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-rw-r--r--indra/newview/app_settings/settings.xml119
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl13
4 files changed, 34 insertions, 124 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index b0c56aea7c..8a3018340e 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -1264,17 +1264,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>CertStore</key>
- <map>
- <key>Comment</key>
- <string>Specifies the Certificate Store for certificate trust verification</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>default</string>
- </map>
<key>ChatBarStealsFocus</key>
<map>
<key>Comment</key>
@@ -1651,17 +1640,6 @@
<key>Value</key>
<integer>1</integer>
</map>
- <key>CurrentGrid</key>
- <map>
- <key>Comment</key>
- <string>Currently Selected Grid</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string></string>
- </map>
<key>CustomServer</key>
<map>
<key>Comment</key>
@@ -2399,29 +2377,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>DefaultFemaleAvatar</key>
- <map>
- <key>Comment</key>
- <string>Default Female Avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>Female Shape &amp; Outfit</string>
- </map>
- <key>DefaultMaleAvatar</key>
- <map>
- <key>Comment</key>
- <string>Default Male Avatar</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>Male Shape &amp; Outfit</string>
- </map>
-
<key>DefaultObjectTexture</key>
<map>
<key>Comment</key>
@@ -3498,7 +3453,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>ForceMandatoryUpdate</key>
<map>
@@ -7835,17 +7790,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>SecondLifeEnterprise</key>
- <map>
- <key>Comment</key>
- <string>Enables Second Life Enterprise features</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>Boolean</string>
- <key>Value</key>
- <integer>0</integer>
- </map>
<key>SelectMovableOnly</key>
<map>
<key>Comment</key>
@@ -8278,13 +8222,13 @@
<key>NearbyPeopleSortOrder</key>
<map>
<key>Comment</key>
- <string>Specifies sort order for nearby people (0 = by name, 2 = by most recent)</string>
+ <string>Specifies sort order for nearby people (0 = by name, 3 = by distance, 4 = by most recent)</string>
<key>Persist</key>
<integer>1</integer>
<key>Type</key>
<string>U32</string>
<key>Value</key>
- <integer>2</integer>
+ <integer>4</integer>
</map>
<key>RecentPeopleSortOrder</key>
<map>
@@ -8650,7 +8594,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>1</integer>
+ <integer>0</integer>
</map>
<key>ShowTangentBasis</key>
<map>
@@ -10543,17 +10487,6 @@
<key>Value</key>
<string></string>
</map>
- <key>VivoxDebugSIPURIHostName</key>
- <map>
- <key>Comment</key>
- <string>Hostname portion of vivox SIP URIs (empty string for the default).</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string></string>
- </map>
<key>VivoxDebugVoiceAccountServerURI</key>
<map>
<key>Comment</key>
@@ -10565,28 +10498,6 @@
<key>Value</key>
<string></string>
</map>
- <key>VivoxVoiceHost</key>
- <map>
- <key>Comment</key>
- <string>Client SLVoice host to connect to</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>127.0.0.1</string>
- </map>
- <key>VivoxVoicePort</key>
- <map>
- <key>Comment</key>
- <string>Client SLVoice port to connect to</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>U32</string>
- <key>Value</key>
- <integer>44125</integer>
- </map>
<key>VoiceCallsFriendsOnly</key>
<map>
<key>Comment</key>
@@ -10719,17 +10630,6 @@
<key>Value</key>
<string>Default</string>
</map>
- <key>VoiceLogFile</key>
- <map>
- <key>Comment</key>
- <string>Log file to use when launching the voice daemon</string>
- <key>Persist</key>
- <integer>1</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string></string>
- </map>
<key>VoiceOutputAudioDevice</key>
<map>
<key>Comment</key>
@@ -10774,17 +10674,6 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>VoiceServerType</key>
- <map>
- <key>Comment</key>
- <string>The type of voice server to connect to.</string>
- <key>Persist</key>
- <integer>0</integer>
- <key>Type</key>
- <string>String</string>
- <key>Value</key>
- <string>vivox</string>
- </map>
<key>WLSkyDetail</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 503c7d0b83..158eef9319 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -299,12 +299,19 @@ void main()
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+ ref2d += checkoffset;
ref2d += tc.xy; // use as offset from destination
- // get attributes from the 2D guess point
+ // Get attributes from the 2D guess point.
+ // We average two samples of diffuse (not of anything else) per
+ // pixel to try to reduce aliasing some more.
+ // ---------------------
+ // ^ ^ ^ ^ ^
+ // a . b o c . d check=0:avg(a,b) check=1:avg(c,d)
+ vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb +
+ texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was
float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos)));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 00a6a9dcb5..dbccb7fb8b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -298,12 +298,19 @@ void main()
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+ ref2d += checkoffset;
ref2d += tc.xy; // use as offset from destination
- // get attributes from the 2D guess point
+ // Get attributes from the 2D guess point.
+ // We average two samples of diffuse (not of anything else) per
+ // pixel to try to reduce aliasing some more.
+ // ---------------------
+ // ^ ^ ^ ^ ^
+ // a . b o c . d check=0:avg(a,b) check=1:avg(c,d)
+ vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb +
+ texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index aaa74eb7df..ef81ed1308 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -301,12 +301,19 @@ void main()
// The goal of the blur is to soften reflections in surfaces
// with low shinyness, and also to disguise our lameness.
float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0
- ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5);
+ vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+ ref2d += checkoffset;
ref2d += tc.xy; // use as offset from destination
- // get attributes from the 2D guess point
+ // Get attributes from the 2D guess point.
+ // We average two samples of diffuse (not of anything else) per
+ // pixel to try to reduce aliasing some more.
+ // ---------------------
+ // ^ ^ ^ ^ ^
+ // a . b o c . d check=0:avg(a,b) check=1:avg(c,d)
+ vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb +
+ texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
- vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
float refshad = texture2DRect(lightMap, ref2d).r;
vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
// figure out how appropriate our guess actually was