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-rw-r--r--indra/newview/llviewershadermgr.cpp269
1 files changed, 224 insertions, 45 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 3225299493..65b1fee54b 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -69,6 +69,14 @@ bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
+S32 clamp_terrain_mapping(S32 mapping)
+{
+ // 1 = "flat", 2 not implemented, 3 = triplanar mapping
+ mapping = llclamp(mapping, 1, 3);
+ if (mapping == 2) { mapping = 1; }
+ return mapping;
+}
+
//utility shaders
LLGLSLShader gOcclusionProgram;
LLGLSLShader gSkinnedOcclusionProgram;
@@ -76,13 +84,16 @@ LLGLSLShader gOcclusionCubeProgram;
LLGLSLShader gGlowCombineProgram;
LLGLSLShader gReflectionMipProgram;
LLGLSLShader gGaussianProgram;
-LLGLSLShader gRadianceGenProgram;
+LLGLSLShader gRadianceGenProgram;
+LLGLSLShader gHeroRadianceGenProgram;
LLGLSLShader gIrradianceGenProgram;
LLGLSLShader gGlowCombineFXAAProgram;
LLGLSLShader gTwoTextureCompareProgram;
LLGLSLShader gOneTextureFilterProgram;
LLGLSLShader gDebugProgram;
LLGLSLShader gSkinnedDebugProgram;
+LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
+LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT];
LLGLSLShader gClipProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
@@ -95,7 +106,6 @@ LLGLSLShader gObjectPreviewProgram;
LLGLSLShader gSkinnedObjectPreviewProgram;
LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
-LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectBumpProgram;
LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
@@ -186,10 +196,12 @@ LLGLSLShader gDeferredPostGammaCorrectProgram;
LLGLSLShader gNoPostGammaCorrectProgram;
LLGLSLShader gLegacyPostGammaCorrectProgram;
LLGLSLShader gExposureProgram;
+LLGLSLShader gExposureProgramNoFade;
LLGLSLShader gLuminanceProgram;
LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
+LLGLSLShader gEnvironmentMapProgram;
LLGLSLShader gDeferredWLCloudProgram;
LLGLSLShader gDeferredWLSunProgram;
LLGLSLShader gDeferredWLMoonProgram;
@@ -214,9 +226,10 @@ LLGLSLShader gDeferredSkinnedPBROpaqueProgram;
LLGLSLShader gHUDPBRAlphaProgram;
LLGLSLShader gDeferredPBRAlphaProgram;
LLGLSLShader gDeferredSkinnedPBRAlphaProgram;
+LLGLSLShader gDeferredPBRTerrainProgram;
//helper for making a rigged variant of a given shader
-bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
+static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
{
riggedShader.mName = llformat("Skinned %s", shader.mName.c_str());
riggedShader.mFeatures = shader.mFeatures;
@@ -231,64 +244,100 @@ bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
return riggedShader.createShader(NULL, NULL);
}
+#ifdef SHOW_ASSERT
+// return true if there are no redundant shaders in the given vector
+// also checks for redundant variants
+static bool no_redundant_shaders(const std::vector<LLGLSLShader*>& shaders)
+{
+ std::set<std::string> names;
+ for (LLGLSLShader* shader : shaders)
+ {
+ if (names.find(shader->mName) != names.end())
+ {
+ LL_WARNS("Shader") << "Redundant shader: " << shader->mName << LL_ENDL;
+ return false;
+ }
+ names.insert(shader->mName);
+
+ if (shader->mRiggedVariant)
+ {
+ if (names.find(shader->mRiggedVariant->mName) != names.end())
+ {
+ LL_WARNS("Shader") << "Redundant shader: " << shader->mRiggedVariant->mName << LL_ENDL;
+ return false;
+ }
+ names.insert(shader->mRiggedVariant->mName);
+ }
+ }
+ return true;
+}
+#endif
+
+
LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
+}
+
+LLViewerShaderMgr::~LLViewerShaderMgr()
+{
+ mShaderLevel.clear();
+ mShaderList.clear();
+}
+
+void LLViewerShaderMgr::finalizeShaderList()
+{
//ONLY shaders that need WL Param management should be added here
- mShaderList.push_back(&gAvatarProgram);
- mShaderList.push_back(&gWaterProgram);
- mShaderList.push_back(&gWaterEdgeProgram);
- mShaderList.push_back(&gAvatarEyeballProgram);
- mShaderList.push_back(&gImpostorProgram);
- mShaderList.push_back(&gObjectBumpProgram);
- mShaderList.push_back(&gSkinnedObjectBumpProgram);
- mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
- mShaderList.push_back(&gUnderWaterProgram);
- mShaderList.push_back(&gDeferredSunProgram);
+ mShaderList.push_back(&gAvatarProgram);
+ mShaderList.push_back(&gWaterProgram);
+ mShaderList.push_back(&gWaterEdgeProgram);
+ mShaderList.push_back(&gAvatarEyeballProgram);
+ mShaderList.push_back(&gImpostorProgram);
+ mShaderList.push_back(&gObjectBumpProgram);
+ mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
+ mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
+ mShaderList.push_back(&gUnderWaterProgram);
+ mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gHazeProgram);
mShaderList.push_back(&gHazeWaterProgram);
- mShaderList.push_back(&gDeferredSoftenProgram);
- mShaderList.push_back(&gDeferredAlphaProgram);
+ mShaderList.push_back(&gDeferredSoftenProgram);
+ mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gHUDAlphaProgram);
- mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
- mShaderList.push_back(&gDeferredAlphaImpostorProgram);
- mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
- mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredAlphaImpostorProgram);
+ mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gHUDFullbrightProgram);
- mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskAlphaProgram);
mShaderList.push_back(&gHUDFullbrightAlphaMaskAlphaProgram);
- mShaderList.push_back(&gDeferredFullbrightShinyProgram);
+ mShaderList.push_back(&gDeferredFullbrightShinyProgram);
mShaderList.push_back(&gHUDFullbrightShinyProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskAlphaProgram);
- mShaderList.push_back(&gDeferredEmissiveProgram);
- mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
- mShaderList.push_back(&gDeferredAvatarEyesProgram);
+ mShaderList.push_back(&gDeferredEmissiveProgram);
+ mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
- mShaderList.push_back(&gDeferredWLSkyProgram);
- mShaderList.push_back(&gDeferredWLCloudProgram);
+ mShaderList.push_back(&gEnvironmentMapProgram);
+ mShaderList.push_back(&gDeferredWLSkyProgram);
+ mShaderList.push_back(&gDeferredWLCloudProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
mShaderList.push_back(&gDeferredPBRAlphaProgram);
mShaderList.push_back(&gHUDPBRAlphaProgram);
- mShaderList.push_back(&gDeferredSkinnedPBRAlphaProgram);
mShaderList.push_back(&gDeferredPostGammaCorrectProgram); // for gamma
mShaderList.push_back(&gNoPostGammaCorrectProgram);
mShaderList.push_back(&gLegacyPostGammaCorrectProgram);
-
-}
-
-LLViewerShaderMgr::~LLViewerShaderMgr()
-{
- mShaderLevel.clear();
- mShaderList.clear();
+ mShaderList.push_back(&gDeferredDiffuseProgram);
+ mShaderList.push_back(&gDeferredBumpProgram);
+ mShaderList.push_back(&gDeferredPBROpaqueProgram);
+ mShaderList.push_back(&gDeferredAvatarProgram);
+ mShaderList.push_back(&gDeferredTerrainProgram);
+ mShaderList.push_back(&gDeferredPBRTerrainProgram);
+ mShaderList.push_back(&gDeferredDiffuseAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredNonIndexedDiffuseAlphaMaskProgram);
+ mShaderList.push_back(&gDeferredTreeProgram);
+
+ // make sure there are no redundancies
+ llassert(no_redundant_shaders(mShaderList));
}
// static
@@ -343,6 +392,10 @@ void LLViewerShaderMgr::setShaders()
return;
}
+ mShaderList.clear();
+
+ LLShaderMgr::sMirrorsEnabled = LLPipeline::RenderMirrors;
+
if (!gGLManager.mHasRequirements)
{
// Viewer will show 'hardware requirements' warning later
@@ -524,6 +577,8 @@ void LLViewerShaderMgr::setShaders()
}
gPipeline.createGLBuffers();
+ finalizeShaderList();
+
reentrance = false;
}
@@ -623,6 +678,16 @@ std::string LLViewerShaderMgr::loadBasicShaders()
attribs["REF_SAMPLE_COUNT"] = "32";
}
+ { // PBR terrain
+ const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount"));
+ attribs["TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT"] = llformat("%d", mapping);
+ const F32 triplanar_factor = gSavedSettings.getF32("RenderTerrainPBRTriplanarBlendFactor");
+ attribs["TERRAIN_TRIPLANAR_BLEND_FACTOR"] = llformat("%.2f", triplanar_factor);
+ S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail");
+ detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX);
+ attribs["TERRAIN_PBR_DETAIL"] = llformat("%d", detail);
+ }
+
LLGLSLShader::sGlobalDefines = attribs;
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
@@ -658,8 +723,10 @@ std::string LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", 1) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/globalF.glsl", 1));
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/pbrterrainUtilF.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", ssr ? 3 : 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
@@ -917,11 +984,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredCoFProgram.unload();
gDeferredDoFCombineProgram.unload();
gExposureProgram.unload();
+ gExposureProgramNoFade.unload();
gLuminanceProgram.unload();
gDeferredPostGammaCorrectProgram.unload();
gNoPostGammaCorrectProgram.unload();
gLegacyPostGammaCorrectProgram.unload();
gFXAAProgram.unload();
+ gEnvironmentMapProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
gDeferredWLSunProgram.unload();
@@ -951,6 +1020,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedPBROpaqueProgram.unload();
gDeferredPBRAlphaProgram.unload();
gDeferredSkinnedPBRAlphaProgram.unload();
+ gDeferredPBRTerrainProgram.unload();
return TRUE;
}
@@ -1044,9 +1114,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
if (success)
{
- mShaderList.push_back(&gDeferredMaterialProgram[i]);
+ bool has_skin = i & 0x10;
- gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
+ if (!has_skin)
+ {
+ mShaderList.push_back(&gDeferredMaterialProgram[i]);
+ gDeferredMaterialProgram[i].mName = llformat("Material Shader %d", i);
+ }
+ else
+ {
+ gDeferredMaterialProgram[i].mName = llformat("Skinned Material Shader %d", i);
+ }
U32 alpha_mode = i & 0x3;
@@ -1083,7 +1161,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", "1");
}
- bool has_skin = i & 0x10;
+
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
@@ -1242,6 +1320,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = shader->createShader(NULL, NULL);
llassert(success);
}
+
+ if (success)
+ {
+ S32 detail = gSavedSettings.getS32("RenderTerrainPBRDetail");
+ detail = llclamp(detail, TERRAIN_PBR_DETAIL_MIN, TERRAIN_PBR_DETAIL_MAX);
+ const S32 mapping = clamp_terrain_mapping(gSavedSettings.getS32("RenderTerrainPBRPlanarSampleCount"));
+ gDeferredPBRTerrainProgram.mName = llformat("Deferred PBR Terrain Shader %d %s",
+ detail,
+ (mapping == 1 ? "flat" : "triplanar"));
+ gDeferredPBRTerrainProgram.mFeatures.encodesNormal = true;
+ gDeferredPBRTerrainProgram.mFeatures.hasSrgb = true;
+ gDeferredPBRTerrainProgram.mFeatures.isAlphaLighting = true;
+ gDeferredPBRTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ gDeferredPBRTerrainProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredPBRTerrainProgram.mFeatures.hasAtmospherics = true;
+ gDeferredPBRTerrainProgram.mFeatures.hasGamma = true;
+ gDeferredPBRTerrainProgram.mFeatures.hasTransport = true;
+ gDeferredPBRTerrainProgram.mFeatures.isPBRTerrain = true;
+
+ gDeferredPBRTerrainProgram.mShaderFiles.clear();
+ gDeferredPBRTerrainProgram.mShaderFiles.push_back(make_pair("deferred/pbrterrainV.glsl", GL_VERTEX_SHADER));
+ gDeferredPBRTerrainProgram.mShaderFiles.push_back(make_pair("deferred/pbrterrainF.glsl", GL_FRAGMENT_SHADER));
+ gDeferredPBRTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredPBRTerrainProgram.addPermutation("TERRAIN_PBR_DETAIL", llformat("%d", detail));
+ gDeferredPBRTerrainProgram.addPermutation("TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT", llformat("%d", mapping));
+ success = gDeferredPBRTerrainProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
if (success)
{
@@ -1955,8 +2061,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.encodesNormal = true;
gDeferredTerrainProgram.mFeatures.hasSrgb = true;
- gDeferredTerrainProgram.mFeatures.calculatesLighting = false;
- gDeferredTerrainProgram.mFeatures.hasLighting = false;
gDeferredTerrainProgram.mFeatures.isAlphaLighting = true;
gDeferredTerrainProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredTerrainProgram.mFeatures.calculatesAtmospherics = true;
@@ -2029,6 +2133,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gExposureProgram.mFeatures.isDeferred = true;
gExposureProgram.mShaderFiles.clear();
gExposureProgram.clearPermutations();
+ gExposureProgram.addPermutation("USE_LAST_EXPOSURE", "1");
gExposureProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
gExposureProgram.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER));
gExposureProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
@@ -2038,6 +2143,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gExposureProgramNoFade.mName = "Exposure (no fade)";
+ gExposureProgramNoFade.mFeatures.hasSrgb = true;
+ gExposureProgramNoFade.mFeatures.isDeferred = true;
+ gExposureProgramNoFade.mShaderFiles.clear();
+ gExposureProgramNoFade.clearPermutations();
+ gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER));
+ gExposureProgramNoFade.mShaderFiles.push_back(make_pair("deferred/exposureF.glsl", GL_FRAGMENT_SHADER));
+ gExposureProgramNoFade.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = gExposureProgramNoFade.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success)
+ {
gLuminanceProgram.mName = "Luminance";
gLuminanceProgram.mShaderFiles.clear();
gLuminanceProgram.clearPermutations();
@@ -2153,6 +2272,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
}
+ if (success)
+ {
+ gEnvironmentMapProgram.mName = "Environment Map Program";
+ gEnvironmentMapProgram.mShaderFiles.clear();
+ gEnvironmentMapProgram.mFeatures.calculatesAtmospherics = true;
+ gEnvironmentMapProgram.mFeatures.hasAtmospherics = true;
+ gEnvironmentMapProgram.mFeatures.hasGamma = true;
+ gEnvironmentMapProgram.mFeatures.hasSrgb = true;
+
+ gEnvironmentMapProgram.clearPermutations();
+ gEnvironmentMapProgram.addPermutation("HAS_HDRI", "1");
+ gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER));
+ gEnvironmentMapProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER));
+ gEnvironmentMapProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gEnvironmentMapProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+
+ success = gEnvironmentMapProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
@@ -2643,6 +2782,33 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
if (success)
{
+ for (S32 variant = 0; variant < NORMAL_DEBUG_SHADER_COUNT; ++variant)
+ {
+ LLGLSLShader& shader = gNormalDebugProgram[variant];
+ LLGLSLShader& skinned_shader = gSkinnedNormalDebugProgram[variant];
+ shader.mName = "Normal Debug Shader";
+ shader.mShaderFiles.clear();
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugV.glsl", GL_VERTEX_SHADER));
+ // *NOTE: Geometry shaders have a reputation for being slow.
+ // Consider using compute shaders instead, which have a reputation
+ // for being fast. This geometry shader in particular seems to run
+ // fine on my machine, but I won't vouch for this in
+ // performance-critical areas. -Cosmic,2023-09-28
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugG.glsl", GL_GEOMETRY_SHADER));
+ shader.mShaderFiles.push_back(make_pair("interface/normaldebugF.glsl", GL_FRAGMENT_SHADER));
+ shader.mRiggedVariant = &skinned_shader;
+ shader.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ if (variant == NORMAL_DEBUG_SHADER_WITH_TANGENTS)
+ {
+ shader.addPermutation("HAS_ATTRIBUTE_TANGENT", "1");
+ }
+ success = make_rigged_variant(shader, skinned_shader);
+ success = success && shader.createShader(NULL, NULL);
+ }
+ }
+
+ if (success)
+ {
gClipProgram.mName = "Clip Shader";
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER));
@@ -2744,8 +2910,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER));
gRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER));
gRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ gRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "32");
success = gRadianceGenProgram.createShader(NULL, NULL);
}
+
+ if (success && gGLManager.mHasCubeMapArray)
+ {
+ gHeroRadianceGenProgram.mName = "Hero Radiance Gen Shader";
+ gHeroRadianceGenProgram.mShaderFiles.clear();
+ gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenV.glsl", GL_VERTEX_SHADER));
+ gHeroRadianceGenProgram.mShaderFiles.push_back(make_pair("interface/radianceGenF.glsl", GL_FRAGMENT_SHADER));
+ gHeroRadianceGenProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ gHeroRadianceGenProgram.addPermutation("HERO_PROBES", "1");
+ gHeroRadianceGenProgram.addPermutation("PROBE_FILTER_SAMPLES", "4");
+ success = gHeroRadianceGenProgram.createShader(NULL, NULL);
+ }
if (success && gGLManager.mHasCubeMapArray)
{