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-rw-r--r--indra/newview/app_settings/commands.xml10
-rw-r--r--indra/newview/app_settings/settings.xml98
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl8
11 files changed, 158 insertions, 53 deletions
diff --git a/indra/newview/app_settings/commands.xml b/indra/newview/app_settings/commands.xml
index a44b895f7b..1d1d39c786 100644
--- a/indra/newview/app_settings/commands.xml
+++ b/indra/newview/app_settings/commands.xml
@@ -135,6 +135,16 @@
is_running_function="Floater.IsOpen"
is_running_parameters="moveview"
/>
+ <command name="outbox"
+ available_in_toybox="false"
+ icon="Command_Outbox_Icon"
+ label_ref="Command_Outbox_Label"
+ tooltip_ref="Command_Outbox_Tooltip"
+ execute_function="Floater.ToggleOrBringToFront"
+ execute_parameters="outbox"
+ is_running_function="Floater.IsOpen"
+ is_running_parameters="outbox"
+ />
<command name="people"
available_in_toybox="true"
icon="Command_People_Icon"
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 1ea623791d..0e26013152 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1828,6 +1828,28 @@
<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>
+ <string>Max idle time of a curl request before killed (requires restart)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>120.0</real>
+ </map>
<key>CurlUseMultipleThreads</key>
<map>
<key>Comment</key>
@@ -4271,16 +4293,49 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>InventoryMarketplaceUserStatus</key>
+ <key>InventoryOutboxLogging</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable debug output associated with the Merchant Outbox.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>InventoryOutboxMaxFolderCount</key>
<map>
<key>Comment</key>
- <string>Marketplace user status.</string>
+ <string>Maximum number of subfolders allowed in a listing in the merchant outbox.</string>
<key>Persist</key>
- <integer>1</integer>
+ <integer>0</integer>
<key>Type</key>
- <string>String</string>
+ <string>U32</string>
<key>Value</key>
- <string />
+ <integer>21</integer>
+ </map>
+ <key>InventoryOutboxMaxFolderDepth</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum number of nested levels of subfolders allowed in a listing in the merchant outbox.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>4</integer>
+ </map>
+ <key>InventoryOutboxMaxItemCount</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum number of items allowed in a listing in the merchant outbox.</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>200</integer>
</map>
<key>InventorySortOrder</key>
<map>
@@ -9024,6 +9079,28 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderAutoMuteByteLimit</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum bytes of attachments before an avatar is automatically visually muted (0 for no limit).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>RenderAutoMuteSurfaceAreaLimit</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum surface area of attachments before an avatar is automatically visually muted (0 for no limit).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderUseShaderLOD</key>
<map>
<key>Comment</key>
@@ -11345,17 +11422,6 @@
<key>Value</key>
<real>3</real>
</map>
- <key>UIResizeBarOverlap</key>
- <map>
- <key>Comment</key>
- <string>Size of UI resize bar overlap</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>S32</string>
- <key>Value</key>
- <real>1</real>
- </map>
<key>UIScaleFactor</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index b09441f7eb..40b0cf47ac 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -30,7 +30,6 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
mat4 getObjectSkinnedTransform();
void calcAtmospherics(vec3 inPositionEye);
@@ -38,8 +37,6 @@ float calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
VARYING vec3 vary_position;
VARYING vec3 vary_ambient;
@@ -64,17 +61,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -82,7 +79,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 93b1a114db..8c96d55342 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -70,17 +70,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -88,7 +88,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
@@ -123,7 +123,6 @@ void main()
col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
vary_pointlight_col = col.rgb*diffuse_color.rgb;
-
col.rgb = vec3(0,0,0);
// Add windlight lights
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index d7b90978ba..c0edddc40a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -65,17 +65,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -83,7 +83,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 88fe3c3dee..e612efba61 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -57,7 +57,7 @@ float getDepth(vec2 pos_screen)
float calc_cof(float depth)
{
- float sc = abs(depth-focal_distance)/-depth*blur_constant;
+ float sc = (depth-focal_distance)/-depth*blur_constant;
sc /= magnification;
@@ -79,9 +79,10 @@ void main()
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
float sc = calc_cof(depth);
- sc = min(abs(sc), max_cof);
+ sc = min(sc, max_cof);
+ sc = max(sc, -max_cof);
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
gl_FragColor.rgb = diff.rgb + bloom.rgb;
- gl_FragColor.a = sc/max_cof;
+ gl_FragColor.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 21453aefaa..01e3505359 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -48,7 +48,7 @@ void main()
vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
- float a = min(diff.a * max_cof*res_scale*res_scale, 1.0);
+ 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
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 4603d99c5e..18d451bf87 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -42,7 +42,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
vec4 s = texture2DRect(diffuseRect, tc);
- float sc = s.a*max_cof;
+ 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
{
@@ -57,6 +57,20 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
}
}
+void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
+{
+ vec4 s = texture2DRect(diffuseRect, tc);
+
+ 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 main()
{
vec2 tc = vary_fragcoord.xy;
@@ -66,12 +80,30 @@ void main()
{
float w = 1.0;
- float sc = diff.a*max_cof;
-
+ 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));
+ }
+ sc -= 1.0;
+ }
+ }
+ else if (sc < -0.5)
{
+ sc = abs(sc);
while (sc > 0.5)
{
int its = int(max(1.0,(sc*3.7)));
@@ -86,7 +118,7 @@ void main()
sc -= 1.0;
}
}
-
+
diff /= w;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
index 5a3955ef00..83815b1786 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
@@ -63,21 +63,21 @@ uniform vec3 light_diffuse[8];
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
- //get light vector
+//get light vector
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -85,7 +85,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 9540ddd2e8..1660f9687e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -69,17 +69,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -87,7 +87,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 9c7a332417..84c27edb26 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -66,17 +66,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = length(lv);
+ float d = dot(lv,lv);
float da = 0.0;
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv *= 1.0/d;
+ lv = normalize(lv);
//distance attenuation
- float dist2 = d*d/(la*la);
+ float dist2 = d/la;
da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
// spotlight coefficient.
@@ -84,7 +84,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, lv);
+ da *= max(dot(n, lv), 0.0);
}
return da;