diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/cmd_line.xml | 2 | ||||
-rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/logcontrol.xml | 0 | ||||
-rwxr-xr-x[-rw-r--r--] | indra/newview/app_settings/settings.xml | 94 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 42 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl | 40 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 37 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl | 45 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl | 49 |
8 files changed, 190 insertions, 119 deletions
diff --git a/indra/newview/app_settings/cmd_line.xml b/indra/newview/app_settings/cmd_line.xml index 711191128b..7ab7787d77 100644 --- a/indra/newview/app_settings/cmd_line.xml +++ b/indra/newview/app_settings/cmd_line.xml @@ -357,7 +357,7 @@ <key>count</key> <integer>1</integer> <key>map-to</key> - <string>SkinFolder</string> + <string>SkinCurrent</string> </map> <key>slurl</key> diff --git a/indra/newview/app_settings/logcontrol.xml b/indra/newview/app_settings/logcontrol.xml index 64122bbb6c..64122bbb6c 100644..100755 --- a/indra/newview/app_settings/logcontrol.xml +++ b/indra/newview/app_settings/logcontrol.xml diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 2af71d98b8..5e42fc29f7 100644..100755 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -3270,6 +3270,17 @@ <key>Value</key> <integer>0</integer> </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> @@ -5023,7 +5034,7 @@ <key>LoginLocation</key> <map> <key>Comment</key> - <string>Login location ('last', 'home')</string> + <string>Default Login location ('last', 'home') preference</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -6123,7 +6134,7 @@ <key>NextLoginLocation</key> <map> <key>Comment</key> - <string>Location to log into by default.</string> + <string>Location to log into for this session - set from command line or the login panel, cleared following a successfull login.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -8090,7 +8101,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0</real> + <real>-0.007</real> </map> <key>RenderShadowOffsetError</key> <map> @@ -10789,6 +10800,83 @@ <key>Value</key> <integer>0</integer> </map> + <key>TextureFetchSource</key> + <map> + <key>Comment</key> + <string>Debug use: Source to fetch textures</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>TextureFetchUpdateHighPriority</key> + <map> + <key>Comment</key> + <string>Number of high priority textures to update per frame</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>32</integer> + </map> + <key>TextureFetchUpdateMaxMediumPriority</key> + <map> + <key>Comment</key> + <string>Maximum number of medium priority textures to update per frame</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>256</integer> + </map> + <key>TextureFetchUpdateMinMediumPriority</key> + <map> + <key>Comment</key> + <string>Minimum number of medium priority textures to update per frame</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>32</integer> + </map> + <key>TextureFetchUpdatePriorityThreshold</key> + <map> + <key>Comment</key> + <string>Threshold under which textures will be considered too low priority and skipped for update</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <integer>0.0</integer> + </map> + <key>TextureFetchUpdateSkipLowPriority</key> + <map> + <key>Comment</key> + <string>Flag indicating if we want to skip textures with too low of a priority</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>TextureFetchUpdatePriorities</key> + <map> + <key>Comment</key> + <string>Number of priority texture to update per frame</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>S32</string> + <key>Value</key> + <integer>32</integer> + </map> <key>TextureLoadFullRes</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 8db4cb58cf..12706f130b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform mat4 shadow_matrix[6]; @@ -58,22 +58,22 @@ uniform float shadow_bias; uniform mat4 inv_proj; -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; - - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2DRect(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; - - return shadow*0.2; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + + return shadow*0.2; } @@ -99,8 +99,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos)*w; @@ -111,8 +110,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + 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; @@ -123,8 +121,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + 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; @@ -135,8 +132,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 33958a5010..228dc104ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -31,17 +31,16 @@ out vec4 frag_color; #define frag_color gl_FragColor #endif -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -54,6 +53,7 @@ VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; VARYING vec4 vertex_color; +uniform vec2 shadow_res; uniform float shadow_bias; uniform mat4 inv_proj; @@ -71,22 +71,22 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here - float cs = shadow2DRect(shadowMap, stc.xyz).x; + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; - - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; - return shadow*0.2; + return shadow*0.2; } @@ -112,8 +112,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos)*w; @@ -124,8 +123,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + 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; @@ -136,8 +134,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + 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; @@ -148,8 +145,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 2093fc37dc..c3950a10e1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -33,17 +33,16 @@ out vec4 frag_color; uniform float minimum_alpha; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; uniform mat4 shadow_matrix[6]; uniform vec4 shadow_clip; uniform vec2 screen_res; -uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -55,6 +54,8 @@ VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform mat4 inv_proj; @@ -72,20 +73,20 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc) { stc.xyz /= stc.w; stc.z += shadow_bias; - stc.x = floor(stc.x + fract(stc.y*12345)); // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(stc.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2D(shadowMap, stc.xyz).x; - float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; return shadow*0.2; } @@ -120,8 +121,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos)*w; @@ -132,8 +132,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + 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; @@ -144,8 +143,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + 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; @@ -156,8 +154,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index 92d8adbb79..890486c4b1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -35,10 +35,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; @@ -55,10 +55,10 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; uniform float shadow_bias; uniform float shadow_offset; @@ -78,30 +78,31 @@ vec4 getPosition(vec2 pos_screen) return pos; } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += shadow_bias; - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); // add some jitter to X sample pos according to Y to disguise the snapping going on here + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here + float cs = shadow2D(shadowMap, stc.xyz).x; - float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, -1.5, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + - return shadow*0.2; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -162,8 +163,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; @@ -174,8 +174,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + 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; @@ -186,7 +185,6 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(spos.z-far_split.x, 0.0)/transition_domain.x; @@ -198,7 +196,6 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -237,11 +234,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 08543e5fdf..2dcd3d656f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -34,10 +34,10 @@ out vec4 frag_color; uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; -uniform sampler2DRectShadow shadowMap0; -uniform sampler2DRectShadow shadowMap1; -uniform sampler2DRectShadow shadowMap2; -uniform sampler2DRectShadow shadowMap3; +uniform sampler2DShadow shadowMap0; +uniform sampler2DShadow shadowMap1; +uniform sampler2DShadow shadowMap2; +uniform sampler2DShadow shadowMap3; uniform sampler2DShadow shadowMap4; uniform sampler2DShadow shadowMap5; uniform sampler2D noiseMap; @@ -55,10 +55,11 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform vec2 shadow_res; uniform vec2 proj_shadow_res; uniform vec3 sun_dir; +uniform vec2 shadow_res; + uniform float shadow_bias; uniform float shadow_offset; @@ -139,30 +140,30 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm) return min(ret, 1.0); } -float pcfShadow(sampler2DRectShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; - stc.z += shadow_bias*scl; + stc.z += shadow_bias; - stc.x = floor(stc.x + fract(pos_screen.y*0.666666666)); + stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; + float cs = shadow2D(shadowMap, stc.xyz).x; - float cs = shadow2DRect(shadowMap, stc.xyz).x; float shadow = cs; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(2.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(1.0, -1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-1.0, 1.5, 0.0)).x; - shadow += shadow2DRect(shadowMap, stc.xyz+vec3(-2.0, -1.5, 0.0)).x; - + shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x; + shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x; + return shadow*0.2; } -float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) +float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen) { stc.xyz /= stc.w; stc.z += spot_shadow_bias*scl; stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap - + float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs; @@ -223,8 +224,7 @@ void main() if (spos.z < near_split.z) { lpos = shadow_matrix[3]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w; @@ -235,8 +235,7 @@ void main() if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; - lpos.xy *= shadow_res; - + 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; @@ -247,8 +246,7 @@ void main() if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; - lpos.xy *= shadow_res; - + 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; @@ -259,8 +257,7 @@ void main() if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; - lpos.xy *= shadow_res; - + float w = 1.0; w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; @@ -298,11 +295,11 @@ void main() //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8, pos_screen); + frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8, pos_screen); + frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen); //frag_color.rgb = pos.xyz; //frag_color.b = shadow; |