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-rw-r--r--indra/newview/app_settings/settings.xml45
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl103
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/clipF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/clipV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class1/transform/binormalV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/transform/colorV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/transform/normalV.glsl36
-rw-r--r--indra/newview/app_settings/shaders/class1/transform/positionV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl35
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl42
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl122
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl45
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl49
21 files changed, 685 insertions, 186 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c9b4de0140..f057edb33b 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -148,7 +148,7 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>ApplyTextureImmediately</key>
+ <key>TextureLivePreview</key>
<map>
<key>Comment</key>
<string>Preview selections in texture picker immediately</string>
@@ -7274,7 +7274,7 @@
<key>WebContentWindowLimit</key>
<map>
<key>Comment</key>
- <string>Maximum number of web brower windows that can be open at once in the Web content floater (0 for no limit)</string>
+ <string>Maximum number of web browser windows that can be open at once in the Web content floater (0 for no limit)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -8079,7 +8079,7 @@
<key>Type</key>
<string>F32</string>
<key>Value</key>
- <real>0</real>
+ <real>-0.007</real>
</map>
<key>RenderShadowOffsetError</key>
<map>
@@ -8093,6 +8093,18 @@
<real>0</real>
</map>
+ <key>RenderDepthPrePass</key>
+ <map>
+ <key>Comment</key>
+ <string>EXPERIMENTAL: Prime the depth buffer with simple prim geometry before rendering with textures.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+
<key>RenderDepthOfField</key>
<map>
<key>Comment</key>
@@ -9172,7 +9184,7 @@
<key>RenderUseVAO</key>
<map>
<key>Comment</key>
- <string>Use GL Vertex Array Objects</string>
+ <string>[EXPERIMENTAL] Use GL Vertex Array Objects</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9180,7 +9192,19 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>RenderVBOMappingDisable</key>
+ <key>RenderUseTransformFeedback</key>
+ <map>
+ <key>Comment</key>
+ <string>[EXPERIMENTAL] Use transform feedback shaders for LoD updates</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+
+ <key>RenderVBOMappingDisable</key>
<map>
<key>Comment</key>
<string>Disable VBO glMapBufferARB</string>
@@ -12227,6 +12251,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderSynchronousOcclusion</key>
+ <map>
+ <key>Comment</key>
+ <string>Don't let occlusion queries get more than one frame behind (block until they complete).</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RenderDelayVBUpdate</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
index cb87b754b4..1113a9845b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
@@ -31,6 +31,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+uniform float minimum_alpha;
+
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
@@ -70,9 +72,15 @@ void main()
vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
+ if (diff.a < minimum_alpha)
+ {
+ discard;
+ }
+
vec4 col = vec4(vary_ambient + vary_directional.rgb, 1.0);
vec4 color = diff * col;
+
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 75de47614c..bff87cb6aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -55,8 +55,6 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
uniform vec3 center;
uniform vec3 color;
@@ -143,7 +141,8 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0, norm.z);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 19800a8b8e..f671d5b750 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -42,12 +42,13 @@ uniform sampler2DRect depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
-uniform vec3 center;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
uniform vec2 screen_res;
uniform mat4 inv_proj;
@@ -74,7 +75,7 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos;
+ vec3 lv = trans_center.xyz-pos;
float dist2 = dot(lv,lv);
dist2 /= size;
if (dist2 > 1.0)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index cb14e6d4e8..9491421236 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -24,16 +24,22 @@
*/
uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
ATTRIBUTE vec3 position;
+uniform vec3 center;
+uniform float size;
+
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec3 p = position*sqrt(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/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
new file mode 100644
index 0000000000..6195e2f1ec
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -0,0 +1,44 @@
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec4 post_pos;
+
+uniform vec3 box_center;
+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);
+
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 7ed8ed3370..cca63872de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -24,18 +24,21 @@
*/
-#extension GL_ARB_texture_rectangle : enable
-
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
+//class 1 -- no shadows
+
+#extension GL_ARB_texture_rectangle : enable
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
+uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
@@ -46,6 +49,7 @@ uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
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_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
@@ -53,19 +57,66 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform vec3 center;
uniform vec3 color;
uniform float falloff;
uniform float size;
VARYING vec4 vary_fragcoord;
+VARYING vec3 trans_center;
+
uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -84,16 +135,16 @@ void main()
frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = center.xyz-pos.xyz;
+ vec3 lv = trans_center.xyz-pos.xyz;
float dist2 = dot(lv,lv);
dist2 /= size;
if (dist2 > 1.0)
{
discard;
}
-
+
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ norm = vec3((norm.xy-0.5)*2.0, norm.z);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -107,7 +158,11 @@ void main()
proj_tc.xyz /= proj_tc.w;
float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
lv = proj_origin-pos.xyz;
lv = normalize(lv);
@@ -125,32 +180,32 @@ void main()
proj_tc.y > 0.0)
{
float lit = 0.0;
+ float amb_da = proj_ambiance;
+
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
- vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
+ amb_da += (da*0.5)*proj_ambiance;
}
- float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
- vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
- float amb_da = proj_ambiance;
-
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
+
amb_da *= dist_atten * noise;
-
+
amb_da = min(amb_da, 1.0-lit);
-
+
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -168,18 +223,22 @@ void main()
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
- vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
- stc.xy /= stc.z+proj_near;
-
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
new file mode 100644
index 0000000000..ac2bc8703b
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file debugF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec4 color;
+uniform vec4 clip_plane;
+
+VARYING vec3 vary_position;
+
+
+void main()
+{
+ if (dot(vary_position,clip_plane.xyz)+clip_plane.w < 0.0)
+ {
+ discard;
+ }
+
+ frag_color = color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
new file mode 100644
index 0000000000..e376b25a71
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @file debugV.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+uniform mat4 modelview_matrix;
+
+ATTRIBUTE vec3 position;
+
+VARYING 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);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
new file mode 100644
index 0000000000..5c479d27a9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl
@@ -0,0 +1,38 @@
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+uniform vec3 box_center;
+uniform vec3 box_size;
+
+void main()
+{
+ 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/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl
new file mode 100644
index 0000000000..44f1aa34a0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file binormalV.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;
+
+ATTRIBUTE vec3 binormal;
+
+VARYING vec4 binormal_out;
+
+void main()
+{
+ binormal_out = vec4(normal_matrix * binormal, 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/colorV.glsl b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl
new file mode 100644
index 0000000000..59c4a7d895
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/colorV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file colorV.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 int color_in;
+
+ATTRIBUTE vec3 position;
+
+VARYING int color_out;
+
+void main()
+{
+ color_out = color_in;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/normalV.glsl b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl
new file mode 100644
index 0000000000..a213aa0ae8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/normalV.glsl
@@ -0,0 +1,36 @@
+/**
+ * @file normalV.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;
+
+ATTRIBUTE vec3 normal;
+
+VARYING vec4 normal_out;
+
+void main()
+{
+ normal_out = vec4(normalize(normal_matrix * normal), 0.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/positionV.glsl b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl
new file mode 100644
index 0000000000..01eed18de4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/positionV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file positionV.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 int texture_index_in;
+
+ATTRIBUTE vec3 position;
+
+VARYING vec3 position_out;
+VARYING int texture_index_out;
+
+void main()
+{
+ texture_index_out = texture_index_in;
+ position_out = (modelview_matrix*vec4(position, 1.0)).xyz;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl
new file mode 100644
index 0000000000..0e074f3cec
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/transform/texcoordV.glsl
@@ -0,0 +1,35 @@
+/**
+ * @file texcoordV.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
+ * $/LicenseInfo$
+ */
+
+
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 texcoord_out;
+
+void main()
+{
+ texcoord_out = texcoord0;
+}
+
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 ba6f3ace53..c3950a10e1 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
@@ -31,17 +31,18 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRectShadow shadowMap0;
-uniform sampler2DRectShadow shadowMap1;
-uniform sampler2DRectShadow shadowMap2;
-uniform sampler2DRectShadow shadowMap3;
+uniform float minimum_alpha;
+
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
uniform sampler2DRect depthMap;
uniform sampler2D diffuseMap;
uniform mat4 shadow_matrix[6];
uniform vec4 shadow_clip;
uniform vec2 screen_res;
-uniform vec2 shadow_res;
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
@@ -53,6 +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;
@@ -70,20 +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;
}
@@ -97,6 +100,13 @@ void main()
float shadow = 0.0;
vec4 pos = vec4(vary_position, 1.0);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ if (diff.a < minimum_alpha)
+ {
+ discard;
+ }
+
vec4 spos = pos;
if (spos.z > -shadow_clip.w)
@@ -111,8 +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;
@@ -123,8 +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;
@@ -135,8 +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;
@@ -147,8 +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;
@@ -164,8 +170,6 @@ void main()
shadow = 1.0;
}
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, 1.0);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 99a277fbfc..ab077d9e02 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -31,8 +31,6 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-VARYING vec4 vertex_color;
-
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect depthMap;
@@ -49,6 +47,7 @@ uniform vec3 proj_n;
uniform float proj_focus; //distance from plane to begin blurring
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_ambient_lod;
uniform float proj_ambiance;
uniform float near_clip;
uniform float far_clip;
@@ -58,16 +57,65 @@ uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
-VARYING vec4 vary_light;
+uniform float size;
+uniform vec3 color;
+uniform float falloff;
+VARYING vec3 trans_center;
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
uniform mat4 inv_proj;
+vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float det = max(1.0-lod/(proj_lod*0.5), 0.0);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
+
+ float det = min(lod/(proj_lod*0.5), 1.0);
+
+ float d = min(dist.x, dist.y);
+
+ float edge = 0.25*det;
+
+ ret *= clamp(d/edge, 0.0, 1.0);
+
+ return ret;
+}
+
+vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
+{
+ vec4 ret = texture2DLod(projectionMap, tc, lod);
+
+ vec2 dist = tc-vec2(0.5);
+
+ float d = dot(dist,dist);
+
+ ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0), 1.0);
+
+ return ret;
+}
+
+
vec4 getPosition(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
vec2 sc = pos_screen.xy*2.0;
sc /= screen_res;
sc -= vec2(1.0,1.0);
@@ -85,6 +133,15 @@ void main()
frag.xyz = frag.xyz*0.5+0.5;
frag.xy *= screen_res;
+ vec3 pos = getPosition(frag.xy).xyz;
+ vec3 lv = trans_center.xyz-pos.xyz;
+ float dist2 = dot(lv,lv);
+ dist2 /= size;
+ if (dist2 > 1.0)
+ {
+ discard;
+ }
+
float shadow = 1.0;
if (proj_shadow_idx >= 0)
@@ -96,15 +153,6 @@ void main()
shadow = min(sh[proj_shadow_idx]+shadow_fade, 1.0);
}
- vec3 pos = getPosition(frag.xy).xyz;
- vec3 lv = vary_light.xyz-pos.xyz;
- float dist2 = dot(lv,lv);
- dist2 /= vary_light.w;
- if (dist2 > 1.0)
- {
- discard;
- }
-
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
@@ -119,8 +167,12 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = vertex_color.a+1.0;
- float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
lv = proj_origin-pos.xyz;
lv = normalize(lv);
@@ -138,37 +190,33 @@ void main()
proj_tc.y > 0.0)
{
float lit = 0.0;
+ float amb_da = proj_ambiance;
+
if (da > 0.0)
{
float diff = clamp((l_dist-proj_focus)/proj_range, 0.0, 1.0);
float lod = diff * proj_lod;
- vec4 plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
+ vec4 plcol = texture2DLodDiffuse(projectionMap, proj_tc.xy, lod);
- vec3 lcol = vertex_color.rgb * plcol.rgb * plcol.a;
+ vec3 lcol = color.rgb * plcol.rgb * plcol.a;
lit = da * dist_atten * noise;
col = lcol*lit*diff_tex*shadow;
- }
-
- float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- float lod = diff * proj_lod;
- vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, lod);
- //float amb_da = mix(proj_ambiance, proj_ambiance*max(-da, 0.0), max(da, 0.0));
- float amb_da = proj_ambiance;
- if (da > 0.0)
- {
amb_da += (da*0.5)*(1.0-shadow)*proj_ambiance;
}
+ //float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
+ vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
+
amb_da += (da*da*0.5+0.5)*proj_ambiance;
-
+
amb_da *= dist_atten * noise;
-
+
amb_da = min(amb_da, 1.0-lit);
-
- col += amb_da*vertex_color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
+
+ col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
@@ -185,19 +233,23 @@ void main()
{
vec3 pfinal = pos + ref * dot(pdelta, proj_n)/ds;
- vec3 stc = (proj_mat * vec4(pfinal.xyz, 1.0)).xyz;
+ vec4 stc = (proj_mat * vec4(pfinal.xyz, 1.0));
if (stc.z > 0.0)
{
- stc.xy /= stc.z+proj_near;
-
+ stc.xy /= stc.w;
+
+ float fatten = clamp(spec.a*spec.a+spec.a*0.5, 0.25, 1.0);
+
+ stc.xy = (stc.xy - vec2(0.5)) * fatten + vec2(0.5);
+
if (stc.x < 1.0 &&
stc.y < 1.0 &&
stc.x > 0.0 &&
stc.y > 0.0)
{
- vec4 scol = texture2DLod(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
- col += dist_atten*scol.rgb*vertex_color.rgb*scol.a*spec.rgb*shadow;
+ vec4 scol = texture2DLodSpecular(projectionMap, stc.xy, proj_lod-spec.a*proj_lod);
+ col += dist_atten*scol.rgb*color.rgb*scol.a*spec.rgb*shadow;
}
}
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index db3d760359..c1495b145e 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 dfe108eb01..039fca9df2 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;