diff options
Diffstat (limited to 'indra/newview/app_settings')
7 files changed, 69 insertions, 26 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 62b8052a50..ee8c15752b 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> @@ -9068,6 +9090,28 @@        <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> diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 0170ad4b55..40b0cf47ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -61,17 +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. @@ -79,7 +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/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;	  | 
