcoord0.xy);
+ vec4 color = texture(diffuseMap, vary_texcoord0.xy);
#endif
-
- color.rgb *= vertex_color.rgb;
- // SL-9632 HUDs are affected by Atmosphere
+ color.rgb *= vertex_color.rgb;
+
+ // SL-9632 HUDs are affected by Atmosphere
#ifndef IS_HUD
-
+
vec3 sunlit;
vec3 amblit;
vec3 additive;
@@ -87,8 +90,8 @@ void main()
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
#endif
- color.a = 1.0;
+ color.a = 1.0;
- frag_color = max(color, vec4(0));
+ frag_color = max(color, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
index 0b154e82ad..487db0a6ae 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/hazeF.glsl
@@ -25,15 +25,13 @@
out vec4 frag_color;
-uniform sampler2D normalMap;
-
// Inputs
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
in vec2 vary_fragcoord;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -53,8 +51,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- norm.xyz = getNorm(tc);
+ vec4 norm = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
vec3 color = vec3(0);
@@ -67,17 +64,15 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
- vec3 sunlit_linear = srgb_to_linear(sunlit);
-
// mask off atmospherics below water (when camera is under water)
bool do_atmospherics = false;
-
+
if (dot(vec3(0), waterPlane.xyz) + waterPlane.w > 0.0 ||
dot(pos.xyz, waterPlane.xyz) + waterPlane.w > 0.0)
{
do_atmospherics = true;
}
-
+
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
@@ -102,5 +97,5 @@ void main()
}
frag_color = max(vec4(color.rgb, alpha), vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index ec1e49eeb4..5708fc319f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -36,6 +36,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
+uniform int classic_mode;
vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
@@ -45,6 +46,14 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cs);
+uniform mat4 modelview_matrix;
+uniform mat3 normal_matrix;
+
+in vec3 vary_position;
+
+void mirrorClip(vec3 pos);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
out vec4 frag_color;
@@ -66,11 +75,10 @@ uniform vec4 morphFactor;
uniform vec3 camPosLocal;
uniform mat3 env_mat;
+uniform float is_mirror;
+
uniform vec3 sun_dir;
uniform vec3 moon_dir;
-in vec2 vary_fragcoord;
-
-in vec3 vary_position;
uniform mat4 proj_mat;
uniform mat4 inv_proj;
@@ -93,7 +101,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float falloff_factor = (12.0 * fa) - 9.0;
float inverted_la = falloff_factor / la;
// Yes, it makes me want to cry as well. DJH
-
+
vec3 col = vec3(0);
//get light vector
@@ -132,7 +140,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float amb_da = ambiance;
if (da >= 0)
{
- lit = max(da * dist_atten, 0.0);
+ lit = clamp(da * dist_atten, 0.0, 1.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
}
@@ -170,8 +178,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
}
}
}
-
- return max(col, vec3(0.0, 0.0, 0.0));
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ return max(col * final_scale, vec3(0.0, 0.0, 0.0));
}
#else
@@ -209,25 +219,23 @@ in vec3 vary_normal;
in vec4 vertex_color;
in vec2 vary_texcoord0;
-vec2 encode_normal(vec3 n);
-
// get the transformed normal and apply glossiness component from normal map
vec3 getNormal(inout float glossiness)
{
#ifdef HAS_NORMAL_MAP
- vec4 vNt = texture(bumpMap, vary_texcoord1.xy);
+ vec4 vNt = texture(bumpMap, vary_texcoord1.xy);
glossiness *= vNt.a;
- vNt.xyz = vNt.xyz * 2 - 1;
+ vNt.xyz = vNt.xyz * 2 - 1;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
- return tnorm;
+ return tnorm;
#else
- return normalize(vary_normal);
+ return normalize(vary_normal);
#endif
}
@@ -264,9 +272,9 @@ void waterClip()
float getEmissive(vec4 diffcol)
{
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- return emissive_brightness;
+ return emissive_brightness;
#else
- return max(diffcol.a, emissive_brightness);
+ return max(diffcol.a, emissive_brightness);
#endif
}
@@ -285,12 +293,12 @@ float getShadow(vec3 pos, vec3 norm)
void main()
{
+ mirrorClip(vary_position);
waterClip();
// diffcol == diffuse map combined with vertex color
vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
-
+ diffcol.rgb *= vertex_color.rgb;
alphaMask(diffcol.a);
// spec == specular map combined with specular color
@@ -299,8 +307,6 @@ void main()
float glossiness = specular_color.a;
vec3 norm = getNormal(glossiness);
- vec2 abnormal = encode_normal(norm.xyz);
-
float emissive = getEmissive(diffcol);
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
@@ -325,20 +331,33 @@ void main()
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
-
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ if (classic_mode > 0)
+ sunlit *= 1.35;
+ vec3 sunlit_linear = sunlit;
vec3 amblit_linear = amblit;
- vec3 ambenv;
+ vec3 ambenv = amblit;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear);
-
+
color = ambenv;
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 sun_contrib = min(da, shadow) * sunlit_linear;
- color.rgb += sun_contrib;
+ if (classic_mode > 0)
+ {
+ da = pow(da,1.2);
+ vec3 sun_contrib = vec3(min(da, shadow));
+
+ color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7);
+ sunlit_linear = srgb_to_linear(sunlit_linear);
+ }
+ else
+ {
+ vec3 sun_contrib = min(da, shadow) * sunlit_linear;
+ color.rgb += sun_contrib;
+ }
+
color *= diffcol.rgb;
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -402,15 +421,25 @@ void main()
glare *= 1.0-emissive;
glare = min(glare, 1.0);
float al = max(diffcol.a, glare) * vertex_color.a;
+ float final_scale = 1;
+ if (classic_mode > 0)
+ final_scale = 1.1;
+ frag_color = max(vec4(color * final_scale, al), vec4(0));
- frag_color = max(vec4(color, al), vec4(0));
-
-#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
+#else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer
// deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl
- frag_data[0] = vec4(diffcol.rgb, emissive); // gbuffer is sRGB for legacy materials
- frag_data[1] = vec4(spec.rgb, glossiness); // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = vec4(encode_normal(norm), env, GBUFFER_FLAG_HAS_ATMOS);; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
- frag_data[3] = vec4(0);
+
+ float flag = GBUFFER_FLAG_HAS_ATMOS;
+
+ frag_data[0] = max(vec4(diffcol.rgb, emissive), vec4(0)); // gbuffer is sRGB for legacy materials
+ frag_data[1] = max(vec4(spec.rgb, glossiness), vec4(0)); // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = encodeNormal(norm, env, flag); // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog)
+
+#if defined(HAS_EMISSIVE)
+ frag_data[3] = vec4(0, 0, 0, 0);
+#endif
+
#endif
}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index ec8168465e..96cda1ef49 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -27,10 +27,6 @@
out vec4 frag_color;
-uniform sampler2D depthMap;
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D lightFunc;
uniform vec3 env_mat[3];
@@ -42,13 +38,14 @@ uniform vec4 light_col[LIGHT_COUNT]; // .a = falloff
uniform vec2 screen_res;
uniform float far_z;
uniform mat4 inv_proj;
+uniform int classic_mode;
in vec4 vary_fragcoord;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
@@ -56,13 +53,17 @@ vec3 srgb_to_linear(vec3 c);
// Util
vec3 hue_to_rgb(float hue);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l); //surface point to light
+ vec3 l, // surface point to light
+ out float nl,
+ out vec3 diff,
+ out vec3 spec);
+GBufferInfo getGBuffer(vec2 screenpos);
void main()
{
@@ -74,25 +75,25 @@ void main()
discard;
}
- float envIntensity; // not used for this shader
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ GBufferInfo gb = getGBuffer(tc);
- vec4 spec = texture(specularRect, tc);
- vec3 diffuse = texture(diffuseRect, tc).rgb;
+ vec3 n = gb.normal;
+
+ vec4 spec = gb.specular;
+ vec3 diffuse = gb.albedo.rgb;
vec3 h, l, v = -normalize(pos);
float nh, nv, vh, lightDist;
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 colorEmissive = gb.emissive.rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
@@ -115,8 +116,11 @@ void main()
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
vec3 intensity = dist_atten * lightColor * 3.25;
-
- final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+ float nl = 0;
+ vec3 diff = vec3(0);
+ vec3 specPunc = vec3(0);
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, nl, diff, specPunc);
+ final_color += intensity * clamp(nl * (diff + specPunc), vec3(0), vec3(10));
}
}
}
@@ -166,8 +170,10 @@ void main()
}
}
}
-
- frag_color.rgb = max(final_color, vec3(0));
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ frag_color.rgb = max(final_color * final_scale, vec3(0));
frag_color.a = 0.0;
#ifdef IS_AMD_CARD
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
index c2b9ed3d96..09fd389370 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class3\deferred\multiPointLightV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -29,9 +29,9 @@ out vec4 vary_fragcoord;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- vary_fragcoord = pos;
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ vary_fragcoord = pos;
- gl_Position = pos;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 31af1208bd..ceb37f36a5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -1,38 +1,33 @@
-/**
+/**
* @file class3\deferred\pointLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D normalMap;
-uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D lightFunc;
-uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
@@ -49,35 +44,40 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
+uniform int classic_mode;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec4 getPosition(vec2 pos_screen);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
float getDepth(vec2 tc);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l); //surface point to light
+ vec3 l, // surface point to light
+ out float nl,
+ out vec3 diff,
+ out vec3 spec);
+
+GBufferInfo getGBuffer(vec2 screenpos);
void main()
{
vec3 final_color = vec3(0);
vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
+ GBufferInfo gb = getGBuffer(tc);
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec3 n = gb.normal;
- vec3 diffuse = texture(diffuseRect, tc).rgb;
- vec4 spec = texture(specularRect, tc);
+ vec3 diffuse = gb.albedo.rgb;
+ vec4 spec = gb.specular;
// Common half vectors calcs
vec3 lv = trans_center.xyz-pos;
@@ -92,22 +92,29 @@ void main()
float dist = lightDist / size;
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 colorEmissive = gb.emissive.rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials
- final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
+
+ float nl = 0;
+ vec3 diffPunc = vec3(0);
+ vec3 specPunc = vec3(0);
+
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc);
+
+ final_color += intensity* clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
}
else
{
@@ -137,13 +144,15 @@ void main()
final_color += lit*scol*color.rgb*spec.rgb;
}
}
-
+
if (dot(final_color, final_color) <= 0.0)
{
discard;
}
}
-
- frag_color.rgb = max(final_color, vec3(0));
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
+ frag_color.rgb = max(final_color * final_scale, vec3(0));
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
index 8d23f1b427..6111f0bf77 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class3\deferred\pointLightV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
@@ -36,10 +36,10 @@ out vec3 trans_center;
void main()
{
- //transform vertex
- 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;
- gl_Position = pos;
+ //transform vertex
+ 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;
+ gl_Position = pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 906e66ecc8..136b3dd966 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -31,12 +31,15 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n,
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
+
uniform sampler2D sceneMap;
uniform int cube_snapshot;
uniform float max_probe_lod;
uniform bool transparent_surface;
+uniform int classic_mode;
+
#define MAX_REFMAP_COUNT 256 // must match LL_MAX_REFLECTION_PROBE_COUNT
layout (std140) uniform ReflectionProbes
@@ -47,14 +50,16 @@ layout (std140) uniform ReflectionProbes
/// box[0..2] - plane 0 .. 2 in [A,B,C,D] notation
// box[3][0..2] - plane thickness
mat4 refBox[MAX_REFMAP_COUNT];
+ mat4 heroBox;
// list of bounding spheres for reflection probes sorted by distance to camera (closest first)
vec4 refSphere[MAX_REFMAP_COUNT];
- // extra parameters
+ // extra parameters
// x - irradiance scale
// y - radiance scale
// z - fade in
// w - znear
vec4 refParams[MAX_REFMAP_COUNT];
+ vec4 heroSphere;
// index of cube map in reflectionProbes for a corresponding reflection probe
// e.g. cube map channel of refSphere[2] is stored in refIndex[2]
// refIndex.x - cubemap channel in reflectionProbes
@@ -70,6 +75,10 @@ layout (std140) uniform ReflectionProbes
// number of reflection probes present in refSphere
int refmapCount;
+
+ int heroShape;
+ int heroMipCount;
+ int heroProbeCount;
};
// Inputs
@@ -95,7 +104,7 @@ bool shouldSampleProbe(int i, vec3 pos)
if (refIndex[i].w < 0)
{
vec4 v = refBox[i] * vec4(pos, 1.0);
- if (abs(v.x) > 1 ||
+ if (abs(v.x) > 1 ||
abs(v.y) > 1 ||
abs(v.z) > 1)
{
@@ -222,7 +231,7 @@ void preProbeSample(vec3 pos)
}
}
count++;
-
+
++neighborIdx;
}
@@ -244,56 +253,56 @@ void preProbeSample(vec3 pos)
// original reference implementation:
/*
-bool intersect(const Ray &ray) const
-{
- float t0, t1; // solutions for t if the ray intersects
-#if 0
+bool intersect(const Ray &ray) const
+{
+ float t0, t1; // solutions for t if the ray intersects
+#if 0
// geometric solution
- Vec3f L = center - orig;
- float tca = L.dotProduct(dir);
+ Vec3f L = center - orig;
+ float tca = L.dotProduct(dir);
// if (tca < 0) return false;
- float d2 = L.dotProduct(L) - tca * tca;
- if (d2 > radius2) return false;
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-#else
+ float d2 = L.dotProduct(L) - tca * tca;
+ if (d2 > radius2) return false;
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
+#else
// analytic solution
- Vec3f L = orig - center;
- float a = dir.dotProduct(dir);
- float b = 2 * dir.dotProduct(L);
- float c = L.dotProduct(L) - radius2;
- if (!solveQuadratic(a, b, c, t0, t1)) return false;
-#endif
- if (t0 > t1) std::swap(t0, t1);
-
- if (t0 < 0) {
- t0 = t1; // if t0 is negative, let's use t1 instead
- if (t0 < 0) return false; // both t0 and t1 are negative
- }
-
- t = t0;
-
- return true;
+ Vec3f L = orig - center;
+ float a = dir.dotProduct(dir);
+ float b = 2 * dir.dotProduct(L);
+ float c = L.dotProduct(L) - radius2;
+ if (!solveQuadratic(a, b, c, t0, t1)) return false;
+#endif
+ if (t0 > t1) std::swap(t0, t1);
+
+ if (t0 < 0) {
+ t0 = t1; // if t0 is negative, let's use t1 instead
+ if (t0 < 0) return false; // both t0 and t1 are negative
+ }
+
+ t = t0;
+
+ return true;
} */
// adapted -- assume that origin is inside sphere, return intersection of ray with edge of sphere
vec3 sphereIntersect(vec3 origin, vec3 dir, vec3 center, float radius2)
-{
- float t0, t1; // solutions for t if the ray intersects
+{
+ float t0, t1; // solutions for t if the ray intersects
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L,dir);
- float d2 = dot(L,L) - tca * tca;
+ float d2 = dot(L,L) - tca * tca;
+
+ float thc = sqrt(radius2 - d2);
+ t0 = tca - thc;
+ t1 = tca + thc;
- float thc = sqrt(radius2 - d2);
- t0 = tca - thc;
- t1 = tca + thc;
-
vec3 v = origin + dir * t1;
- return v;
-}
+ return v;
+}
void swap(inout float a, inout float b)
{
@@ -305,17 +314,17 @@ void swap(inout float a, inout float b)
// debug implementation, make no assumptions about origin
void sphereIntersectDebug(vec3 origin, vec3 dir, vec3 center, float radius2, float depth, inout vec4 col)
{
- float t[2]; // solutions for t if the ray intersects
+ float t[2]; // solutions for t if the ray intersects
// geometric solution
- vec3 L = center - origin;
+ vec3 L = center - origin;
float tca = dot(L, dir);
// if (tca < 0) return false;
- float d2 = dot(L, L) - tca * tca;
- if (d2 > radius2) return;
- float thc = sqrt(radius2 - d2);
- t[0] = tca - thc;
- t[1] = tca + thc;
+ float d2 = dot(L, L) - tca * tca;
+ if (d2 > radius2) return;
+ float thc = sqrt(radius2 - d2);
+ t[0] = tca - thc;
+ t[1] = tca + thc;
for (int i = 0; i < 2; ++i)
{
@@ -365,11 +374,11 @@ return texCUBE(envMap, ReflDirectionWS);
// i - probe index in refBox/refSphere
// d - distance to nearest wall in clip space
// scale - scale of box, default 1.0
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d, float scale)
{
// Intersection with OBB convert to unit box space
// Transform in local unit parallax cube space (scaled and rotated)
- mat4 clipToLocal = refBox[i];
+ mat4 clipToLocal = i;
vec3 RayLS = mat3(clipToLocal) * dir;
vec3 PositionLS = (clipToLocal * vec4(origin, 1.0)).xyz;
@@ -388,7 +397,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale)
return IntersectPositionCS;
}
-vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d)
+vec3 boxIntersect(vec3 origin, vec3 dir, mat4 i, out float d)
{
return boxIntersect(origin, dir, i, d, 1.0);
}
@@ -404,8 +413,8 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
bool behind = dot(v,v) > dot(pos,pos);
float w = 0.25;
-
- if (behind)
+
+ if (behind)
{
w *= 0.5;
w /= (length(v)-length(pos))*0.5+1.0;
@@ -419,7 +428,7 @@ void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col)
// cribbed from https://iquilezles.org/articles/intersectors/
// axis aligned box centered at the origin, with size boxSize
-void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
+void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
{
vec3 rd = normalize(p-ro);
@@ -443,10 +452,10 @@ void boxIntersectionDebug( in vec3 ro, in vec3 p, vec3 boxSize, inout vec4 col)
}
-void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
+void boxIntersectDebug(vec3 origin, vec3 pos, mat4 i, inout vec4 col)
{
- mat4 clipToLocal = refBox[i];
-
+ mat4 clipToLocal = i;
+
// transform into unit cube space
origin = (clipToLocal * vec4(origin, 1.0)).xyz;
pos = (clipToLocal * vec4(pos, 1.0)).xyz;
@@ -462,16 +471,16 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// r - radius of probe influence volume
// i - index of probe in refSphere
// dw - distance weight
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, vec4 i, out float dw)
{
- float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
+ float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
- w *= refParams[i].z;
+ w *= i.z;
dw = w * atten * max(r, 1.0)*4;
@@ -488,7 +497,7 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw
// lod - which mip to sample (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
-// i - index of probe
+// i - index of probe
vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i)
{
// parallax adjustment
@@ -497,7 +506,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
if (refIndex[i].w < 0)
{ // box probe
float d = 0;
- v = boxIntersect(pos, dir, i, d);
+ v = boxIntersect(pos, dir, refBox[i], d);
w = max(d, 0.001);
}
@@ -507,18 +516,18 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
-
+
vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
@@ -529,7 +538,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
// dir - pixel normal
// w - weight of sample (distance and angular attenuation)
// dw - weight of sample (distance only)
-// i - index of probe
+// i - index of probe
vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int i, vec3 amblit)
{
// parallax adjustment
@@ -537,7 +546,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
if (refIndex[i].w < 0)
{
float d = 0.0;
- v = boxIntersect(pos, dir, i, d, 3.0);
+ v = boxIntersect(pos, dir, refBox[i], d, 3.0);
w = max(d, 0.001);
}
else
@@ -547,16 +556,16 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
// pad sphere for manual probe extending into automatic probe space
float rr = r * r;
- v = sphereIntersect(pos, dir, c,
+ v = sphereIntersect(pos, dir, c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, refParams[i], dw);
}
v -= c;
v = env_mat * v;
-
+
vec3 col = textureLod(irradianceProbes, vec4(v.xyz, refIndex[i].x), 0).rgb * refParams[i].x;
col = mix(amblit, col, min(refParams[i].x, 1.0));
@@ -618,7 +627,7 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
@@ -647,7 +656,7 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
{
continue;
}
-
+
{
float w = 0;
float dw = 0;
@@ -677,10 +686,53 @@ vec3 sampleProbeAmbient(vec3 pos, vec3 dir, vec3 amblit)
col[1] *= 1.0/wsum[1];
col[0] = vec3(0);
}
-
+
return col[1]+col[0];
}
+#if defined(HERO_PROBES)
+
+uniform vec4 clipPlane;
+uniform samplerCubeArray heroProbes;
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+ float clipDist = dot(pos.xyz, clipPlane.xyz) + clipPlane.w;
+ float w = 0;
+ float dw = 0;
+ float falloffMult = 10;
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+ if (heroShape < 1)
+ {
+ float d = 0;
+ boxIntersect(pos, norm, heroBox, d, 1.0);
+
+ w = max(d, 0);
+ }
+ else
+ {
+ float r = heroSphere.w;
+
+ w = sphereWeight(pos, refnormpersp, heroSphere.xyz, r, vec4(1), dw);
+ }
+
+ clipDist = clipDist * 0.95 + 0.05;
+ clipDist = clamp(clipDist * falloffMult, 0, 1);
+ w = clamp(w * falloffMult * clipDist, 0, 1);
+ w = mix(0, w, clamp(glossiness - 0.75, 0, 1) * 4); // We only generate a quarter of the mips for the hero probes. Linearly interpolate between normal probes and hero probes based upon glossiness.
+ glossenv = mix(glossenv, textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0-glossiness)*heroMipCount).xyz, w);
+}
+
+#else
+
+void tapHeroProbe(inout vec3 glossenv, vec3 pos, vec3 norm, float glossiness)
+{
+}
+
+#endif
+
+
+
void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit)
{
@@ -689,7 +741,10 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- ambenv = sampleProbeAmbient(pos, norm, amblit);
+ ambenv = amblit;
+
+ if (classic_mode == 0)
+ ambenv = sampleProbeAmbient(pos, norm, amblit);
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
@@ -712,6 +767,8 @@ void doProbeSample(inout vec3 ambenv, inout vec3 glossenv,
glossenv = mix(glossenv, ssr.rgb, ssr.a);
}
#endif
+
+ tapHeroProbe(glossenv, pos, norm, glossiness);
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
@@ -732,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
probeIndex[probeInfluences++] = 0;
doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit);
-
- // fudge factor to get PBR water at a similar luminance ot legacy water
- glossenv *= 0.4;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
@@ -747,7 +801,7 @@ void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)
{
if (refIndex[i].w < 0)
{
- boxIntersectDebug(origin, pos, i, col);
+ boxIntersectDebug(origin, pos, refBox[i], col);
}
else
{
@@ -793,14 +847,18 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
- ambenv = sampleProbeAmbient(pos, norm, amblit);
+ ambenv = amblit;
+
+ if (classic_mode == 0)
+ ambenv = sampleProbeAmbient(pos, norm, amblit);
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
glossenv = sampleProbes(pos, normalize(refnormpersp), lod);
+
}
-
+
if (envIntensity > 0.0)
{
legacyenv = sampleProbes(pos, normalize(refnormpersp), 0.0);
@@ -826,6 +884,9 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
}
#endif
+ tapHeroProbe(glossenv, pos, norm, glossiness);
+ tapHeroProbe(legacyenv, pos, norm, 1.0);
+
glossenv = clamp(glossenv, vec3(0), vec3(10));
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
index dbf20fe2d8..5eda28bd8a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -40,36 +40,33 @@ uniform sampler2D specularRect;
uniform sampler2D diffuseRect;
uniform sampler2D diffuseMap;
-vec3 getNorm(vec2 screenpos);
+vec4 getNorm(vec2 screenpos);
float getDepth(vec2 pos_screen);
float linearDepth(float d, float znear, float zfar);
float linearDepth01(float d, float znear, float zfar);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
float random (vec2 uv);
float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n, inout vec4 collectedColor, sampler2D source, float glossiness);
-void main()
+void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = linearDepth01(getDepth(tc), zNear, zFar);
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
+ vec4 norm = getNorm(tc); // need `norm.w` for GET_GBUFFER_FLAG()
vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
vec4 spec = texture(specularRect, tc);
vec2 hitpixel;
-
+
vec4 diffuse = texture(diffuseRect, tc);
vec3 specCol = spec.rgb;
vec4 fcol = texture(diffuseMap, tc);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(norm.w, GBUFFER_FLAG_HAS_PBR))
{
vec3 orm = specCol.rgb;
float perceptualRoughness = orm.g;
@@ -84,7 +81,7 @@ void main()
vec4 collectedColor = vec4(0);
- float w = tapScreenSpaceReflection(4, tc, pos, n, collectedColor, diffuseMap, 0);
+ float w = tapScreenSpaceReflection(4, tc, pos, norm.xyz, collectedColor, diffuseMap, 0.f);
collectedColor.rgb *= specCol.rgb;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
index f7e7268cc3..5555024b03 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
@@ -36,13 +36,13 @@ out vec3 camera_ray;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = pos.xy * 0.5 + 0.5;
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
- vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1);
+ vary_fragcoord = pos.xy * 0.5 + 0.5;
+
+ vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1);
camera_ray = rayOrig.xyz / rayOrig.w;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
index f14f7eac8d..e8901c7ba2 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
@@ -92,7 +92,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float
vec2 screenPosition;
bool hit = false;
hitColor = vec4(0);
-
+
int i = 0;
if (depth > depthRejectBias)
{
@@ -107,7 +107,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float
}
depthFromScreen = getLinearDepth(screenPosition);
delta = abs(marchingPosition.z) - depthFromScreen;
-
+
if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon)
{
break;
@@ -151,7 +151,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float
{
step *= 0.5;
marchingPosition = marchingPosition - step * sign(delta);
-
+
screenPosition = generateProjectedPosition(marchingPosition);
if (screenPosition.x > 1 || screenPosition.x < 0 ||
screenPosition.y > 1 || screenPosition.y < 0)
@@ -180,7 +180,7 @@ bool traceScreenRay(vec3 position, vec3 reflection, out vec4 hitColor, out float
}
}
}
-
+
return hit;
}
@@ -335,18 +335,18 @@ collectedColor = vec4(1, 0, 1, 1);
vec2 uv2 = tc * screen_res;
float c = (uv2.x + uv2.y) * 0.125;
float jitter = mod( c, 1.0);
-
+
vec2 screenpos = 1 - abs(tc * 2 - 1);
float vignette = clamp((abs(screenpos.x) * abs(screenpos.y)) * 16,0, 1);
vignette *= clamp((dot(normalize(viewPos), n) * 0.5 + 0.5) * 5.5 - 0.8, 0, 1);
-
+
float zFar = 128.0;
vignette *= clamp(1.0+(viewPos.z/zFar), 0.0, 1.0);
vignette *= clamp(glossiness * 3 - 1.7, 0, 1);
vec4 hitpoint;
-
+
glossiness = 1 - glossiness;
totalSamples = int(max(glossySampleCount, glossySampleCount * glossiness * vignette));
@@ -376,7 +376,7 @@ collectedColor = vec4(1, 0, 1, 1);
collectedColor.a += 1;
}
}
-
+
if (hits > 0)
{
collectedColor /= hits;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 5e8fe9301a..aac75a0739 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -23,22 +23,18 @@
* $/LicenseInfo$
*/
+/*[EXTRA_CODE_HERE]*/
+
#define FLT_MAX 3.402823466e+38
out vec4 frag_color;
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D normalMap;
-uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
-
const float M_PI = 3.14159265;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
uniform sampler2D lightMap;
#endif
-uniform sampler2D depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@@ -50,17 +46,20 @@ uniform float ssao_irradiance_max;
#endif
// Inputs
+uniform vec4 clipPlane;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
+uniform int classic_mode;
+
in vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 getNorm(vec2 pos_screen);
+vec4 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
@@ -104,13 +103,7 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
- float metallic,
- vec3 n, // normal
- vec3 v, // surface point to camera
- vec3 l); //surface point to light
-
+GBufferInfo getGBuffer(vec2 screenpos);
void adjustIrradiance(inout vec3 irradiance, float ambocc)
{
@@ -127,13 +120,15 @@ void main()
vec2 tc = vary_fragcoord.xy;
float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = getNorm(tc);
+
+ GBufferInfo gb = getGBuffer(tc);
+
+ vec3 colorEmissive = gb.emissive.rgb;
+ float envIntensity = gb.envIntensity;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- vec4 baseColor = texture(diffuseRect, tc);
- vec4 spec = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
+ vec4 baseColor = gb.albedo;
+ vec4 spec = gb.specular; // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;
@@ -158,27 +153,30 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ calcAtmosphericVarsLinear(pos.xyz, gb.normal, light_dir, sunlit, amblit, additive, atten);
+
+ if (classic_mode > 0)
+ sunlit *= 1.35;
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 sunlit_linear = sunlit;
vec3 amblit_linear = amblit;
- vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture(specularRect, tc).rgb;
+ vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
+ vec3 irradiance = amblit_linear;
+
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
-
- sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear);
-
+
+ sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, gb.normal, gloss, false, amblit_linear);
+
adjustIrradiance(irradiance, ambocc);
vec3 diffuseColor;
@@ -186,12 +184,21 @@ void main()
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
- color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ color = pbrBaseLight(diffuseColor, specularColor, metallic, v, gb.normal, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
}
- else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
+ else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_HDRI))
{
- //should only be true of WL sky, just port over base color value
- color = texture(emissiveRect, tc).rgb;
+ // actual HDRI sky, just copy color value
+ color = colorEmissive.rgb;
+ }
+ else if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_SKIP_ATMOS))
+ {
+ //should only be true of WL sky, port over base color value and scale for fake HDR
+#if defined(HAS_EMISSIVE)
+ color = colorEmissive.rgb;
+#else
+ color = baseColor.rgb;
+#endif
color = srgb_to_linear(color);
color *= sky_hdr_scale;
}
@@ -199,34 +206,46 @@ void main()
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = srgb_to_linear(baseColor.rgb);
-
+
spec.rgb = srgb_to_linear(spec.rgb);
- float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
+ float da = clamp(dot(gb.normal, light_dir.xyz), 0.0, 1.0);
- vec3 irradiance = vec3(0);
+ vec3 irradiance = amblit;
vec3 glossenv = vec3(0);
vec3 legacyenv = vec3(0);
- sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear);
-
+ sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, gb.normal, spec.a, envIntensity, false, amblit_linear);
+
adjustIrradiance(irradiance, ambocc);
// apply lambertian IBL only (see pbrIbl)
color.rgb = irradiance;
- vec3 sun_contrib = min(da, scol) * sunlit_linear;
- color.rgb += sun_contrib;
+ if (classic_mode > 0)
+ {
+ da = pow(da,1.2);
+ vec3 sun_contrib = vec3(min(da, scol));
+
+ color.rgb = srgb_to_linear(color.rgb * 0.9 + (linear_to_srgb(sun_contrib) * sunlit_linear * 0.7));
+ sunlit_linear = srgb_to_linear(sunlit_linear);
+ }
+ else
+ {
+ vec3 sun_contrib = min(da, scol) * sunlit_linear;
+ color.rgb += sun_contrib;
+ }
+
color.rgb *= baseColor.rgb;
-
- vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+
+ vec3 refnormpersp = reflect(pos.xyz, gb.normal);
if (spec.a > 0.0)
{
vec3 lv = light_dir.xyz;
vec3 h, l, v = -normalize(pos.xyz);
float nh, nl, nv, vh, lightDist;
- vec3 n = norm.xyz;
+ vec3 n = gb.normal;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
if (nl > 0.0 && nh > 0.0)
@@ -243,17 +262,22 @@ void main()
}
// add radiance map
- applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+ applyGlossEnv(color, glossenv, spec, pos.xyz, gb.normal);
+
}
color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
-
+
if (envIntensity > 0.0)
{ // add environment map
- applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
+ applyLegacyEnv(color, legacyenv, spec, pos.xyz, gb.normal, envIntensity);
}
}
- frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
+ //color.r = classic_mode > 0 ? 1.0 : 0.0;
+ float final_scale = 1;
+ if (classic_mode > 0)
+ final_scale = 1.1;
+ frag_color.rgb = max(color.rgb * final_scale, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index d31b37fb60..a46e3688dc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -1,40 +1,34 @@
-/**
+/**
* @file class3\deferred\spotLightF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
out vec4 frag_color;
-uniform sampler2D diffuseRect;
-uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
-uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
-uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@@ -53,6 +47,7 @@ uniform vec3 proj_origin; //origin of projection to be used for angular attenuat
uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
+uniform int classic_mode;
// Light params
#if defined(MULTI_SPOTLIGHT)
@@ -72,7 +67,7 @@ uniform mat4 inv_proj;
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec2 getScreenCoord(vec4 clip);
@@ -83,12 +78,17 @@ vec4 getPosition(vec2 pos_screen);
const float M_PI = 3.14159265;
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
- vec3 l); //surface point to light
+ vec3 l, // surface point to light
+ out float nl,
+ out vec3 diff,
+ out vec3 spec);
+
+GBufferInfo getGBuffer(vec2 screenpos);
void main()
{
@@ -112,18 +112,18 @@ void main()
}
float shadow = 1.0;
-
+
if (proj_shadow_idx >= 0)
{
vec4 shd = texture(lightMap, tc);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
- shadow = clamp(shadow, 0.0, 1.0);
+ shadow = clamp(shadow, 0.0, 1.0);
}
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+ GBufferInfo gb = getGBuffer(tc);
+
+ vec3 n = gb.normal;
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
@@ -136,26 +136,27 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- vec3 diffuse = texture(diffuseRect, tc).rgb;
- vec4 spec = texture(specularRect, tc);
+ vec3 diffuse = gb.albedo.rgb;
+ vec4 spec = gb.specular;
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
vec3 amb_rgb = vec3(0);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
+ if (GET_GBUFFER_FLAG(gb.gbufferFlag, GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
-
+
vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
diffuseColor *= 1.0 - metallic;
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
+ vec3 diffPunc = vec3(0);
+ vec3 specPunc = vec3(0);
// We need this additional test inside a light's frustum since a spotlight's ambiance can be applied
if (proj_tc.x > 0.0 && proj_tc.x < 1.0
@@ -169,19 +170,26 @@ void main()
if (nl > 0.0)
{
amb_da += (nl*0.5 + 0.5) * proj_ambiance;
-
+
dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy );
vec3 intensity = dist_atten * dlit * 3.25 * shadow; // Legacy attenuation, magic number to balance with legacy materials
- final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
+
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc);
+
+ final_color += intensity * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
}
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy ) * 3.25; //magic number to balance with legacy ambiance
- final_color += amb_rgb * pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, -lv);
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv), nl, diffPunc, specPunc);
+
+ final_color += amb_rgb * clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
}
}
else
{
+ float envIntensity = gb.envIntensity;
+
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);
@@ -205,11 +213,11 @@ void main()
// unshadowed for consistency between forward and deferred?
amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;
}
-
+
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb * max(dot(-normalize(lv), n), 0.0);
}
-
+
if (spec.a > 0.0)
{
dlit *= min(nl*6.0, 1.0) * dist_atten;
@@ -218,7 +226,7 @@ void main()
float gtdenom = 2 * nh;
float gt = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));
-
+
if (nh > 0.0)
{
float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);
@@ -226,26 +234,26 @@ void main()
speccol = clamp(speccol, vec3(0), vec3(1));
final_color += speccol;
}
- }
+ }
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), n);
-
+
//project from point pos in direction ref to plane proj_p, proj_n
vec3 pdelta = proj_p-pos;
float ds = dot(ref, proj_n);
-
+
if (ds < 0.0)
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
-
+
vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
stc /= stc.w;
-
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
@@ -260,8 +268,10 @@ void main()
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));
-
+ float final_scale = 1.0;
+ if (classic_mode > 0)
+ final_scale = 0.9;
//output linear
- frag_color.rgb = final_color;
+ frag_color.rgb = final_color * final_scale;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index f6b8299f91..091c25d15e 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -28,8 +28,6 @@ out vec4 frag_color;
// Inputs
in vec4 vary_fragcoord;
-uniform sampler2D normalMap;
-
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
float getDepth(vec2 pos_screen);
@@ -37,13 +35,25 @@ vec4 getWaterFogView(vec3 pos);
uniform int above_water;
+uniform sampler2D exclusionTex;
+
void main()
{
vec2 tc = vary_fragcoord.xy/vary_fragcoord.w*0.5+0.5;
float depth = getDepth(tc.xy);
+ float mask = texture(exclusionTex, tc.xy).r;
if (above_water > 0)
- {
+ {
+ // Just discard if we're in the exclusion mask.
+ // The previous invisiprim hack we're replacing would also crank up water fog desntiy.
+ // But doing that makes exclusion surfaces very slow as we'd need to render even more into the mask.
+ // - Geenz 2025-02-06
+ if (mask < 1)
+ {
+ discard;
+ }
+
// we want to depth test when the camera is above water, but some GPUs have a hard time
// with depth testing against render targets that are bound for sampling in the same shader
// so we do it manually here
@@ -53,13 +63,14 @@ void main()
{
discard;
}
+
}
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture(normalMap, tc);
vec4 fogged = getWaterFogView(pos.xyz);
+ fogged.a = max(pow(fogged.a, 1.7), 0);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
-
+
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
index 16381a5d51..9c2b367158 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeV.glsl
@@ -41,19 +41,19 @@ uniform mat4 modelview_projection_matrix;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
if (above_water > 0)
{
pos = modelview_projection_matrix*pos;
}
- gl_Position = pos;
+ gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = pos;
+ vary_fragcoord = pos;
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index 223e55eb69..fa410e9f11 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -4,29 +4,29 @@
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
out vec4 frag_color;
-uniform sampler2D diffuseMap;
uniform sampler2D bumpMap;
+uniform sampler2D exclusionTex;
#ifdef TRANSPARENT_WATER
uniform sampler2D screenTex;
@@ -55,27 +55,32 @@ in vec4 view;
in vec3 vary_position;
vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
+void mirrorClip(vec3 position);
-void main()
+void main()
{
- vec4 color;
+ mirrorClip(vary_position);
+ vec2 screen_tc = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ float water_mask = texture(exclusionTex, screen_tc).r;
+
+ vec4 color;
//get detail normals
- vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
- vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3 = texture(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;
+ vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = screen_tc;
+ distort = mix(distort, distort+wavef.xy*refScale, water_mask);
#ifdef TRANSPARENT_WATER
- vec4 fb = texture(screenTex, distort);
+ vec4 fb = texture(screenTex, distort);
#else
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
-
+
fb = applyWaterFogViewLinearNoClip(vary_position, fb);
frag_color = max(fb, vec4(0));
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index b364e454e8..2121088405 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -1,30 +1,32 @@
-/**
+/**
* @file waterF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, 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
* $/LicenseInfo$
*/
-
+
// class3/environment/waterF.glsl
+#define WATER_MINIMAL 1
+
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
@@ -35,25 +37,32 @@ vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+void mirrorClip(vec3 pos);
+
// PBR interface
vec2 BRDF(float NoV, float roughness);
void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor);
-vec3 pbrIbl(vec3 diffuseColor,
+void pbrIbl(vec3 diffuseColor,
vec3 specularColor,
vec3 radiance, // radiance map sample
vec3 irradiance, // irradiance map sample
float ao, // ambient occlusion factor
float nv, // normal dot view vector
- float perceptualRoughness);
-
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
- float metallic,
- vec3 n, // normal
- vec3 v, // surface point to camera
- vec3 l); //surface point to light
+ out vec3 diffuse,
+ out vec3 specular);
+
+void pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
+ float metallic,
+ vec3 n, // normal
+ vec3 v, // surface point to camera
+ vec3 l, // surface point to light
+ out float nl,
+ out vec3 diff,
+ out vec3 spec);
vec3 pbrBaseLight(vec3 diffuseColor,
vec3 specularColor,
@@ -79,23 +88,17 @@ uniform sampler2D screenTex;
uniform sampler2D depthMap;
#endif
-uniform sampler2D refTex;
+uniform sampler2D exclusionTex;
-uniform float sunAngle;
-uniform float sunAngle2;
+uniform int classic_mode;
uniform vec3 lightDir;
uniform vec3 specular;
-uniform float lightExp;
+uniform float blurMultiplier;
uniform float refScale;
uniform float kd;
-uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
-uniform float blurMultiplier;
-uniform vec4 waterFogColor;
-uniform vec3 waterFogColorLinear;
-
//bigWave is (refCoord.w, view.w);
in vec4 refCoord;
@@ -115,6 +118,10 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
+vec3 atmosLighting(vec3 light);
+vec3 scaleSoftClip(vec3 light);
+vec3 toneMapNoExposure(vec3 color);
+
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
@@ -125,163 +132,213 @@ vec3 transform_normal(vec3 vNt)
void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear);
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
+
+void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit);
+
+
vec3 getPositionWithNDC(vec3 ndc);
-void main()
+void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3)
{
+ // Generate all of our wave normals.
+ // We layer these back and forth.
+
+ vec2 bigwave = vec2(refCoord.w, view.w);
+
+ vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0;
+ vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0;
+ vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0;
+
+ vec3 wave1_b = texture(bumpMap2, bigwave).xyz * 2.0 - 1.0;
+ vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz * 2.0 - 1.0;
+ vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz * 2.0 - 1.0;
+
+ wave1 = BlendNormal(wave1_a, wave1_b);
+ wave2 = BlendNormal(wave2_a, wave2_b);
+ wave3 = BlendNormal(wave3_a, wave3_b);
+}
+
+void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave1, vec3 wave2, vec3 wave3, vec3 wavef)
+{
+ // We calculate the fresnel here.
+ // We do this by getting the dot product for each sets of waves, and applying scale and offset.
+
+ df3 = max(vec3(0), vec3(
+ dot(viewVec, wave1),
+ dot(viewVec, (wave2 + wave3) * 0.5),
+ dot(viewVec, wave3)
+ ) * fresnelScale + fresnelOffset);
+
+ df3 *= df3;
+
+ df2 = max(vec2(0), vec2(
+ df3.x + df3.y + df3.z,
+ dot(viewVec, wavef) * fresnelScale + fresnelOffset
+ ));
+}
+
+void main()
+{
+ mirrorClip(vary_position);
+
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
vec3 pos = vary_position.xyz;
+ float linear_depth = 1 / -pos.z;
float dist = length(pos.xyz);
//normalize view vector
vec3 viewVec = normalize(pos.xyz);
- //get wave normals
- vec2 bigwave = vec2(refCoord.w, view.w);
- vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0;
- vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ // Setup our waves.
- vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0;
- vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave1 = vec3(0, 0, 1);
+ vec3 wave2 = vec3(0, 0, 1);
+ vec3 wave3 = vec3(0, 0, 1);
- //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
-
- vec3 wave1 = BlendNormal(wave1_a, wave1_b);
- vec3 wave2 = BlendNormal(wave2_a, wave2_b);
- vec3 wave3 = BlendNormal(wave3_a, wave3_b);
+ generateWaveNormals(wave1, wave2, wave3);
+ float dmod = sqrt(dist);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
-
- //wave1 = transform_normal(wave1);
- //wave2 = transform_normal(wave2);
- //wave3 = transform_normal(wave3);
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
+ vec3 df3 = vec3(0);
+ vec2 df2 = vec2(0);
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
+
+ calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef);
+
vec3 waver = wavef*3;
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
-
- vec3 wave_ibl = wavef;
+
+ vec3 wave_ibl = wavef * normScale;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
vec3 norm = transform_normal(normalize(wavef));
vdu = clamp(vdu, 0, 1);
- wavef.z *= max(vdu*vdu*vdu, 0.1);
+ //wavef.z *= max(vdu*vdu*vdu, 0.1);
wavef = normalize(wavef);
//wavef = vec3(0, 0, 1);
wavef = transform_normal(wavef);
-
- float dist2 = dist;
- dist = max(dist, 5.0);
-
- float dmod = sqrt(dist);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
- distort2 = clamp(distort2, vec2(0), vec2(0.999));
+ float dist2 = dist;
+ dist = max(dist, 5.0);
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2;
+
+ distort2 = clamp(distort2, vec2(0), vec2(0.999));
float shadow = 1.0f;
+ float water_mask = texture(exclusionTex, distort).r;
+
#ifdef HAS_SUN_SHADOW
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
#endif
- calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = sunlit;
+ float fade = 1;
+#ifdef TRANSPARENT_WATER
+ float depth = texture(depthMap, distort).r;
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0));
-#ifdef TRANSPARENT_WATER
- vec4 fb = texture(screenTex, distort2);
- float depth = texture(depthMap, distort2).r;
- vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
+ // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
+ fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask;
+ distort2 = mix(distort, distort2, min(1, fade * 10));
+ depth = texture(depthMap, distort2).r;
+
+ refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
- if (refPos.z > pos.z-0.05)
+ if (pos.z < refPos.z - 0.05)
{
- //we sampled an above water sample, don't distort
distort2 = distort;
- fb = texture(screenTex, distort2);
- depth = texture(depthMap, distort2).r;
- refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
+ vec4 fb = texture(screenTex, distort2);
+
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
+
+ if (water_mask < 1)
+ discard;
#endif
- // fudge sample on other side of water to be a tad darker
- fb.rgb *= 0.75;
+ float metallic = 1.0;
+ float perceptualRoughness = blurMultiplier;
+ float gloss = 1 - perceptualRoughness;
- float metallic = 0.0;
- float perceptualRoughness = 0.05;
- float gloss = 1.0 - perceptualRoughness;
-
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
+ vec3 legacyenv = vec3(0);
- irradiance = vec3(0);
+ // TODO: Make this an option.
+#ifdef WATER_MINIMAL
+ sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
+#elif WATER_MINIMAL_PLUS
+ sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, false, amblit);
+#endif
vec3 diffuseColor = vec3(0);
vec3 specularColor = vec3(0);
- calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor);
+ vec3 specular_linear = srgb_to_linear(specular);
+ calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
vec3 colorEmissive = vec3(0);
float ao = 1.0;
vec3 light_dir = transform_normal(lightDir);
-
- perceptualRoughness = 0.0;
- metallic = 1.0;
float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
- vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir));
-
- vec3 color = punctual * sunlit_linear * 2.75 * shadow;
+ float nl = 0;
+ vec3 diffPunc = vec3(0);
+ vec3 specPunc = vec3(0);
- vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0);
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
- color += ibl;
+ vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten;
+ radiance *= df2.y;
+ //radiance = toneMapNoExposure(radiance);
+ vec3 color = vec3(0);
+ color = mix(fb.rgb, radiance, min(1, df2.x)) + punctual.rgb;
- float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
- vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0);
- float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y);
- f *= 0.9;
- f *= f;
+ float water_haze_scale = 4;
- // incoming scale is [0, 1] with 0.5 being default
- // shift to 0.5 to 1.5
- f *= (fresnelScale - 0.5)+1.0;
+ if (classic_mode > 0)
+ water_haze_scale = 1;
- // incoming offset is [0, 1] with 0.5 being default
- // shift from -1 to 1
- f += (fresnelOffset - 0.5) * 2.0;
+ // This looks super janky, but we do this to restore water haze in the distance.
+ // These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday.
+ // color = mix(color, additive * water_haze_scale, (1 - atten));
- f = clamp(f, 0, 1);
+ // We shorten the fade here at the shoreline so it doesn't appear too soft from a distance.
+ fade *= 60;
+ fade = min(1, fade);
+ color = mix(fb.rgb, color, fade);
- color = ((1.0 - f) * color) + fb.rgb;
+ float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0);
- float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
-
- frag_color = max(vec4(color, spec), vec4(0));
+ frag_color = min(vec4(1),max(vec4(color.rgb, spec * water_mask), vec4(0)));
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index 77bbbabfae..8d6b5cf890 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -1,34 +1,34 @@
-/**
+/**
* @file class3\lighting\lightV.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
* $/LicenseInfo$
*/
-
+
// used for preview renders only
vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
- vec4 c = sumLights(pos, norm, color);
+ vec4 c = sumLights(pos, norm, color);
return c;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
index c1aee69c30..85b05ca034 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl
@@ -4,25 +4,25 @@
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
-
+
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol);
@@ -32,35 +32,35 @@ vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
uniform vec4 light_position[8];
-uniform vec4 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- vec3 view = normalize(pos);
-
- /// collect all the specular values from each calcXXXLightSpecular() function
- vec4 specularSum = vec4(0.0);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
- col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);
- col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);
- col.rgb = scaleDownLight(col.rgb);
-
- // Add windlight lights
- col.rgb += atmosAmbient();
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0));
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ vec3 view = normalize(pos);
+
+ /// collect all the specular values from each calcXXXLightSpecular() function
+ vec4 specularSum = vec4(0.0);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+ col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[4].xyz, light_attenuation[4].x, light_attenuation[4].y, light_diffuse[4].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);
+ col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);
+ col.rgb = scaleDownLight(col.rgb);
+
+ // Add windlight lights
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0));
- col.rgb = min(col.rgb*color.rgb, 1.0);
- specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+ specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0);
- col.rgb += specularColor.rgb;
- return col;
+ col.rgb += specularColor.rgb;
+ return col;
}
diff --git a/indra/newview/app_settings/shaders/errorF.glsl b/indra/newview/app_settings/shaders/errorF.glsl
index 573bb5887b..a4ad1e62d9 100644
--- a/indra/newview/app_settings/shaders/errorF.glsl
+++ b/indra/newview/app_settings/shaders/errorF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file errorF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/errorV.glsl b/indra/newview/app_settings/shaders/errorV.glsl
index e4b362c8c8..54516dee4e 100644
--- a/indra/newview/app_settings/shaders/errorV.glsl
+++ b/indra/newview/app_settings/shaders/errorV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file errorV.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, 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
* $/LicenseInfo$
*/