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-rwxr-xr-xindra/newview/app_settings/keywords.ini51
-rwxr-xr-xindra/newview/app_settings/settings.xml73
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl53
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl150
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl92
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl136
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaV.glsl37
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl10
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl153
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/avatarF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/giF.glsl190
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl27
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl108
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl99
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/waterF.glsl6
-rwxr-xr-xindra/newview/app_settings/shaders/class1/environment/underWaterF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/environment/waterF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/objects/previewV.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl235
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl242
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl156
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/alphaV.glsl224
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl153
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl21
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl22
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl17
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl17
35 files changed, 245 insertions, 2145 deletions
diff --git a/indra/newview/app_settings/keywords.ini b/indra/newview/app_settings/keywords.ini
index a87310955f..ad843bca14 100755
--- a/indra/newview/app_settings/keywords.ini
+++ b/indra/newview/app_settings/keywords.ini
@@ -62,10 +62,12 @@ STATUS_ROTATE_X Passed in the llSetStatus library function. If FALSE, object do
STATUS_ROTATE_Y Passed in the llSetStatus library function. If FALSE, object doesn't rotate around local Y axis
STATUS_ROTATE_Z Passed in the llSetStatus library function. If FALSE, object doesn't rotate around local Z axis
STATUS_SANDBOX Passed in the llSetStatus library function. If TRUE, object can't cross region boundaries or move more than 10 meters from its start location
-STATUS_BLOCK_GRAB Passed in the llSetStatus library function. If TRUE, object can't be grabbed and physically dragged
+STATUS_BLOCK_GRAB Passed in the llSetStatus library function. If TRUE, root prim of linkset (or unlinked prim) can't be grabbed and physically dragged
STATUS_DIE_AT_EDGE Passed in the llSetStatus library function. If TRUE, objects that reach the edge of the world just die:rather than teleporting back to the owner
STATUS_RETURN_AT_EDGE Passed in the llSetStatus library function. If TRUE, script rezzed objects that reach the edge of the world:are returned rather than killed:STATUS_RETURN_AT_EDGE trumps STATUS_DIE_AT_EDGE if both are set
STATUS_CAST_SHADOWS Passed in the llSetStatus library function. If TRUE, object casts shadows on other objects
+STATUS_BLOCK_GRAB_OBJECT Passed in the llSetStatus library function. If TRUE, no prims in linkset can be grabbed or physically dragged
+
AGENT Passed in llSensor library function to look for other Agents
ACTIVE Passed in llSensor library function to look for moving objects
PASSIVE Passed in llSensor library function to look for objects that aren't moving
@@ -92,7 +94,7 @@ PERMISSION_CHANGE_LINKS Passed to llRequestPermissions library function to req
PERMISSION_TRACK_CAMERA Passed to llRequestPermissions library function to request permission to track agent's camera
PERMISSION_CONTROL_CAMERA Passed to llRequestPermissions library function to request permission to change agent's camera
PERMISSION_TELEPORT Passed to llRequestPermissions library function to request permission to teleport agent
-SCRIPT_PERMISSION_SILENT_ESTATE_MANAGEMENT Passed to llRequestPermissions library function to request permission to silently modify estate access lists
+PERMISSION_SILENT_ESTATE_MANAGEMENT Passed to llRequestPermissions library function to request permission to silently modify estate access lists
PERMISSION_OVERRIDE_ANIMATIONS Passed to llRequestPermissions library function to request permission to override animations on agent
PERMISSION_RETURN_OBJECTS Passed to llRequestPermissions library function to request permission to return objects
@@ -132,6 +134,7 @@ PSYS_PART_FOLLOW_VELOCITY_MASK
PSYS_PART_TARGET_POS_MASK
PSYS_PART_EMISSIVE_MASK
PSYS_PART_TARGET_LINEAR_MASK
+PSYS_PART_RIBBON_MASK
PSYS_SRC_PATTERN
PSYS_SRC_INNERANGLE Deprecated -- Use PSYS_SRC_ANGLE_BEGIN
@@ -148,12 +151,24 @@ PSYS_SRC_ACCEL
PSYS_SRC_TEXTURE
PSYS_SRC_TARGET_KEY
PSYS_SRC_OMEGA
+PSYS_PART_BLEND_FUNC_SOURCE
+PSYS_PART_BLEND_FUNC_DEST
+PSYS_PART_START_GLOW
+PSYS_PART_END_GLOW
PSYS_SRC_PATTERN_DROP
PSYS_SRC_PATTERN_EXPLODE
PSYS_SRC_PATTERN_ANGLE
PSYS_SRC_PATTERN_ANGLE_CONE
PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
+PSYS_PART_BF_ONE
+PSYS_PART_BF_ZERO
+PSYS_PART_BF_DEST_COLOR
+PSYS_PART_BF_SOURCE_COLOR
+PSYS_PART_BF_ONE_MINUS_DEST_COLOR
+PSYS_PART_BF_ONE_MINUS_SOURCE_COLOR
+PSYS_PART_BF_SOURCE_ALPHA
+PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA
OBJECT_UNKNOWN_DETAIL Returned by llGetObjectDetails when passed an invalid object parameter type
OBJECT_NAME Used with llGetObjectDetails to get an object's name
@@ -164,6 +179,23 @@ OBJECT_VELOCITY Used with llGetObjectDetails to get an object's velocity
OBJECT_OWNER Used with llGetObjectDetails to get an object's owner's key. Will be NULL_KEY if group owned
OBJECT_GROUP Used with llGetObjectDetails to get an object's group's key
OBJECT_CREATOR Used with llGetObjectDetails to get an object's creator's key
+OBJECT_RUNNING_SCRIPT_COUNT Used with llGetObjectDetails to get the number of running scripts in an object
+OBJECT_TOTAL_SCRIPT_COUNT Used with llGetObjectDetails to get the total number of scripts in an object
+OBJECT_SCRIPT_MEMORY Used with llGetObjectDetails to get the total amount of script memory in an object
+OBJECT_SCRIPT_TIME Used with llGetObjectDetails to get the average script time used by an object
+OBJECT_PRIM_EQUIVALENCE Used with llGetObjectDetails to get the prim equivalence of an object
+OBJECT_SERVER_COST Used with llGetObjectDetails to get the server cost of an object
+OBJECT_STREAMING_COST Used with llGetObjectDetails to get the streaming (download) cost of an object
+OBJECT_PHYSICS_COST Used with llGetObjectDetails to get the physics cost of an object
+OBJECT_CHARACTER_TIME Used with llGetObjectDetails to get the pathfinding time (seconds) for an object
+OBJECT_ROOT Used with llGetObjectDetails to get root ID of an object
+OBJECT_ATTACHED_POINT Used with llGetObjectDetails to get attachent point where an object is attached
+OBJECT_PATHFINDING_TYPE Used with llGetObjectDetails to get the pathfinding setting of an object
+OBJECT_PHYSICS Used with llGetObjectDetails to determine if the object is physical or not
+OBJECT_PHANTOM Used with llGetObjectDetails to determine if the object is phantom or not
+OBJECT_TEMP_ON_REZ Used with llGetObjectDetails to determine if the object is temporary or not
+OBJECT_RENDER_WEIGHT Used with llGetObjectDetails to return an avatar's rendering weight
+
# some vehicle params
VEHICLE_TYPE_NONE
@@ -346,7 +378,7 @@ PRIM_MATERIAL Followed by PRIM_MATERIAL_STONE, PRIM_MATERIAL_METAL, PRIM_MATERI
PRIM_PHYSICS Sets physics to TRUE or FALSE
PRIM_FLEXIBLE Followed by TRUE or FALSE, integer softness, float gravity, float friction, float wind, float tension, and vector force
PRIM_POINT_LIGHT Followed by TRUE or FALSE, vector color, float intensity, float radius, float falloff
-PRIM_TEMP_ON_REZ Sets temporay on rez to TRUE or FALSE
+PRIM_TEMP_ON_REZ Sets temporary on rez to TRUE or FALSE
PRIM_PHANTOM Sets phantom to TRUE or FALSE
PRIM_CAST_SHADOWS DEPRECATED. Takes 1 parameter, an integer, but has no effect when set and always returns 0 if used in llGetPrimitiveParams
PRIM_POSITION Sets primitive position to a vector position
@@ -358,6 +390,19 @@ PRIM_BUMP_SHINY Followed by an integer face, one of PRIM_SHINY_NONE, PRIM_SHINY
PRIM_FULLBRIGHT Followed by an integer face, and TRUE or FALSE
PRIM_TEXGEN Followed by an integer face, and one of PRIM_TEXGEN_DEFAULT or PRIM_TEXGEN_PLANAR
PRIM_GLOW Followed by an integer face, and a float from 0.0 to 1.0 specifying glow amount
+PRIM_TEXT Followed by string text, vector color, and float alpha
+PRIM_NAME Followed by string name
+PRIM_DESC Followed by string description
+PRIM_ROT_LOCAL Followed by rotation rot
+PRIM_PHYSICS_SHAPE_TYPE Followed by PRIM_PHYSICS_SHAPE_PRIM, PRIM_PHYSICS_SHAPE_NONE, or PRIM_PHYSICS_SHAPE_CONVEX
+PRIM_OMEGA Followed by vector axis, float spinrate, and float gain
+PRIM_POS_LOCAL Followed by vector position
+PRIM_LINK_TARGET Followed by integer link_target, then additional prim parameter flags
+PRIM_SLICE Followed by vector slice
+
+PRIM_PHYSICS_SHAPE_PRIM Use the default physics shape
+PRIM_PHYSICS_SHAPE_CONVEX Use the convex hull of the prim shape for physics
+PRIM_PHYSICS_SHAPE_NONE Ignore this prim in the physics shape
PRIM_TYPE_BOX Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
PRIM_TYPE_CYLINDER Followed by integer hole shape, vector cut, float hollow, vector twist,:vector top size, and vector top shear
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 72fe21cf14..eacc7fbec5 100755
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -2224,6 +2224,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>DebugShowAvatarRenderInfo</key>
+ <map>
+ <key>Comment</key>
+ <string>Show avatar render cost information</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>DebugShowColor</key>
<map>
<key>Comment</key>
@@ -9727,7 +9738,18 @@
<key>RenderAutoMuteByteLimit</key>
<map>
<key>Comment</key>
- <string>Maximum bytes of attachments before an avatar is automatically visually muted (0 for no limit).</string>
+ <string>Maximum bytes of attachments before an avatar is rendered as a simple imposter (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>RenderAutoMuteRenderCostLimit</key>
+ <map>
+ <key>Comment</key>
+ <string>Maximum render weight before an avatar is rendered as a simple imposter (0 to not use this limit).</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9738,7 +9760,7 @@
<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>
+ <string>Maximum surface area of attachments before an avatar is rendered as a simple imposter (0 to not use this limit).</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
@@ -9746,7 +9768,28 @@
<key>Value</key>
<integer>0</integer>
</map>
-
+ <key>RenderAutoMuteThreshold</key>
+ <map>
+ <key>Comment</key>
+ <string>Threshold on the Avatar Detail slider where simple imposter mode is enabled. (less than 0 is always on, greather than 1 always off)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.25</real>
+ </map>
+ <key>RenderAutoMuteLogging</key>
+ <map>
+ <key>Comment</key>
+ <string>Show extra information in viewer logs about avatar rendering costs</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderAutoHideSurfaceAreaLimit</key>
<map>
<key>Comment</key>
@@ -9892,6 +9935,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RevokePermsOnStopAnimation</key>
+ <map>
+ <key>Comment</key>
+ <string>Clear animation permssions when choosing "Stop Animating Me"</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>1</integer>
+ </map>
<key>RotateRight</key>
<map>
<key>Comment</key>
@@ -14794,5 +14848,18 @@
<key>Value</key>
<integer>0</integer>
</map>
+
+ <key>VersionChannelName</key>
+ <map>
+ <key>Comment</key>
+ <string>Version information generated by running the viewer</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string />
+ </map>
</map>
</llsd>
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 0899caa2af..4b428cb904 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -61,6 +61,7 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col_linear;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
@@ -82,7 +83,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
return vec3(a,a,a);
}
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -92,16 +93,16 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
float da = 0.0;
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ //if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv = normalize(lv);
+ lv /= d;
//distance attenuation
- float dist = d/la;
- da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = d*la;
+ da = clamp(1.0-(dist+fa-1.0)/fa, 0.0, 1.0);
da *= da;
- da *= 1.4;
+ da *= 2.0;
// spotlight coefficient.
@@ -112,7 +113,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
da *= max(dot(n, lv), 0.0);
}
- return vec3(da,da,da);
+ return da;
}
#if HAS_SHADOW
@@ -138,6 +139,25 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
void main()
{
+#ifdef USE_INDEXED_TEX
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+#endif
+
+#ifdef USE_VERTEX_COLOR
+ float vertex_color_alpha = vertex_color.a;
+#else
+ float vertex_color_alpha = 1.0;
+#endif
+
+ float alpha = vertex_color_alpha*diff.a;
+
+ vec4 gamma_diff = diff;
+
+ diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
+
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
@@ -210,21 +230,6 @@ void main()
}
#endif
-#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
-#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-#endif
- vec4 gamma_diff = diff;
-
- diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
-
-#ifdef USE_VERTEX_COLOR
- float vertex_color_alpha = vertex_color.a;
-#else
- float vertex_color_alpha = 1.0;
-#endif
-
vec3 normal = vary_norm;
vec3 l = light_position[0].xyz;
@@ -243,6 +248,7 @@ void main()
color.rgb = scaleSoftClip(color.rgb);
+ //convert to linear space
color.rgb = pow(color.rgb, vec3(2.2));
col = vec4(0,0,0,0);
@@ -257,8 +263,9 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
- color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb;
+ color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
+ //convert to gamma space
color.rgb = pow(color.rgb, vec3(1.0/2.2));
frag_color = color;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
deleted file mode 100755
index 2ce44d599f..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl
+++ /dev/null
@@ -1,150 +0,0 @@
-/**
- * @file alphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec3 vary_norm;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return vec3(a,a,a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 diff= texture2D(diffuseMap,vary_texcoord0.xy);
-
- vec3 n = vary_norm;
- vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-
- vec4 col = vec4(vary_ambient + dlight, vertex_color.a);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- vec3 light_col = vec3(0,0,0);
-
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
- color.rgb = pow(color.rgb, vec3(1.0/2.2));
-
- frag_color = color;
- //frag_color = vec4(1,0,1,1);
- //frag_color = vec4(1,0,1,1)*shadow;
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
deleted file mode 100755
index 1113a9845b..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl
+++ /dev/null
@@ -1,92 +0,0 @@
-/**
- * @file alphaNonIndexedNoColorF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform float minimum_alpha;
-
-uniform sampler2DRect depthMap;
-uniform sampler2D diffuseMap;
-
-uniform vec2 screen_res;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-
-uniform mat4 inv_proj;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- 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);
-
- color.rgb += diff.rgb * vary_pointlight_col.rgb;
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
deleted file mode 100755
index 5f93986f1d..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ /dev/null
@@ -1,136 +0,0 @@
-/**
- * @file alphaSkinnedV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return da;
-}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getObjectSkinnedTransform();
- trans = modelview_matrix * trans;
-
- pos = trans * vec4(position.xyz, 1.0);
-
- norm = position.xyz + normal.xyz;
- norm = normalize(( trans*vec4(norm, 1.0) ).xyz-pos.xyz);
- vary_norm = norm;
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-
- vary_position = pos.xyz;
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vary_pointlight_col = diffuse_color.rgb;
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = atmosAffectDirectionalLight(1);
-
- col.rgb = col.rgb*diffuse_color.rgb;
-
- vertex_color = col;
-
-
-
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 9d3ba564cd..cc63baa422 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -68,6 +68,7 @@ VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
+VARYING vec3 vary_pointlight_col_linear;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
@@ -79,43 +80,8 @@ VARYING vec3 vary_norm;
uniform float near_clip;
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
uniform vec3 sun_dir;
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
void main()
{
vec4 pos;
@@ -181,6 +147,7 @@ void main()
vary_pointlight_col = diff;
+ vary_pointlight_col_linear = pow(diff, vec3(2.2));
col.rgb = vec3(0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
index c8ddefac26..145cf524d4 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl
@@ -71,18 +71,18 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 lv = lp.xyz-v;
//get distance
- float d = dot(lv,lv);
+ float d = length(lv);
float da = 0.0;
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ //if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv = normalize(lv);
+ lv /= d;
//distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = d*la;
+ da = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
deleted file mode 100755
index d6149fcc32..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,153 +0,0 @@
-/**
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-
-uniform float near_clip;
-
-uniform vec4 color;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return da;
-}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-
- vary_position = pos.xyz;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- 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*color.rgb;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*color.rgb;
- vary_directional = color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
-
- col.rgb = col.rgb * color.rgb;
-
- vertex_color = col;
-
-
-
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
index bcccbf77d2..662c762bca 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl
@@ -31,6 +31,8 @@ out vec4 frag_data[3];
uniform sampler2D diffuseMap;
+uniform float minimum_alpha;
+
VARYING vec3 vary_normal;
VARYING vec2 vary_texcoord0;
@@ -44,7 +46,7 @@ void main()
{
vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy);
- if (diff.a < 0.2)
+ if (diff.a < minimum_alpha)
{
discard;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 968a5f6b3d..a4f54dff70 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -59,22 +59,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -91,7 +75,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
deleted file mode 100755
index da1b234240..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl
+++ /dev/null
@@ -1,190 +0,0 @@
-/**
- * @file giF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2D noiseMap;
-
-uniform sampler2D diffuseGIMap;
-uniform sampler2D normalGIMap;
-uniform sampler2D depthGIMap;
-
-uniform sampler2D lightFunc;
-
-// Inputs
-VARYING vec2 vary_fragcoord;
-
-uniform vec2 screen_res;
-
-uniform mat4 inv_proj;
-uniform mat4 gi_mat; //gPipeline.mGIMatrix - eye space to sun space
-uniform mat4 gi_mat_proj; //gPipeline.mGIMatrixProj - eye space to projected sun space
-uniform mat4 gi_norm_mat; //gPipeline.mGINormalMatrix - eye space normal to sun space normal matrix
-uniform mat4 gi_inv_proj; //gPipeline.mGIInvProj - projected sun space to sun space
-uniform float gi_radius;
-uniform float gi_intensity;
-uniform int gi_samples;
-uniform vec2 gi_kern[25];
-uniform vec2 gi_scale;
-uniform vec3 gi_quad;
-uniform vec3 gi_spec;
-uniform float gi_direction_weight;
-uniform float gi_light_offset;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getGIPosition(vec2 gi_tc)
-{
- float depth = texture2D(depthGIMap, gi_tc).a;
- vec2 sc = gi_tc*2.0;
- sc -= vec2(1.0, 1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = gi_inv_proj*ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec3 giAmbient(vec3 pos, vec3 norm)
-{
- vec4 gi_c = gi_mat_proj * vec4(pos, 1.0);
- gi_c.xyz /= gi_c.w;
-
- vec4 gi_pos = gi_mat*vec4(pos,1.0);
- vec3 gi_norm = (gi_norm_mat*vec4(norm,1.0)).xyz;
- gi_norm = normalize(gi_norm);
-
- vec2 tcx = gi_norm.xy;
- vec2 tcy = gi_norm.yx;
-
- vec4 eye_pos = gi_mat*vec4(0,0,0,1.0);
-
- vec3 eye_dir = normalize(gi_pos.xyz-eye_pos.xyz/eye_pos.w);
-
- //vec3 eye_dir = vec3(0,0,-1);
- //eye_dir = (gi_norm_mat*vec4(eye_dir, 1.0)).xyz;
- //eye_dir = normalize(eye_dir);
-
- //float round_x = gi_scale.x;
- //float round_y = gi_scale.y;
-
- vec3 debug = texture2D(normalGIMap, gi_c.xy).rgb*0.5+0.5;
- debug.xz = vec2(0.0,0.0);
- //debug = fract(debug);
-
- float round_x = 1.0/64.0;
- float round_y = 1.0/64.0;
-
- //gi_c.x = floor(gi_c.x/round_x+0.5)*round_x;
- //gi_c.y = floor(gi_c.y/round_y+0.5)*round_y;
-
- float fda = 0.0;
- vec3 fdiff = vec3(0,0,0);
-
- vec3 rcol = vec3(0,0,0);
-
- float fsa = 0.0;
-
- for (int i = -1; i < 2; i+=2 )
- {
- for (int j = -1; j < 2; j+=2)
- {
- vec2 tc = vec2(i, j)*0.75;
- vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0+tc*0.5).xyz;
- //tc += gi_norm.xy*nz.z;
- tc += nz.xy*2.0;
- tc /= gi_samples;
- tc += gi_c.xy;
-
- vec3 lnorm = -normalize(texture2D(normalGIMap, tc.xy).xyz*2.0-1.0);
- vec3 lpos = getGIPosition(tc.xy).xyz;
-
- vec3 at = lpos-gi_pos.xyz;
- float dist = dot(at,at);
- float da = clamp(1.0/(gi_spec.x*dist), 0.0, 1.0);
-
- if (da > 0.0)
- {
- //add angular attenuation
- vec3 ldir = at;
- float ang_atten = clamp(dot(ldir, gi_norm), 0.0, 1.0);
-
- float ld = -dot(ldir, lnorm);
-
- if (ang_atten > 0.0 && ld < 0.0)
- {
- vec3 diff = texture2D(diffuseGIMap, tc.xy).xyz;
- da = da*ang_atten;
- fda += da;
- fdiff += diff*da;
- }
- }
- }
- }
-
- fdiff /= max(gi_spec.y*fda, gi_quad.z);
- fdiff = clamp(fdiff, vec3(0), vec3(1));
-
- vec3 ret = fda*fdiff;
- //ret = ret*ret*gi_quad.x+ret*gi_quad.y+gi_quad.z;
-
- //fda *= nz.z;
-
- //rcol.rgb *= gi_intensity;
- //return rcol.rgb+vary_AmblitColor.rgb*0.25;
- //return vec4(debug, 0.0);
- //return vec4(fda*fdiff, 0.0);
- return clamp(ret,vec3(0.0), vec3(1.0));
- //return debug.xyz;
-}
-
-void main()
-{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
-
- frag_color.xyz = giAmbient(pos, norm);
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 618ea747f5..27bb43110b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -133,16 +133,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 col = vec3(0,0,0);
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ //if (d > 0.0 && la > 0.0 && fa > 0.0)
{
//normalize light vector
- lv = normalize(lv);
+ lv /= d;
//distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = d*la;
+ float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- dist_atten *= 1.4;
+ dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
@@ -428,22 +428,6 @@ VARYING vec3 vary_normal;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -460,7 +444,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 868526d457..5a08980fec 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -36,7 +36,6 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
@@ -45,9 +44,8 @@ uniform float sun_wash;
uniform int light_count;
-#define MAX_LIGHT_COUNT 16
-uniform vec4 light[MAX_LIGHT_COUNT];
-uniform vec4 light_col[MAX_LIGHT_COUNT];
+uniform vec4 light[LIGHT_COUNT];
+uniform vec4 light_col[LIGHT_COUNT];
VARYING vec4 vary_fragcoord;
uniform vec2 screen_res;
@@ -56,22 +54,6 @@ uniform float far_z;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -88,7 +70,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{
@@ -117,78 +98,55 @@ void main()
norm = normalize(norm);
vec4 spec = texture2DRect(specularRect, frag.xy);
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
- for (int i = 0; i < MAX_LIGHT_COUNT; ++i)
+ for (int i = 0; i < LIGHT_COUNT; ++i)
{
- bool light_contrib = (i < light_count);
-
vec3 lv = light[i].xyz-pos;
- float dist = length(lv);
- dist /= light[i].w;
- if (dist > 1.0)
- {
- light_contrib = false;
- }
-
- float da = dot(norm, lv);
- if (da < 0.0)
- {
- light_contrib = false;
- }
-
- if (light_contrib)
+ float d = length(lv);
+ float dist = d * light[i].w;
+ if (dist <= 1.0)
{
- lv = normalize(lv);
- da = dot(norm, lv);
+ float da = dot(norm, lv);
+ if (da > 0.0)
+ {
+ lv /= d;
+ da = dot(norm, lv);
- float fa = light_col[i].a+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
+ float fa = light_col[i].a+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
- dist_atten *= noise;
-
- float lit = da * dist_atten;
+ float lit = da * dist_atten;
- vec3 col = light_col[i].rgb*lit*diff;
-
- //vec3 col = vec3(dist2, light_col[i].a, lit);
+ vec3 col = light_col[i].rgb*lit*diff;
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
+ if (spec.a > 0.0)
{
+ lit = min(da*6.0, 1.0) * dist_atten;
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*light_col[i].rgb*spec.rgb;
- //col += spec.rgb;
+ col += max(lit*scol*light_col[i].rgb*spec.rgb, vec3(0.0));
}
- }
- out_col += col;
+ out_col += col;
+ }
}
}
- if (dot(out_col, out_col) <= 0.0)
- {
- discard;
- }
-
frag_color.rgb = out_col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 0443b592e2..7b09823242 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -68,22 +68,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -100,7 +84,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 correctWithGamma(vec4 col)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index caf20ce707..b331258952 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -35,7 +35,7 @@ uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
uniform samplerCube environmentMap;
-uniform sampler2D noiseMap;
+//uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
uniform sampler2DRect depthMap;
@@ -54,22 +54,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
uniform vec4 viewport;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -86,7 +70,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{
@@ -110,64 +93,52 @@ void main()
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos;
- float dist = length(lv);
- dist /= size;
- if (dist > 1.0)
- {
- discard;
- }
+ float d = length(lv);
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
- norm = decode_normal(norm.xy); // unpack norm
- float da = dot(norm, lv);
- if (da < 0.0)
+ float dist = d*size;
+
+ vec3 col = vec3(0.0);
+ if (dist <= 1.0)
{
- discard;
- }
-
- norm = normalize(norm);
- lv = normalize(lv);
- da = dot(norm, lv);
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
+
+ norm = normalize(norm);
+ lv = normalize(lv);
+ float da = max(dot(norm, lv), 0.0);
- float noise = texture2D(noiseMap, frag.xy/128.0).b;
+ //float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
- float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
+ col = texture2DRect(diffuseRect, frag.xy).rgb;
+ float fa = falloff+1.0;
+ float dist_atten = clamp(1.0-(dist-1.0+fa)/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
- float lit = da * dist_atten * noise;
+ float lit = da * dist_atten;
- col = color.rgb*lit*col;
+ col = color.rgb*lit*col;
- vec4 spec = texture2DRect(specularRect, frag.xy);
- if (spec.a > 0.0)
- {
- lit = min(da*6.0, 1.0) * dist_atten;
-
- vec3 npos = -normalize(pos);
- vec3 h = normalize(lv+npos);
- float nh = dot(norm, h);
- float nv = dot(norm, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
- float gtdenom = 2 * nh;
- float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
-
- if (nh > 0.0)
+ vec4 spec = texture2DRect(specularRect, frag.xy);
+ if (spec.a > 0.0)
{
+ lit = min(da*6.0, 1.0) * dist_atten;
+
+ vec3 npos = -normalize(pos);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(norm, h);
+ float nv = dot(norm, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5) * 0.4+0.5;
+ float gtdenom = 2 * nh;
+ float gt = max(0,(min(gtdenom * nv / vh, gtdenom * da / vh)));
+
float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- col += lit*scol*color.rgb*spec.rgb;
+ col += max(lit*scol*color.rgb*spec.rgb, vec3(0.0));
}
}
- if (dot(col, col) <= 0.0)
- {
- discard;
- }
-
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
index a5625fbc16..aeef09cf5f 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightV.glsl
@@ -37,7 +37,7 @@ VARYING vec3 trans_center;
void main()
{
//transform vertex
- vec3 p = position*size+center;
+ vec3 p = position*1.f/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;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 58875ff4ea..26b1041cd5 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -79,22 +79,6 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
@@ -105,7 +89,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition_d(vec2 pos_screen, float depth)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 28432dac9a..e9e6ba9935 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -68,22 +68,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -100,7 +84,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 correctWithGamma(vec4 col)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 6653f57ee1..c0a5865bef 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -49,22 +49,6 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -81,7 +65,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index daa2fb390a..8de8ba1dd8 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -53,13 +53,11 @@ uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
uniform float kd;
-uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
uniform float blurMultiplier;
-uniform vec2 screen_res;
-uniform mat4 norm_mat; //region space to screen space
+uniform mat3 normal_matrix;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
@@ -163,7 +161,7 @@ void main()
//wavef.z *= 0.1f;
//wavef = normalize(wavef);
- vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
+ vec3 screenspacewavef = normal_matrix*wavef;
frag_data[0] = vec4(color.rgb, 0.5); // diffuse
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
index 0d8dab0a41..485e48537c 100755
--- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl
@@ -43,13 +43,11 @@ uniform vec2 fbScale;
uniform float refScale;
uniform float znear;
uniform float zfar;
-uniform float kd;
uniform vec4 waterPlane;
uniform vec3 eyeVec;
uniform vec4 waterFogColor;
uniform float waterFogDensity;
uniform float waterFogKS;
-uniform vec2 screenRes;
//bigWave is (refCoord.w, view.w);
VARYING vec4 refCoord;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 79bffab745..1fd7bdaa5c 100755
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -42,8 +42,6 @@ uniform vec3 lightDir;
uniform vec3 specular;
uniform float lightExp;
uniform float refScale;
-uniform float kd;
-uniform vec2 screenRes;
uniform vec3 normScale;
uniform float fresnelScale;
uniform float fresnelOffset;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index a9288b3df6..dc0b989e34 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -45,7 +45,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
lv *= 1.0/d;
//distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
+ float da = clamp(1.0/(1.f/la * d), 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 7f3f84398b..c325a236d7 100755
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -91,8 +91,8 @@ void main()
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], 1.f/light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], 1.f/light_attenuation[3].x, light_attenuation[3].z);
vertex_color = col*color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
deleted file mode 100755
index 9670d59399..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl
+++ /dev/null
@@ -1,235 +0,0 @@
-/**
- * @file alphaF.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-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;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-VARYING vec3 vary_norm;
-
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return vec3(a,a,a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- 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 shadow = cs;
-
- 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;
-}
-
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- float shadow = 0.0;
- vec4 pos = vec4(vary_position, 1.0);
-
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- }
- else
- {
- shadow = 1.0;
- }
- vec3 n = vary_norm;
- vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
-
- vec4 col = vec4(vary_ambient + dlight*shadow, vertex_color.a);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- vec3 light_col = vec3(0,0,0);
-
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
deleted file mode 100755
index fae279fba0..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl
+++ /dev/null
@@ -1,242 +0,0 @@
-/**
- * @file alphaNonIndexedNoColorF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-#extension GL_ARB_texture_rectangle : enable
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-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;
-
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform vec2 shadow_res;
-
-uniform float shadow_bias;
-
-uniform mat4 inv_proj;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = pow(max(dot(n,l),0.0), 0.7);
- return vec3(a, a, a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos.xyz /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- 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 shadow = cs;
-
- 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;
-}
-
-
-void main()
-{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- 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)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
- vec3 n = vary_norm;
- vec3 l = light_position[0].xyz;
- vec3 dlight = calcDirectionalLight(n, l);
- dlight = dlight * vary_directional.rgb * vary_pointlight_col;
-
- vec4 col = vec4(vary_ambient + dlight*shadow, 1.0);
- vec4 color = diff * col;
-
- color.rgb = atmosLighting(color.rgb);
-
- color.rgb = scaleSoftClip(color.rgb);
- vec3 light_col = vec3(0,0,0);
-
- #define LIGHT_LOOP(i) \
- light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- color.rgb += diff.rgb * vary_pointlight_col * light_col;
-
- frag_color = color;
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
deleted file mode 100755
index 7f4d82ecc6..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl
+++ /dev/null
@@ -1,156 +0,0 @@
-/**
- * @file alphaSkinnedV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-mat4 getObjectSkinnedTransform();
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
-//get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return da;
-}
-
-void main()
-{
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
-
- vec3 pos = (mat*vec4(position, 1.0)).xyz;
-
- gl_Position = projection_matrix * vec4(pos, 1.0);
-
- vec4 n = vec4(position, 1.0);
- n.xyz += normal.xyz;
- n.xyz = (mat*n).xyz;
- n.xyz = normalize(n.xyz-pos.xyz);
-
- vec3 norm = n.xyz;
- vary_norm = norm;
-
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
-
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- 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
- col.rgb = atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*diffuse_color.rgb;
- vary_directional.rgb = diffuse_color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), (1.0-diffuse_color.a)*(1.0-diffuse_color.a)));
-
- col.rgb = min(col.rgb*diffuse_color.rgb, 1.0);
-
- vertex_color = col;
-
-
-
- pos.xyz = (modelview_projection_matrix * vec4(position.xyz, 1.0)).xyz;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-
-}
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
deleted file mode 100755
index 13c6ffc607..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ /dev/null
@@ -1,224 +0,0 @@
-/**
- * @file alphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat3 normal_matrix;
-uniform mat4 texture_matrix0;
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 modelview_projection_matrix;
-
-ATTRIBUTE vec3 position;
-
-#ifdef USE_INDEXED_TEX
-void passTextureIndex();
-#endif
-
-ATTRIBUTE vec3 normal;
-
-#ifdef USE_VERTEX_COLOR
-ATTRIBUTE vec4 diffuse_color;
-#endif
-
-ATTRIBUTE vec2 texcoord0;
-
-#ifdef HAS_SKIN
-mat4 getObjectSkinnedTransform();
-#else
-#ifdef IS_AVATAR_SKIN
-mat4 getSkinnedTransform();
-#endif
-#endif
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-vec3 calcDirectionalLight(vec3 n, vec3 l);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-
-#ifdef USE_VERTEX_COLOR
-VARYING vec4 vertex_color;
-#endif
-
-VARYING vec2 vary_texcoord0;
-VARYING vec3 vary_norm;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-uniform vec3 sun_dir;
-
-vec3 calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return vec3(a,a,a);
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return vec3(da,da,da);
-}
-
-void main()
-{
- vec4 pos;
- vec3 norm;
-
- //transform vertex
-#ifdef HAS_SKIN
- mat4 trans = getObjectSkinnedTransform();
- trans = modelview_matrix * trans;
-
- pos = trans * vec4(position.xyz, 1.0);
-
- norm = position.xyz + normal.xyz;
- norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
-
-#ifdef IS_AVATAR_SKIN
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- vec4 frag_pos = projection_matrix * pos;
- gl_Position = frag_pos;
-#else
- norm = normalize(normal_matrix * normal);
- vec4 vert = vec4(position.xyz, 1.0);
- pos = (modelview_matrix * vert);
- gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
-#endif
-
-#endif
-
-#ifdef USE_INDEXED_TEX
- passTextureIndex();
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#else
- vary_texcoord0 = texcoord0;
-#endif
-
- vary_norm = norm;
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
-
-#ifndef USE_VERTEX_COLOR
- vec4 diffuse_color = vec4(1,1,1,1);
-#endif
-
- //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
- vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-
- vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
-
- vary_pointlight_col = dff;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(col.rgb);
-
- float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
-
- col.rgb *= ambient;
-
- vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
- vary_ambient = col.rgb*dff;
-
- col.rgb = col.rgb*dff;
-
-#ifdef USE_VERTEX_COLOR
- vertex_color = col;
-#endif
-
-#ifdef HAS_SKIN
- vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#else
-
-#ifdef IS_AVATAR_SKIN
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#else
- pos = modelview_projection_matrix * vert;
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-#endif
-
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
deleted file mode 100755
index 44aaa98b97..0000000000
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ /dev/null
@@ -1,153 +0,0 @@
-/**
- * @file avatarAlphaV.glsl
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-mat4 getSkinnedTransform();
-void calcAtmospherics(vec3 inPositionEye);
-
-float calcDirectionalLight(vec3 n, vec3 l);
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_position;
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
-VARYING vec3 vary_fragcoord;
-VARYING vec3 vary_pointlight_col;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-
-uniform vec4 color;
-
-uniform float near_clip;
-uniform float shadow_offset;
-uniform float shadow_bias;
-
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
-uniform vec3 light_diffuse[8];
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
-float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = dot(lv,lv);
-
- float da = 0.0;
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist2 = d/la;
- da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
- }
-
- return da;
-}
-
-void main()
-{
- vary_texcoord0 = texcoord0;
-
- vec4 pos;
- vec3 norm;
-
- mat4 trans = getSkinnedTransform();
- vec4 pos_in = vec4(position.xyz, 1.0);
- pos.x = dot(trans[0], pos_in);
- pos.y = dot(trans[1], pos_in);
- pos.z = dot(trans[2], pos_in);
- pos.w = 1.0;
-
- norm.x = dot(trans[0].xyz, normal);
- norm.y = dot(trans[1].xyz, normal);
- norm.z = dot(trans[2].xyz, normal);
- norm = normalize(norm);
-
- gl_Position = projection_matrix * pos;
-
- float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz));
- vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset;
-
- calcAtmospherics(pos.xyz);
-
- vec4 col = vec4(0.0, 0.0, 0.0, 1.0);
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
- 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*color.rgb;
-
- col.rgb = vec3(0,0,0);
-
- // Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
-
- vary_ambient = col.rgb*color.rgb;
- vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
-
- col.rgb = col.rgb*color.rgb;
-
- vertex_color = col;
-
-
- vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
-}
-
-
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 37179c7e14..62ca3f1ff1 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -69,22 +69,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -101,7 +85,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 correctWithGamma(vec4 col)
{
@@ -336,6 +319,10 @@ void main()
}
}
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 67bac1f7c2..6e05091b57 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -78,22 +78,6 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -110,7 +94,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition_d(vec2 pos_screen, float depth)
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 9bdee15541..4bad439952 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -69,22 +69,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -101,7 +85,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 correctWithGamma(vec4 col)
{
@@ -333,7 +316,10 @@ void main()
}
}
}
-
+
+ //not sure why, but this line prevents MATBUG-194
+ col = max(col, vec3(0.0));
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 7b09dd29dd..95c09d3238 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -65,22 +65,6 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -97,7 +81,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 01e34ed792..b5ff6404ea 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -66,22 +66,6 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -98,7 +82,6 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
-#endif
vec4 getPosition(vec2 pos_screen)
{