diff options
Diffstat (limited to 'indra/newview')
142 files changed, 1374 insertions, 815 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl index 3e4d438ed3..7a35905280 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/pickAvatarF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -34,5 +36,5 @@ uniform sampler2D diffuseMap; void main() { - gl_FragColor = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); + frag_color = vec4(vertex_color.rgb, texture2D(diffuseMap, vary_texcoord0.xy).a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index c012efa056..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -26,15 +26,15 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; vec4 diffuseLookup(vec2 texcoord); -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; uniform vec2 screen_res; vec3 atmosLighting(vec3 light); @@ -69,6 +69,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + 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 index 8641827777..beb3290187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -26,15 +26,15 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; uniform vec2 screen_res; vec3 atmosLighting(vec3 light); @@ -81,9 +81,9 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; - //gl_FragColor = vec4(1,0,1,1); - //gl_FragColor = vec4(1,0,1,1)*shadow; + 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 index c13ea702db..cb87b754b4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedNoColorF.glsl @@ -26,14 +26,14 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; uniform sampler2D diffuseMap; -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; uniform vec2 screen_res; vec3 atmosLighting(vec3 light); @@ -79,6 +79,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + 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 index 40b0cf47ac..5a0e8ff684 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -41,7 +41,6 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); VARYING vec3 vary_position; VARYING vec3 vary_ambient; VARYING vec3 vary_directional; -VARYING vec3 vary_normal; VARYING vec3 vary_fragcoord; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; @@ -55,6 +54,12 @@ 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 @@ -104,8 +109,7 @@ void main() gl_Position = frag_pos; vary_position = pos.xyz; - vary_normal = norm; - + calcAtmospherics(pos.xyz); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 8c96d55342..cf38a2f4f7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -48,7 +48,6 @@ VARYING vec3 vary_ambient; VARYING vec3 vary_directional; VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; -VARYING vec3 vary_light; VARYING vec3 vary_pointlight_col; VARYING vec4 vertex_color; @@ -64,6 +63,12 @@ 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 @@ -128,8 +133,6 @@ void main() // Add windlight lights col.rgb = atmosAmbient(vec3(0.)); - vary_light = light_position[0].xyz; - 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))); diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl index 402f681631..22c9a4d14e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl @@ -23,17 +23,17 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; void main() { - //gl_FragColor = vec4(1,1,1,vertex_color.a * texture2D(diffuseMap, vary_texcoord0.xy).a); - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl index ded6cced27..81961d7746 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl @@ -27,11 +27,8 @@ uniform mat4 modelview_matrix; uniform mat4 texture_matrix0; ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -VARYING vec4 vertex_color; - mat4 getObjectSkinnedTransform(); void main() @@ -42,8 +39,6 @@ void main() mat = modelview_matrix * mat; vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - vertex_color = diffuse_color; - vec4 p = projection_matrix * vec4(pos, 1.0); p.z = max(p.z, -p.w+0.01); gl_Position = p; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl new file mode 100644 index 0000000000..5f395801e5 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaNoColorV.glsl @@ -0,0 +1,148 @@ +/** + * @file avatarAlphaNoColorV.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 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; + + vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); +} + + diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl index c0edddc40a..d6149fcc32 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl @@ -59,6 +59,12 @@ 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 diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 9a3b2e3e8a..46d2aa4877 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform sampler2D diffuseMap; @@ -41,9 +43,9 @@ void main() discard; } - gl_FragData[0] = vec4(diff.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(diff.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl index 558a88009a..3686f2f647 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -33,7 +35,7 @@ VARYING vec4 post_pos; void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index 60d4dae99f..f400eb7a5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; @@ -111,6 +113,6 @@ void main() col /= defined_weight.xyxx; col.y *= col.y; - gl_FragColor = col; + frag_color = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index 6cc5f23aca..680eadb852 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform sampler2D diffuseMap; @@ -46,9 +48,9 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = vertex_color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 6c205074b4..8ba75010a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -30,7 +30,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord2; +ATTRIBUTE vec3 binormal; VARYING vec3 vary_mat0; VARYING vec3 vary_mat1; @@ -52,7 +52,7 @@ void main() vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 b = normalize((mat * vec4(vec4(texcoord2,0,1).xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz); vec3 t = cross(b, n); vary_mat0 = vec3(t.x, b.x, n.x); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index db272cf601..1d8ca04ccd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -25,7 +25,9 @@ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// @@ -98,8 +100,8 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragData[0] = vec4(scaleSoftClip(color.rgb), alpha1); - gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 64e094e3c5..17f425475c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -50,18 +50,18 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -77,7 +77,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -99,12 +99,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -112,7 +112,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -136,14 +136,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -164,13 +164,13 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index e612efba61..ccbc3c557c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -83,6 +85,6 @@ void main() sc = max(sc, -max_cof); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor.rgb = diff.rgb + bloom.rgb; - gl_FragColor.a = sc/max_cof*0.5+0.5; + frag_color.rgb = diff.rgb + bloom.rgb; + frag_color.a = sc/max_cof*0.5+0.5; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index e9989a4e48..b2027d3a5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform float minimum_alpha; @@ -44,9 +46,9 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); // spec + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index fdf8d72b38..ead384b07c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif VARYING vec3 vary_normal; @@ -43,8 +45,8 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index bb20e2ca47..f73fa6f231 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -25,7 +25,9 @@ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform float minimum_alpha; @@ -44,9 +46,9 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); // spec + frag_data[0] = vec4(col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); // spec vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 7bde49eb86..227aa2aae3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform sampler2D diffuseMap; @@ -36,10 +38,10 @@ VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = vertex_color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 75b45111e0..d442e5403a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif VARYING vec3 vary_normal; @@ -35,9 +37,9 @@ void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - gl_FragData[0] = vec4(col, 0.0); - gl_FragData[1] = vertex_color.aaaa; // spec - //gl_FragData[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested + frag_data[0] = vec4(col, 0.0); + frag_data[1] = vertex_color.aaaa; // spec + //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 01e3505359..a425e5062e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -37,14 +39,24 @@ uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; +uniform float dof_width; +uniform float dof_height; VARYING vec2 vary_fragcoord; +vec4 dofSample(sampler2DRect tex, vec2 tc) +{ + tc.x = min(tc.x, dof_width); + tc.y = min(tc.y, dof_height); + + return texture2DRect(tex, tc); +} + void main() { vec2 tc = vary_fragcoord.xy; - vec4 dof = texture2DRect(diffuseRect, vary_fragcoord.xy*res_scale); + vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); @@ -63,5 +75,5 @@ void main() diff = mix(diff, col*0.25, a); } - gl_FragColor = mix(diff, dof, a); + frag_color = mix(diff, dof, a); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index 92f78125d8..6aa4d7b4ed 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif vec3 fullbrightAtmosTransport(vec3 light); @@ -45,6 +47,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 84ae2f9f10..36433a5827 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -46,6 +48,6 @@ void main() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 5af9406452..e02a7b405b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif #define FXAA_PC 1 @@ -341,18 +343,23 @@ A. Or use FXAA_GREEN_AS_LUMA. // 1 = API supports gather4 on alpha channel. // 0 = API does not support gather4 on alpha channel. // + #if (FXAA_GLSL_130 == 0) + #define FXAA_GATHER4_ALPHA 0 + #endif #if (FXAA_HLSL_5 == 1) #define FXAA_GATHER4_ALPHA 1 #endif - #ifdef GL_ARB_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif - #ifdef GL_NV_gpu_shader5 - #define FXAA_GATHER4_ALPHA 1 - #endif #ifndef FXAA_GATHER4_ALPHA - #define FXAA_GATHER4_ALPHA 0 - #endif + #ifdef GL_ARB_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifdef GL_NV_gpu_shader5 + #define FXAA_GATHER4_ALPHA 1 + #endif + #ifndef FXAA_GATHER4_ALPHA + #define FXAA_GATHER4_ALPHA 0 + #endif + #endif #endif /*============================================================================ @@ -2113,6 +2120,6 @@ void main() //diff = texture2D(diffuseMap, vary_tc); - gl_FragColor = diff; + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl index 29ca80ae92..da1b234240 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/giF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; @@ -184,5 +186,5 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragColor.xyz = giAmbient(pos, norm); + frag_color.xyz = giAmbient(pos, norm); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index a44173a2a4..bc0719cb82 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform float minimum_alpha; @@ -45,7 +47,7 @@ void main() discard; } - gl_FragData[0] = vec4(col.rgb, col.a * 0.005); - gl_FragData[1] = texture2D(specularMap, vary_texcoord0.xy); - gl_FragData[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); + frag_data[0] = vec4(col.rgb, col.a * 0.005); + frag_data[1] = texture2D(specularMap, vary_texcoord0.xy); + frag_data[2] = vec4(texture2D(normalMap, vary_texcoord0.xy).xyz, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index e014a14ad8..dcf474824d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -26,12 +26,14 @@ uniform sampler2DRect diffuseMap; #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec2 vary_fragcoord; void main() { - gl_FragColor = texture2DRect(diffuseMap, vary_fragcoord.xy); + frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 179c721a2f..53a2a13392 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect depthMap; @@ -141,6 +143,6 @@ void main() discard; } - gl_FragColor.rgb = out_col; - gl_FragColor.a = 0.0; + 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 2196d14895..75de47614c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 1 -- no shadows @@ -242,6 +244,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 879942d8fa..62cfa5c316 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D alphaMap; @@ -52,5 +54,5 @@ void main() norm *= 0.5; norm += 0.5; - gl_FragColor = vec4(norm, alpha); + frag_color = vec4(norm, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b673d00d6e..a5e04fba57 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -118,6 +120,6 @@ void main() discard; } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 18d451bf87..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -122,5 +124,5 @@ void main() diff /= w; } - gl_FragColor = diff; + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index c275434777..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -40,6 +42,6 @@ void main() vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); - gl_FragColor = diff + bloom; + frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 0d5c8e7287..bd0cb50464 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -1,5 +1,5 @@ /** - * @file postgiV.glsl + * @file postDeferredV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,17 +24,17 @@ */ uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; +ATTRIBUTE vec3 position; VARYING vec2 vary_fragcoord; + uniform vec2 screen_res; void main() { //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = pos; + gl_Position = pos; vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index 84d65d5b3b..96f9628424 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -24,8 +24,10 @@ */ #ifdef DEFINE_GL_FRAGCOLOR - out vec4 gl_FragColor; - #endif +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif uniform sampler2DRect depthMap; uniform sampler2DRect normalMap; @@ -96,5 +98,5 @@ void main() col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z; - gl_FragColor.rgb = col; + frag_color.rgb = col; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index c1fb7b55d4..cf8cf8364a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -44,7 +46,7 @@ void main() discard; } - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl index bf75ca262e..7e55fdc12a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl @@ -24,14 +24,16 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 post_pos; void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 96ad0aa93a..faa54a316e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif ///////////////////////////////////////////////////////////////////////// @@ -57,8 +59,8 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragData[0] = vec4(scaleSoftClip(color.rgb), 1.0); - gl_FragData[1] = vec4(0.0,0.0,0.0,0.0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 721de18e0b..7c02d31d43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -26,7 +26,6 @@ uniform mat4 modelview_projection_matrix; ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; // SKY //////////////////////////////////////////////////////////////////////// // The vertex shader for creating the atmospheric sky @@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0; // Output parameters VARYING vec4 vary_HazeColor; -VARYING vec2 vary_texcoord0; // Inputs uniform vec3 camPosLocal; @@ -44,26 +42,23 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { // World / view / projection gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = texcoord0; - + // Get relative position vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); //vec3 P = position.xyz + vec3(0,50,0); @@ -71,7 +66,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -93,12 +88,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -106,7 +101,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -131,20 +126,20 @@ void main() // Haze color above cloud vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) ); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // Final atmosphere additive diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 51110ae4df..b5501c2820 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -51,12 +53,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -159,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -173,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -199,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -213,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient @@ -322,7 +324,7 @@ void main() col = diffuse.rgb; } - gl_FragColor.rgb = col; + frag_color.rgb = col; - gl_FragColor.a = bloom; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index cc0f4e5b6b..7ed8ed3370 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -27,7 +27,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -184,6 +186,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 0.0; + frag_color.rgb = col; + frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 03fccd2766..821058804c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif VARYING vec4 vertex_color; @@ -36,7 +38,7 @@ void main() { vec4 col = vertex_color * texture2D(diffuseMap, vary_texcoord0.xy); - gl_FragData[0] = col; - gl_FragData[1] = vec4(0,0,0,0); - gl_FragData[2] = vec4(0,0,1,0); + frag_data[0] = col; + frag_data[1] = vec4(0,0,0,0); + frag_data[2] = vec4(0,0,1,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl index adc7c5d005..5ca817aff6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightF.glsl @@ -28,10 +28,12 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif void main() { - gl_FragColor = vec4(0,0,0,0); + frag_color = vec4(0,0,0,0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl index e5d3bb8ea6..47e9d15fbc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/giV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightNoFragCoordV.glsl @@ -1,5 +1,5 @@ /** - * @file giV.glsl + * @file sunLightF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code @@ -24,13 +24,8 @@ */ uniform mat4 modelview_projection_matrix; - + ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; - -VARYING vec4 vertex_color; -VARYING vec2 vary_fragcoord; uniform vec2 screen_res; @@ -39,10 +34,4 @@ void main() //transform vertex vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = pos; - - vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res; - vec4 tex = vec4(texcoord0,0,1); - tex.w = 1.0; - - vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index fc5959a33c..2422d73a3e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 1 -- no shadow, SSAO only @@ -37,8 +39,6 @@ uniform sampler2D noiseMap; // Inputs -uniform mat4 shadow_matrix[6]; -uniform vec4 shadow_clip; uniform float ssao_radius; uniform float ssao_max_radius; uniform float ssao_factor; @@ -49,9 +49,6 @@ VARYING vec2 vary_fragcoord; uniform mat4 inv_proj; uniform vec2 screen_res; -uniform float shadow_bias; -uniform float shadow_offset; - vec4 getPosition(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen.xy).r; @@ -128,8 +125,8 @@ void main() vec3 norm = texture2DRect(normalMap, pos_screen).xyz; norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm - gl_FragColor[0] = 1.0; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); - gl_FragColor[2] = 1.0; - gl_FragColor[3] = 1.0; + frag_color[0] = 1.0; + frag_color[1] = calcAmbientOcclusion(pos, norm); + frag_color[2] = 1.0; + frag_color[3] = 1.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 5522e6c41d..8a5e482e80 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform sampler2D detail_0; @@ -51,9 +53,9 @@ void main() float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); - gl_FragData[0] = vec4(outColor.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(outColor.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index ea98d6884c..6cf6106b51 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif uniform sampler2D diffuseMap; @@ -43,8 +45,8 @@ void main() discard; } - gl_FragData[0] = vec4(vertex_color.rgb*col.rgb, 0.0); - gl_FragData[1] = vec4(0,0,0,0); + frag_data[0] = vec4(vertex_color.rgb*col.rgb, 0.0); + frag_data[1] = vec4(0,0,0,0); vec3 nvn = normalize(vary_normal); - gl_FragData[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); + frag_data[2] = vec4(nvn.xy * 0.5 + 0.5, nvn.z, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index 20d0170535..d4d2f5f571 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -43,7 +45,7 @@ void main() discard; } - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 4c9ea24a24..42dc7c0980 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragData[3]; +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData #endif vec3 scaleSoftClip(vec3 inColor); @@ -157,7 +159,7 @@ void main() //wavef = normalize(wavef); vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; - gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse - gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec - gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace + frag_data[0] = vec4(color.rgb, 0.5); // diffuse + frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 9a3d792224..0f5eb288fd 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseMap; @@ -46,7 +48,7 @@ void main() float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) ); - gl_FragColor.rgb = col.rgb; - gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); + frag_color.rgb = col.rgb; + frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha); } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 90bb84323c..c1f6af9f57 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -54,5 +56,5 @@ void main() col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw); col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw); - gl_FragColor = vec4(col.rgb * glowStrength, col.a); + frag_color = vec4(col.rgb * glowStrength, col.a); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl index 18f6d91804..668a710c04 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -59,6 +61,6 @@ void main() /// Add WL Components outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); - gl_FragColor = vec4(scaleSoftClip(outColor.rgb), 1.0); + frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0); } diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index e5c7ced52c..a956562396 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -60,6 +62,6 @@ void main() outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); outColor = applyWaterFog(outColor); - gl_FragColor = outColor; + frag_color = outColor; } diff --git a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl index 1fdb90f792..0d8dab0a41 100644 --- a/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/underWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -106,5 +108,5 @@ void main() vec4 fb = texture2D(screenTex, distort); - gl_FragColor = applyWaterFog(fb,view.xyz); + frag_color = applyWaterFog(fb,view.xyz); } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 444c896d38..79bffab745 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif vec3 scaleSoftClip(vec3 inColor); @@ -135,5 +137,5 @@ void main() color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index d2f5e1987a..f520f301d9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -42,5 +44,5 @@ void main() discard; } - gl_FragColor = col; + frag_color = col; } diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl index 4b481ba834..a96d04cc39 100644 --- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -38,5 +40,5 @@ void main() { vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); color.a *= custom_alpha; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index 6bcc97ba18..67c6baddbb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -24,12 +24,14 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform vec4 color; void main() { - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index f67703b839..ed803de277 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif #extension GL_ARB_texture_rectangle : enable @@ -37,6 +39,6 @@ VARYING vec2 vary_texcoord1; void main() { - gl_FragColor = texture2D(glowMap, vary_texcoord0.xy) + + frag_color = texture2D(glowMap, vary_texcoord0.xy) + texture2DRect(screenMap, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c66a6e5b48..59520bb99f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -38,5 +40,5 @@ void main() { vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb; - gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); + frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index ecbc30f05f..6cc9bbbea2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform vec4 color; @@ -34,5 +36,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl index 85f819f4c2..db130e456c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionF.glsl @@ -24,10 +24,12 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif void main() { - gl_FragColor = vec4(1,1,1,1); + frag_color = vec4(1,1,1,1); } diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl index fafeb5a7b4..415181126b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturenocolorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D tex0; @@ -33,5 +35,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = texture2D(tex0, vary_texcoord0.xy); + frag_color = texture2D(tex0, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index f790122749..67dc500493 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D tex0; @@ -36,5 +38,5 @@ void main() { float alpha = texture2D(tex0, vary_texcoord0.xy).a * vertex_color.a; - gl_FragColor = vec4(vertex_color.rgb, alpha); + frag_color = vec4(vertex_color.rgb, alpha); } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index a0bb255cfa..772bb374e8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect screenMap; @@ -36,5 +38,5 @@ VARYING vec2 vary_texcoord0; void main() { - gl_FragColor = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; + frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; } diff --git a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl index cdb48163dd..95679e93e7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotextureaddF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D tex0; @@ -35,5 +37,5 @@ VARYING vec2 vary_texcoord1; void main() { - gl_FragColor = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); + frag_color = texture2D(tex0, vary_texcoord0.xy)+texture2D(tex1, vary_texcoord1.xy); } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 36d6e06fc5..299bfb72aa 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D diffuseMap; @@ -34,5 +36,5 @@ VARYING vec4 vertex_color; void main() { - gl_FragColor = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); + frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index 10413bdeb0..cf29939cb2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index 1164e5b0a6..4070d41f47 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 735f5b3813..d6ebfcb825 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index ba99c0ed71..6c34643aab 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl index c3edc0bd70..2ff7f795b0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl index 276fad4f44..f4477bd29a 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl index 4e1e664e6b..2738ff8947 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -43,6 +45,6 @@ void fullbright_lighting() color.rgb = fullbrightScaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl index c981e9eba2..777c8b45bb 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -50,6 +52,6 @@ void fullbright_shiny_lighting() color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl index a4893f0359..4fa3b1d939 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -51,6 +53,6 @@ void fullbright_shiny_lighting() color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl index c10cde98e0..58984a4263 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterF.glsl @@ -23,7 +23,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -48,6 +50,6 @@ void fullbright_shiny_lighting_water() color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl index e9b26087f4..a39b7205d7 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightShinyWaterNonIndexedF.glsl @@ -23,7 +23,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -49,6 +51,6 @@ void fullbright_shiny_lighting_water() color.rgb = fullbrightScaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index 754b2922d9..99a6fe85fe 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl index 2547f9e750..df182168f3 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index f69b907dc7..63f92a8844 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -48,6 +50,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl index aa3ef8cdd9..0e68091e7c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void fullbright_lighting_water() color.rgb = fullbrightAtmosTransport(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index 9f1a358b53..0aca768021 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -43,6 +45,6 @@ void default_lighting() color.rgb = scaleSoftClip(color.rgb); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl index e9c27dbefd..52e3b2ad02 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -49,6 +51,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl index 595ad74365..474d5ea496 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -50,6 +52,6 @@ void shiny_lighting() color.rgb = scaleSoftClip(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl index 68c727d62c..d2a4c47aac 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -46,6 +48,6 @@ void shiny_lighting_water() color.rgb = atmosLighting(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl index f32b9e1958..f3bd662364 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightShinyWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -47,6 +49,6 @@ void shiny_lighting_water() color.rgb = atmosLighting(color.rgb); color.a = max(color.a, vertex_color.a); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 103dd633c9..b68240ba0d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -46,6 +48,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index bef72752da..da3b20012d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -50,6 +52,6 @@ void default_lighting_water() color = applyWaterFog(color); - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index e9537d1e9d..00609e93cd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -24,8 +24,10 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; -#endif +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; @@ -39,6 +41,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl index 8b0c25b705..13ecb7a636 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -41,6 +43,6 @@ void default_lighting_water() color.rgb = atmosLighting(color.rgb); - gl_FragColor = applyWaterFog(color); + frag_color = applyWaterFog(color); } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 4b85d61aca..d55f0db530 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2D texture0; @@ -38,5 +40,5 @@ void main() float tex0 = texture2D(texture0, vary_texcoord0.xy).a; float tex1 = texture2D(texture1, vary_texcoord1.xy).a; - gl_FragColor = vec4(tex0+(1.0-tex1)-0.5); + frag_color = vec4(tex0+(1.0-tex1)-0.5); } diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 3c6e22b295..add437d144 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform float minimum_alpha; @@ -42,5 +44,5 @@ void main() discard; } - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index a95c9e0ab9..7c0699d72f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@ * $/LicenseInfo$ */ -ATTRIBUTE float texture_index; +ATTRIBUTE ivec4 texture_index; -VARYING float vary_texture_index; +VARYING_FLAT ivec4 vary_texture_index; void passTextureIndex() { diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1179b212ae..08f6ec63fe 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -78,7 +80,7 @@ void main() vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - float shadow = 1.0; + float shadow = 0.0; vec4 pos = vec4(vary_position, 1.0); vec4 spos = pos; @@ -87,31 +89,65 @@ void main() { vec4 lpos; - if (spos.z < -shadow_clip.z) + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 1.5); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.5); + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + weight += w; } + + + shadow /= weight; + } + else + { + shadow = 1.0; } vec4 diff = diffuseLookup(vary_texcoord0.xy); @@ -125,6 +161,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 0df557f2aa..aae6a070e2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRectShadow shadowMap0; @@ -91,7 +93,7 @@ void main() vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - float shadow = 1.0; + float shadow = 0.0; vec4 pos = vec4(vary_position, 1.0); vec4 spos = pos; @@ -100,33 +102,68 @@ void main() { vec4 lpos; - if (spos.z < -shadow_clip.z) + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 1.5); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.5); + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + weight += w; } + + + shadow /= weight; + } - + else + { + shadow = 1.0; + } + vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); @@ -138,6 +175,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + 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 index 331dbc7079..931577359e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRectShadow shadowMap0; @@ -90,7 +92,7 @@ void main() vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; frag *= screen_res; - float shadow = 1.0; + float shadow = 0.0; vec4 pos = vec4(vary_position, 1.0); vec4 spos = pos; @@ -99,31 +101,65 @@ void main() { vec4 lpos; - if (spos.z < -shadow_clip.z) + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 1.5); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 1.5); + + 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, 0.75)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.5); + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + weight += w; } + + + shadow /= weight; + } + else + { + shadow = 1.0; } vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); @@ -137,6 +173,6 @@ void main() color.rgb += diff.rgb * vary_pointlight_col.rgb; - gl_FragColor = color; + 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 index 83815b1786..9629cfe824 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -61,6 +61,12 @@ 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 diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1660f9687e..1586aab0f2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -63,6 +63,12 @@ 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 diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 84c27edb26..44aaa98b97 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -60,6 +60,12 @@ 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 diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 14a683971a..f7f1f649ce 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -253,6 +255,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 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 97f3063a9e..61a7f1e32f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif uniform sampler2DRect diffuseRect; @@ -51,12 +53,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -161,13 +163,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -175,12 +177,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -201,7 +203,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -215,8 +217,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient @@ -330,6 +332,6 @@ void main() col = diffuse.rgb; } - gl_FragColor.rgb = col; - gl_FragColor.a = bloom; + frag_color.rgb = col; + frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 31bd0c79da..99a277fbfc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif VARYING vec4 vertex_color; @@ -201,6 +203,6 @@ void main() } } - gl_FragColor.rgb = col; - gl_FragColor.a = 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 229c2f4b67..8c4ccf9cb3 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -26,7 +26,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 2, shadows, no SSAO @@ -129,11 +131,11 @@ void main() /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { - gl_FragColor = vec4(0.0); // doesn't matter + frag_color = vec4(0.0); // doesn't matter return; }*/ - float shadow = 1.0; + float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; @@ -152,32 +154,62 @@ void main() { vec4 lpos; - if (spos.z < -shadow_clip.z) + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 0.25); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 0.5); + + 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, 0.75)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 0.75); + + 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, 0.75)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.0); + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + weight += w; } + + shadow /= weight; + // take the most-shadowed value out of these two: // * the blurred sun shadow in the light (shadow) map // * an unblurred dot product between the sun and this norm @@ -198,19 +230,19 @@ void main() shadow = 1.0; } - gl_FragColor[0] = shadow; - gl_FragColor[1] = 1.0; + frag_color[0] = shadow; + frag_color[1] = 1.0; spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; + //frag_color.rgb = pos.xyz; + //frag_color.b = shadow; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 6b420833b9..02075a7687 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -25,7 +25,9 @@ #extension GL_ARB_texture_rectangle : enable #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif //class 2 -- shadows and SSAO @@ -190,11 +192,11 @@ void main() /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL { - gl_FragColor = vec4(0.0); // doesn't matter + frag_color = vec4(0.0); // doesn't matter return; }*/ - float shadow = 1.0; + float shadow = 0.0; float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz)); vec3 shadow_pos = pos.xyz + displace*norm; @@ -212,33 +214,63 @@ void main() else { vec4 lpos; - - if (spos.z < -shadow_clip.z) + + 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; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap3, lpos, 0.25); + + float w = 1.0; + w -= max(spos.z-far_split.z, 0.0)/transition_domain.z; + shadow += pcfShadow(shadowMap3, lpos, 0.25)*w; + weight += w; shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0); } - else if (spos.z < -shadow_clip.y) + + if (spos.z < near_split.y && spos.z > far_split.z) { lpos = shadow_matrix[2]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap2, lpos, 0.5); + + 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, 0.75)*w; + weight += w; } - else if (spos.z < -shadow_clip.x) + + if (spos.z < near_split.x && spos.z > far_split.y) { lpos = shadow_matrix[1]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap1, lpos, 0.75); + + 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, 0.75)*w; + weight += w; } - else + + if (spos.z > far_split.x) { lpos = shadow_matrix[0]*spos; lpos.xy *= shadow_res; - shadow = pcfShadow(shadowMap0, lpos, 1.0); + + float w = 1.0; + w -= max(near_split.x-spos.z, 0.0)/transition_domain.x; + + shadow += pcfShadow(shadowMap0, lpos, 1.0)*w; + weight += w; } + + shadow /= weight; + // take the most-shadowed value out of these two: // * the blurred sun shadow in the light (shadow) map // * an unblurred dot product between the sun and this norm @@ -259,19 +291,19 @@ void main() shadow = 1.0; } - gl_FragColor[0] = shadow; - gl_FragColor[1] = calcAmbientOcclusion(pos, norm); + frag_color[0] = shadow; + frag_color[1] = calcAmbientOcclusion(pos, norm); spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0); //spotlight shadow 1 vec4 lpos = shadow_matrix[4]*spos; - gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8); + frag_color[2] = pcfShadow(shadowMap4, lpos, 0.8); //spotlight shadow 2 lpos = shadow_matrix[5]*spos; - gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8); + frag_color[3] = pcfShadow(shadowMap5, lpos, 0.8); - //gl_FragColor.rgb = pos.xyz; - //gl_FragColor.b = shadow; + //frag_color.rgb = pos.xyz; + //frag_color.b = shadow; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 6a83be1426..da3d922017 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -47,12 +47,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; void calcAtmospherics(vec3 inPositionEye) { @@ -61,8 +61,8 @@ void calcAtmospherics(vec3 inPositionEye) { setPositionEye(P); //(TERRAIN) limit altitude - if (P.y > max_y.x) P *= (max_y.x / P.y); - if (P.y < -max_y.x) P *= (-max_y.x / P.y); + if (P.y > max_y) P *= (max_y / P.y); + if (P.y < -max_y) P *= (-max_y / P.y); vec3 tmpLightnorm = lightnorm.xyz; @@ -78,13 +78,13 @@ void calcAtmospherics(vec3 inPositionEye) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -92,12 +92,12 @@ void calcAtmospherics(vec3 inPositionEye) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -122,12 +122,12 @@ void calcAtmospherics(vec3 inPositionEye) { //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 4ab06c6e21..96c70651b1 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// @@ -96,7 +98,7 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragColor.rgb = scaleSoftClip(color.rgb); - gl_FragColor.a = alpha1; + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = alpha1; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index c5bb52169c..c1dd45cd67 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -49,18 +49,18 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; +uniform float cloud_scale; void main() { @@ -76,7 +76,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -98,12 +98,12 @@ void main() // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -111,7 +111,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -135,14 +135,14 @@ void main() // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // CLOUDS @@ -163,13 +163,13 @@ void main() vec4 oHazeColorBelowCloud = additiveColorBelowCloud * (1. - temp1); // Make a nice cloud density based on the cloud_shadow value that was passed in. - vary_CloudDensity = 2. * (cloud_shadow.x - 0.25); + vary_CloudDensity = 2. * (cloud_shadow - 0.25); // Texture coords vary_texcoord0 = texcoord0; vary_texcoord0.xy -= 0.5; - vary_texcoord0.xy /= cloud_scale.x; + vary_texcoord0.xy /= cloud_scale; vary_texcoord0.xy += 0.5; vary_texcoord1 = vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index c9d96b2cf4..e2a2367626 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -24,7 +24,9 @@ */ #ifdef DEFINE_GL_FRAGCOLOR -out vec4 gl_FragColor; +out vec4 frag_color; +#else +#define frag_color gl_FragColor #endif ///////////////////////////////////////////////////////////////////////// @@ -57,7 +59,7 @@ void main() color *= 2.; /// Gamma correct for WL (soft clip effect). - gl_FragColor.rgb = scaleSoftClip(color.rgb); - gl_FragColor.a = 1.0; + frag_color.rgb = scaleSoftClip(color.rgb); + frag_color.a = 1.0; } diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 46773cf89f..3788ddaf2d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -42,19 +42,17 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; +uniform float haze_horizon; +uniform float haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 max_y; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; uniform vec4 glow; uniform vec4 cloud_color; -uniform vec4 cloud_scale; - void main() { @@ -68,7 +66,7 @@ void main() // Set altitude if (P.y > 0.) { - P *= (max_y.x / P.y); + P *= (max_y / P.y); } else { @@ -87,15 +85,14 @@ void main() vec4 sunlight = sunlight_color; vec4 light_atten; - // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + haze_density.x * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); // Calculate relative weights - temp1 = blue_density + haze_density.x; + temp1 = blue_density + haze_density; blue_weight = blue_density / temp1; - haze_weight = haze_density.x / temp1; + haze_weight = haze_density / temp1; // Compute sunlight from P & lightnorm (for long rays like sky) temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); @@ -103,7 +100,7 @@ void main() sunlight *= exp( - light_atten * temp2.y); // Distance - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati @@ -128,20 +125,20 @@ void main() // Haze color above cloud vary_HazeColor = ( blue_horizon * blue_weight * (sunlight + ambient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) ); // Increase ambient when there are more clouds vec4 tmpAmbient = ambient; - tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; // Dim sunlight by cloud shadow percentage - sunlight *= (1. - cloud_shadow.x); + sunlight *= (1. - cloud_shadow); // Haze color below cloud vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) ); // Final atmosphere additive diff --git a/indra/newview/featuretable.txt b/indra/newview/featuretable.txt index 0f33d40ac3..76bb2b0976 100644 --- a/indra/newview/featuretable.txt +++ b/indra/newview/featuretable.txt @@ -42,7 +42,6 @@ RenderGamma 1 0 RenderGlowResolutionPow 1 9 RenderGround 1 1 RenderMaxPartCount 1 8192 -RenderNightBrightness 1 1.0 RenderObjectBump 1 1 RenderLocalLights 1 1 RenderReflectionDetail 1 4 diff --git a/indra/newview/featuretable_linux.txt b/indra/newview/featuretable_linux.txt index 8142311a55..5e217e000a 100644 --- a/indra/newview/featuretable_linux.txt +++ b/indra/newview/featuretable_linux.txt @@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9 RenderGround 1 1 RenderLocalLights 1 1 RenderMaxPartCount 1 8192 -RenderNightBrightness 1 1.0 RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 diff --git a/indra/newview/featuretable_mac.txt b/indra/newview/featuretable_mac.txt index 942c043081..915a012a39 100644 --- a/indra/newview/featuretable_mac.txt +++ b/indra/newview/featuretable_mac.txt @@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9 RenderGround 1 1 RenderLocalLights 1 1 RenderMaxPartCount 1 8192 -RenderNightBrightness 1 1.0 RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 diff --git a/indra/newview/featuretable_xp.txt b/indra/newview/featuretable_xp.txt index 278d601860..ae2cf910f2 100644 --- a/indra/newview/featuretable_xp.txt +++ b/indra/newview/featuretable_xp.txt @@ -43,7 +43,6 @@ RenderGlowResolutionPow 1 9 RenderGround 1 1 RenderLocalLights 1 1 RenderMaxPartCount 1 8192 -RenderNightBrightness 1 1.0 RenderObjectBump 1 1 RenderReflectionDetail 1 4 RenderTerrainDetail 1 1 diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index b002c11af5..0103373fd2 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -1138,6 +1138,8 @@ void LLDrawPoolAvatar::renderAvatars(LLVOAvatar* single_avatar, S32 pass) return; } + llassert(LLPipeline::sImpostorRender || !avatarp->isVisuallyMuted()); + /*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view { gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f)); diff --git a/indra/newview/lldynamictexture.cpp b/indra/newview/lldynamictexture.cpp index 5d6081a35c..a93b2b71de 100644 --- a/indra/newview/lldynamictexture.cpp +++ b/indra/newview/lldynamictexture.cpp @@ -125,8 +125,16 @@ BOOL LLViewerDynamicTexture::render() //----------------------------------------------------------------------------- void LLViewerDynamicTexture::preRender(BOOL clear_depth) { - { - // force rendering to on-screen portion of frame buffer + //only images up to 512x512 are supported + llassert(mFullHeight <= 512); + llassert(mFullWidth <= 512); + + if (gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete()) + { //using offscreen render target, just use the bottom left corner + mOrigin.set(0, 0); + } + else + { // force rendering to on-screen portion of frame buffer LLCoordScreen window_pos; gViewerWindow->getWindow()->getPosition( &window_pos ); mOrigin.set(0, gViewerWindow->getWindowHeightRaw() - mFullHeight); // top left corner @@ -140,9 +148,9 @@ void LLViewerDynamicTexture::preRender(BOOL clear_depth) mOrigin.mY += window_pos.mY; mOrigin.mY = llmax(mOrigin.mY, 0) ; } - - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); } + + gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); // Set up camera LLViewerCamera* camera = LLViewerCamera::getInstance(); mCamera.setOrigin(*camera); @@ -208,6 +216,13 @@ BOOL LLViewerDynamicTexture::updateAllInstances() return TRUE; } + bool use_fbo = gGLManager.mHasFramebufferObject && gPipeline.mWaterDis.isComplete(); + + if (use_fbo) + { + gPipeline.mWaterDis.bindTarget(); + } + LLGLSLShader::bindNoShader(); LLVertexBuffer::unbind(); @@ -241,6 +256,11 @@ BOOL LLViewerDynamicTexture::updateAllInstances() } } + if (use_fbo) + { + gPipeline.mWaterDis.flush(); + } + return ret; } diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp index cd33a19a2a..838e541145 100644 --- a/indra/newview/llface.cpp +++ b/indra/newview/llface.cpp @@ -1742,14 +1742,22 @@ BOOL LLFace::getGeometryVolume(const LLVolume& volume, LLVector4a texIdx; - F32 index = (F32) (mTextureIndex < 255 ? mTextureIndex : 0); + U8 index = mTextureIndex < 255 ? mTextureIndex : 0; + + F32 val = 0.f; + U8* vp = (U8*) &val; + vp[0] = index; + vp[1] = 0; + vp[2] = 0; + vp[3] = 0; + llassert(index <= LLGLSLShader::sIndexedTextureChannels-1); LLVector4Logical mask; mask.clear(); mask.setElement<3>(); - texIdx.set(0,0,0,index); + texIdx.set(0,0,0,val); { LLFastTimer t(FTM_FACE_POSITION_STORE); diff --git a/indra/newview/llfloatereditsky.cpp b/indra/newview/llfloatereditsky.cpp index abee7b5dc9..352361ce9e 100644 --- a/indra/newview/llfloatereditsky.cpp +++ b/indra/newview/llfloatereditsky.cpp @@ -151,8 +151,8 @@ void LLFloaterEditSky::initCallbacks(void) getChild<LLUICtrl>("WLBlueHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, ¶m_mgr.mBlueHorizon)); // haze density, horizon, mult, and altitude - getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, ¶m_mgr.mHazeDensity)); - getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlRMoved, this, _1, ¶m_mgr.mHazeHorizon)); + getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mHazeDensity)); + getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mHazeHorizon)); getChild<LLUICtrl>("WLDensityMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mDensityMult)); getChild<LLUICtrl>("WLMaxAltitude")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, ¶m_mgr.mMaxAlt)); @@ -220,15 +220,14 @@ void LLFloaterEditSky::syncControls() setColorSwatch("WLBlueHorizon", param_mgr->mBlueHorizon, WL_BLUE_HORIZON_DENSITY_SCALE); // haze density, horizon, mult, and altitude - param_mgr->mHazeDensity = cur_params.getVector(param_mgr->mHazeDensity.mName, err); - childSetValue("WLHazeDensity", param_mgr->mHazeDensity.r); - param_mgr->mHazeHorizon = cur_params.getVector(param_mgr->mHazeHorizon.mName, err); - childSetValue("WLHazeHorizon", param_mgr->mHazeHorizon.r); - param_mgr->mDensityMult = cur_params.getVector(param_mgr->mDensityMult.mName, err); - childSetValue("WLDensityMult", param_mgr->mDensityMult.x * - param_mgr->mDensityMult.mult); - param_mgr->mMaxAlt = cur_params.getVector(param_mgr->mMaxAlt.mName, err); - childSetValue("WLMaxAltitude", param_mgr->mMaxAlt.x); + param_mgr->mHazeDensity = cur_params.getFloat(param_mgr->mHazeDensity.mName, err); + childSetValue("WLHazeDensity", (F32) param_mgr->mHazeDensity); + param_mgr->mHazeHorizon = cur_params.getFloat(param_mgr->mHazeHorizon.mName, err); + childSetValue("WLHazeHorizon", (F32) param_mgr->mHazeHorizon); + param_mgr->mDensityMult = cur_params.getFloat(param_mgr->mDensityMult.mName, err); + childSetValue("WLDensityMult", ((F32) param_mgr->mDensityMult) * param_mgr->mDensityMult.mult); + param_mgr->mMaxAlt = cur_params.getFloat(param_mgr->mMaxAlt.mName, err); + childSetValue("WLMaxAltitude", (F32) param_mgr->mMaxAlt); // blue density param_mgr->mBlueDensity = cur_params.getVector(param_mgr->mBlueDensity.mName, err); @@ -273,10 +272,10 @@ void LLFloaterEditSky::syncControls() childSetValue("WLCloudDetailDensity", param_mgr->mCloudDetail.b); // Cloud extras - param_mgr->mCloudCoverage = cur_params.getVector(param_mgr->mCloudCoverage.mName, err); - param_mgr->mCloudScale = cur_params.getVector(param_mgr->mCloudScale.mName, err); - childSetValue("WLCloudCoverage", param_mgr->mCloudCoverage.x); - childSetValue("WLCloudScale", param_mgr->mCloudScale.x); + param_mgr->mCloudCoverage = cur_params.getFloat(param_mgr->mCloudCoverage.mName, err); + param_mgr->mCloudScale = cur_params.getFloat(param_mgr->mCloudScale.mName, err); + childSetValue("WLCloudCoverage", (F32) param_mgr->mCloudCoverage); + childSetValue("WLCloudScale", (F32) param_mgr->mCloudScale); // cloud scrolling bool lockX = !param_mgr->mCurParams.getEnableCloudScrollX(); @@ -306,13 +305,13 @@ void LLFloaterEditSky::syncControls() childSetValue("WLCloudScrollX", param_mgr->mCurParams.getCloudScrollX() - 10.0f); childSetValue("WLCloudScrollY", param_mgr->mCurParams.getCloudScrollY() - 10.0f); - param_mgr->mDistanceMult = cur_params.getVector(param_mgr->mDistanceMult.mName, err); - childSetValue("WLDistanceMult", param_mgr->mDistanceMult.x); + param_mgr->mDistanceMult = cur_params.getFloat(param_mgr->mDistanceMult.mName, err); + childSetValue("WLDistanceMult", (F32) param_mgr->mDistanceMult); // Tweak extras - param_mgr->mWLGamma = cur_params.getVector(param_mgr->mWLGamma.mName, err); - childSetValue("WLGamma", param_mgr->mWLGamma.x); + param_mgr->mWLGamma = cur_params.getFloat(param_mgr->mWLGamma.mName, err); + childSetValue("WLGamma", (F32) param_mgr->mWLGamma); childSetValue("WLStarAlpha", param_mgr->mCurParams.getStarBrightness()); } diff --git a/indra/newview/llfloatermodelpreview.cpp b/indra/newview/llfloatermodelpreview.cpp index 9122e5a8f5..7448f2bb2a 100755 --- a/indra/newview/llfloatermodelpreview.cpp +++ b/indra/newview/llfloatermodelpreview.cpp @@ -4525,7 +4525,17 @@ void LLModelPreview::updateStatusMessages() } } - if (mFMP->childGetValue("physics_lod_combo").asString() == "From file") + + LLCtrlSelectionInterface* iface = fmp->childGetSelectionInterface("physics_lod_combo"); + S32 which_mode = 0; + S32 file_mode = 1; + if (iface) + { + which_mode = iface->getFirstSelectedIndex(); + file_mode = iface->getItemCount() - 1; + } + + if (which_mode == file_mode) { mFMP->childEnable("physics_file"); mFMP->childEnable("physics_browse"); diff --git a/indra/newview/llmeshrepository.cpp b/indra/newview/llmeshrepository.cpp index b02bf79a28..f461c7e46f 100755 --- a/indra/newview/llmeshrepository.cpp +++ b/indra/newview/llmeshrepository.cpp @@ -508,6 +508,7 @@ void LLMeshRepoThread::run() while (!mLODReqQ.empty() && count < MAX_MESH_REQUESTS_PER_SECOND && sActiveLODRequests < sMaxConcurrentRequests) { + if (mMutex) { mMutex->lock(); LODRequest req = mLODReqQ.front(); @@ -525,6 +526,7 @@ void LLMeshRepoThread::run() while (!mHeaderReqQ.empty() && count < MAX_MESH_REQUESTS_PER_SECOND && sActiveHeaderRequests < sMaxConcurrentRequests) { + if (mMutex) { mMutex->lock(); HeaderRequest req = mHeaderReqQ.front(); @@ -671,6 +673,12 @@ std::string LLMeshRepoThread::constructUrl(LLUUID mesh_id) bool LLMeshRepoThread::fetchMeshSkinInfo(const LLUUID& mesh_id) { //protected by mMutex + + if (!mHeaderMutex) + { + return false; + } + mHeaderMutex->lock(); if (mMeshHeader.find(mesh_id) == mMeshHeader.end()) @@ -728,7 +736,7 @@ bool LLMeshRepoThread::fetchMeshSkinInfo(const LLUUID& mesh_id) if (!http_url.empty()) { ret = mCurlRequest->getByteRange(http_url, headers, offset, size, - new LLMeshSkinInfoResponder(mesh_id, offset, size)); + new LLMeshSkinInfoResponder(mesh_id, offset, size)); if(ret) { LLMeshRepository::sHTTPRequestCount++; @@ -747,6 +755,11 @@ bool LLMeshRepoThread::fetchMeshSkinInfo(const LLUUID& mesh_id) bool LLMeshRepoThread::fetchMeshDecomposition(const LLUUID& mesh_id) { //protected by mMutex + if (!mHeaderMutex) + { + return false; + } + mHeaderMutex->lock(); if (mMeshHeader.find(mesh_id) == mMeshHeader.end()) @@ -805,7 +818,7 @@ bool LLMeshRepoThread::fetchMeshDecomposition(const LLUUID& mesh_id) if (!http_url.empty()) { ret = mCurlRequest->getByteRange(http_url, headers, offset, size, - new LLMeshDecompositionResponder(mesh_id, offset, size)); + new LLMeshDecompositionResponder(mesh_id, offset, size)); if(ret) { LLMeshRepository::sHTTPRequestCount++; @@ -824,6 +837,11 @@ bool LLMeshRepoThread::fetchMeshDecomposition(const LLUUID& mesh_id) bool LLMeshRepoThread::fetchMeshPhysicsShape(const LLUUID& mesh_id) { //protected by mMutex + if (!mHeaderMutex) + { + return false; + } + mHeaderMutex->lock(); if (mMeshHeader.find(mesh_id) == mMeshHeader.end()) @@ -881,7 +899,7 @@ bool LLMeshRepoThread::fetchMeshPhysicsShape(const LLUUID& mesh_id) if (!http_url.empty()) { ret = mCurlRequest->getByteRange(http_url, headers, offset, size, - new LLMeshPhysicsShapeResponder(mesh_id, offset, size)); + new LLMeshPhysicsShapeResponder(mesh_id, offset, size)); if(ret) { @@ -950,6 +968,11 @@ bool LLMeshRepoThread::fetchMeshHeader(const LLVolumeParams& mesh_params, U32& c //return false if failed to get mesh lod. bool LLMeshRepoThread::fetchMeshLOD(const LLVolumeParams& mesh_params, S32 lod, U32& count) { //protected by mMutex + if (!mHeaderMutex) + { + return false; + } + mHeaderMutex->lock(); bool retval = true; @@ -1068,10 +1091,11 @@ bool LLMeshRepoThread::headerReceived(const LLVolumeParams& mesh_params, U8* dat { LLUUID mesh_id = mesh_params.getSculptID(); - mHeaderMutex->lock(); - mMeshHeaderSize[mesh_id] = header_size; - mMeshHeader[mesh_id] = header; - mHeaderMutex->unlock(); + { + LLMutexLock lock(mHeaderMutex); + mMeshHeaderSize[mesh_id] = header_size; + mMeshHeader[mesh_id] = header; + } //check for pending requests pending_lod_map::iterator iter = mPendingLOD.find(mesh_params); @@ -1093,17 +1117,19 @@ bool LLMeshRepoThread::headerReceived(const LLVolumeParams& mesh_params, U8* dat bool LLMeshRepoThread::lodReceived(const LLVolumeParams& mesh_params, S32 lod, U8* data, S32 data_size) { - LLVolume* volume = new LLVolume(mesh_params, LLVolumeLODGroup::getVolumeScaleFromDetail(lod)); + LLPointer<LLVolume> volume = new LLVolume(mesh_params, LLVolumeLODGroup::getVolumeScaleFromDetail(lod)); std::string mesh_string((char*) data, data_size); std::istringstream stream(mesh_string); if (volume->unpackVolumeFaces(stream, data_size)) { - LoadedMesh mesh(volume, mesh_params, lod); if (volume->getNumFaces() > 0) { - LLMutexLock lock(mMutex); - mLoadedQ.push(mesh); + LoadedMesh mesh(volume, mesh_params, lod); + { + LLMutexLock lock(mMutex); + mLoadedQ.push(mesh); + } return true; } } @@ -1644,6 +1670,11 @@ void LLMeshUploadThread::requestWholeModelFee() void LLMeshRepoThread::notifyLoadedMeshes() { + if (!mMutex) + { + return; + } + while (!mLoadedQ.empty()) { mMutex->lock(); @@ -2355,93 +2386,92 @@ void LLMeshRepository::notifyLoadedMeshes() } } - mMeshMutex->lock(); - mThread->mMutex->lock(); - - //popup queued error messages from background threads - while (!mUploadErrorQ.empty()) { - LLNotificationsUtil::add("MeshUploadError", mUploadErrorQ.front()); - mUploadErrorQ.pop(); - } + LLMutexLock lock1(mMeshMutex); + LLMutexLock lock2(mThread->mMutex); + + //popup queued error messages from background threads + while (!mUploadErrorQ.empty()) + { + LLNotificationsUtil::add("MeshUploadError", mUploadErrorQ.front()); + mUploadErrorQ.pop(); + } - S32 push_count = LLMeshRepoThread::sMaxConcurrentRequests-(LLMeshRepoThread::sActiveHeaderRequests+LLMeshRepoThread::sActiveLODRequests); + S32 push_count = LLMeshRepoThread::sMaxConcurrentRequests-(LLMeshRepoThread::sActiveHeaderRequests+LLMeshRepoThread::sActiveLODRequests); - if (push_count > 0) - { - //calculate "score" for pending requests + if (push_count > 0) + { + //calculate "score" for pending requests - //create score map - std::map<LLUUID, F32> score_map; + //create score map + std::map<LLUUID, F32> score_map; - for (U32 i = 0; i < 4; ++i) - { - for (mesh_load_map::iterator iter = mLoadingMeshes[i].begin(); iter != mLoadingMeshes[i].end(); ++iter) + for (U32 i = 0; i < 4; ++i) { - F32 max_score = 0.f; - for (std::set<LLUUID>::iterator obj_iter = iter->second.begin(); obj_iter != iter->second.end(); ++obj_iter) + for (mesh_load_map::iterator iter = mLoadingMeshes[i].begin(); iter != mLoadingMeshes[i].end(); ++iter) { - LLViewerObject* object = gObjectList.findObject(*obj_iter); - - if (object) + F32 max_score = 0.f; + for (std::set<LLUUID>::iterator obj_iter = iter->second.begin(); obj_iter != iter->second.end(); ++obj_iter) { - LLDrawable* drawable = object->mDrawable; - if (drawable) + LLViewerObject* object = gObjectList.findObject(*obj_iter); + + if (object) { - F32 cur_score = drawable->getRadius()/llmax(drawable->mDistanceWRTCamera, 1.f); - max_score = llmax(max_score, cur_score); + LLDrawable* drawable = object->mDrawable; + if (drawable) + { + F32 cur_score = drawable->getRadius()/llmax(drawable->mDistanceWRTCamera, 1.f); + max_score = llmax(max_score, cur_score); + } } } - } - score_map[iter->first.getSculptID()] = max_score; + score_map[iter->first.getSculptID()] = max_score; + } + } + + //set "score" for pending requests + for (std::vector<LLMeshRepoThread::LODRequest>::iterator iter = mPendingRequests.begin(); iter != mPendingRequests.end(); ++iter) + { + iter->mScore = score_map[iter->mMeshParams.getSculptID()]; + } + + //sort by "score" + std::sort(mPendingRequests.begin(), mPendingRequests.end(), LLMeshRepoThread::CompareScoreGreater()); + + while (!mPendingRequests.empty() && push_count > 0) + { + LLMeshRepoThread::LODRequest& request = mPendingRequests.front(); + mThread->loadMeshLOD(request.mMeshParams, request.mLOD); + mPendingRequests.erase(mPendingRequests.begin()); + LLMeshRepository::sLODPending--; + push_count--; } } - //set "score" for pending requests - for (std::vector<LLMeshRepoThread::LODRequest>::iterator iter = mPendingRequests.begin(); iter != mPendingRequests.end(); ++iter) + //send skin info requests + while (!mPendingSkinRequests.empty()) { - iter->mScore = score_map[iter->mMeshParams.getSculptID()]; + mThread->loadMeshSkinInfo(mPendingSkinRequests.front()); + mPendingSkinRequests.pop(); } - - //sort by "score" - std::sort(mPendingRequests.begin(), mPendingRequests.end(), LLMeshRepoThread::CompareScoreGreater()); - - while (!mPendingRequests.empty() && push_count > 0) + + //send decomposition requests + while (!mPendingDecompositionRequests.empty()) { - LLMeshRepoThread::LODRequest& request = mPendingRequests.front(); - mThread->loadMeshLOD(request.mMeshParams, request.mLOD); - mPendingRequests.erase(mPendingRequests.begin()); - LLMeshRepository::sLODPending--; - push_count--; + mThread->loadMeshDecomposition(mPendingDecompositionRequests.front()); + mPendingDecompositionRequests.pop(); } - } - - //send skin info requests - while (!mPendingSkinRequests.empty()) - { - mThread->loadMeshSkinInfo(mPendingSkinRequests.front()); - mPendingSkinRequests.pop(); - } - //send decomposition requests - while (!mPendingDecompositionRequests.empty()) - { - mThread->loadMeshDecomposition(mPendingDecompositionRequests.front()); - mPendingDecompositionRequests.pop(); - } + //send physics shapes decomposition requests + while (!mPendingPhysicsShapeRequests.empty()) + { + mThread->loadMeshPhysicsShape(mPendingPhysicsShapeRequests.front()); + mPendingPhysicsShapeRequests.pop(); + } - //send physics shapes decomposition requests - while (!mPendingPhysicsShapeRequests.empty()) - { - mThread->loadMeshPhysicsShape(mPendingPhysicsShapeRequests.front()); - mPendingPhysicsShapeRequests.pop(); + mThread->notifyLoadedMeshes(); } - - mThread->notifyLoadedMeshes(); - - mThread->mMutex->unlock(); - mMeshMutex->unlock(); mThread->mSignal->signal(); } @@ -3089,13 +3119,14 @@ void LLPhysicsDecomp::doDecomposition() num_hulls = LLConvexDecomposition::getInstance()->getNumHullsFromStage(stage); } - mMutex->lock(); - mCurRequest->mHull.clear(); - mCurRequest->mHull.resize(num_hulls); + { + LLMutexLock lock(mMutex); + mCurRequest->mHull.clear(); + mCurRequest->mHull.resize(num_hulls); - mCurRequest->mHullMesh.clear(); - mCurRequest->mHullMesh.resize(num_hulls); - mMutex->unlock(); + mCurRequest->mHullMesh.clear(); + mCurRequest->mHullMesh.resize(num_hulls); + } for (S32 i = 0; i < num_hulls; ++i) { @@ -3119,14 +3150,14 @@ void LLPhysicsDecomp::doDecomposition() get_vertex_buffer_from_mesh(mesh, mCurRequest->mHullMesh[i]); - mMutex->lock(); - mCurRequest->mHull[i] = p; - mMutex->unlock(); + { + LLMutexLock lock(mMutex); + mCurRequest->mHull[i] = p; + } } { LLMutexLock lock(mMutex); - mCurRequest->setStatusMessage("FAIL"); completeCurrent(); } @@ -3194,7 +3225,6 @@ void LLPhysicsDecomp::doDecompositionSingleHull() LLCDMeshData mesh; -#if 1 setMeshData(mesh, true); LLCDResult ret = decomp->buildSingleHull() ; @@ -3205,11 +3235,12 @@ void LLPhysicsDecomp::doDecompositionSingleHull() } else { - mMutex->lock(); - mCurRequest->mHull.clear(); - mCurRequest->mHull.resize(1); - mCurRequest->mHullMesh.clear(); - mMutex->unlock(); + { + LLMutexLock lock(mMutex); + mCurRequest->mHull.clear(); + mCurRequest->mHull.resize(1); + mCurRequest->mHullMesh.clear(); + } std::vector<LLVector3> p; LLCDHull hull; @@ -3225,93 +3256,12 @@ void LLPhysicsDecomp::doDecompositionSingleHull() p.push_back(vert); v = (F32*) (((U8*) v) + hull.mVertexStrideBytes); } - - mMutex->lock(); - mCurRequest->mHull[0] = p; - mMutex->unlock(); - } -#else - setMeshData(mesh, false); - - //set all parameters to default - std::map<std::string, const LLCDParam*> param_map; - - static const LLCDParam* params = NULL; - static S32 param_count = 0; - - if (!params) - { - param_count = decomp->getParameters(¶ms); - } - - for (S32 i = 0; i < param_count; ++i) - { - decomp->setParam(params[i].mName, params[i].mDefault.mIntOrEnumValue); - } - - const S32 STAGE_DECOMPOSE = mStageID["Decompose"]; - const S32 STAGE_SIMPLIFY = mStageID["Simplify"]; - const S32 DECOMP_PREVIEW = 0; - const S32 SIMPLIFY_RETAIN = 0; - - decomp->setParam("Decompose Quality", DECOMP_PREVIEW); - decomp->setParam("Simplify Method", SIMPLIFY_RETAIN); - decomp->setParam("Retain%", 0.f); - - LLCDResult ret = LLCD_OK; - ret = decomp->executeStage(STAGE_DECOMPOSE); - - if (ret) - { - llwarns << "Could not execute decomposition stage when attempting to create single hull." << llendl; - make_box(mCurRequest); - } - else - { - ret = decomp->executeStage(STAGE_SIMPLIFY); - - if (ret) - { - llwarns << "Could not execute simiplification stage when attempting to create single hull." << llendl; - make_box(mCurRequest); - } - else + { - S32 num_hulls =0; - if (LLConvexDecomposition::getInstance() != NULL) - { - num_hulls = LLConvexDecomposition::getInstance()->getNumHullsFromStage(STAGE_SIMPLIFY); - } - - mMutex->lock(); - mCurRequest->mHull.clear(); - mCurRequest->mHull.resize(num_hulls); - mCurRequest->mHullMesh.clear(); - mMutex->unlock(); - - for (S32 i = 0; i < num_hulls; ++i) - { - std::vector<LLVector3> p; - LLCDHull hull; - // if LLConvexDecomposition is a stub, num_hulls should have been set to 0 above, and we should not reach this code - LLConvexDecomposition::getInstance()->getHullFromStage(STAGE_SIMPLIFY, i, &hull); - - const F32* v = hull.mVertexBase; - - for (S32 j = 0; j < hull.mNumVertices; ++j) - { - LLVector3 vert(v[0], v[1], v[2]); - p.push_back(vert); - v = (F32*) (((U8*) v) + hull.mVertexStrideBytes); - } - - mMutex->lock(); - mCurRequest->mHull[i] = p; - mMutex->unlock(); - } + LLMutexLock lock(mMutex); + mCurRequest->mHull[0] = p; } - } -#endif + } { completeCurrent(); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index cb40af7061..0adb187dd2 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -260,6 +260,9 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot) gPipeline.disableLights(); + //reset vertex buffers if needed + gPipeline.doResetVertexBuffers(); + stop_glerror(); // Don't draw if the window is hidden or minimized. diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp index 76f4e18c27..e052e37393 100644 --- a/indra/newview/llviewerjointmesh.cpp +++ b/indra/newview/llviewerjointmesh.cpp @@ -63,7 +63,6 @@ extern PFNGLWEIGHTFVARBPROC glWeightfvARB; extern PFNGLVERTEXBLENDARBPROC glVertexBlendARB; #endif -static LLPointer<LLVertexBuffer> sRenderBuffer = NULL; static const U32 sRenderMask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL | LLVertexBuffer::MAP_TEXCOORD0; diff --git a/indra/newview/llviewermenufile.cpp b/indra/newview/llviewermenufile.cpp index 7e830e14bf..cacb8a8766 100644 --- a/indra/newview/llviewermenufile.cpp +++ b/indra/newview/llviewermenufile.cpp @@ -949,11 +949,12 @@ void upload_done_callback( args["REASON"] = std::string(LLAssetStorage::getErrorString(result)); LLNotificationsUtil::add("CannotUploadReason", args); } + + delete data; + data = NULL; } LLUploadDialog::modalUploadFinished(); - delete data; - data = NULL; // *NOTE: This is a pretty big hack. What this does is check the // file picker if there are any more pending uploads. If so, diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 5de363e03c..10c61c01d5 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -363,6 +363,12 @@ void LLViewerShaderMgr::setShaders() //NEVER use more than 16 texture channels (work around for prevalent driver bug) LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16); + if (gGLManager.mGLSLVersionMajor < 1 || + (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20)) + { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier + LLGLSLShader::sIndexedTextureChannels = 1; + } + reentrance = true; if (LLRender::sGLCoreProfile) @@ -407,6 +413,8 @@ void LLViewerShaderMgr::setShaders() // Shaders LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; + LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << llendl; + for (S32 i = 0; i < SHADER_COUNT; i++) { mVertexShaderLevel[i] = 0; @@ -416,6 +424,7 @@ void LLViewerShaderMgr::setShaders() LLGLSLShader::sNoFixedFunction = false; LLVertexBuffer::unbind(); if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") + && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10) && gSavedSettings.getBOOL("VertexShaderEnable")) { //using shaders, disable fixed function @@ -730,7 +739,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() vector< pair<string, S32> > shaders; shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); - shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); @@ -741,7 +750,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); - shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) + { + shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); + } shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. @@ -758,11 +770,11 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); - S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); + S32 ch = 1; - if (gGLManager.mGLVersion < 3.1f) - { //force to 1 texture index channel for old drivers - ch = 1; + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) + { //use indexed texture rendering for GLSL >= 1.30 + ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } std::vector<S32> index_channels; @@ -1102,19 +1114,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; + gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false; + gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); + + // Hack to include uniforms for lighting without linking in lighting file + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; } if (success) @@ -1200,6 +1218,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { std::string fragment; + std::string vertex = "deferred/sunLightV.glsl"; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { @@ -1208,11 +1227,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() else { fragment = "deferred/sunLightF.glsl"; + if (mVertexShaderLevel[SHADER_DEFERRED] == 1) + { //no shadows, no SSAO, no frag coord + vertex = "deferred/sunLightNoFragCoordV.glsl"; + } } gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mShaderFiles.clear(); - gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB)); gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSunProgram.createShader(NULL, NULL); @@ -1231,11 +1254,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; - gDeferredAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true; + gDeferredAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredAlphaProgram.mFeatures.hasLighting = true; + gDeferredAlphaProgram.mFeatures.hasLighting = false; gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) @@ -1251,7 +1275,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAlphaProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaProgram.mFeatures.hasLighting = true; } if (success) @@ -1394,19 +1423,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; + gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; - gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; - gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); + + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; } if (success) @@ -1423,7 +1457,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mShaderFiles.clear(); - gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostProgram.createShader(NULL, NULL); @@ -1433,7 +1467,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredCoFProgram.mName = "Deferred CoF Shader"; gDeferredCoFProgram.mShaderFiles.clear(); - gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredCoFProgram.createShader(NULL, NULL); @@ -1443,7 +1477,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; gDeferredDoFCombineProgram.mShaderFiles.clear(); - gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDoFCombineProgram.createShader(NULL, NULL); @@ -1453,7 +1487,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); - gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp index bc7f5a9744..7cbb47100d 100644 --- a/indra/newview/llvoavatar.cpp +++ b/indra/newview/llvoavatar.cpp @@ -3365,7 +3365,7 @@ void LLVOAvatar::slamPosition() mRoot.updateWorldMatrixChildren(); } -bool LLVOAvatar::isVisuallyMuted() +bool LLVOAvatar::isVisuallyMuted() const { static LLCachedControl<U32> max_attachment_bytes(gSavedSettings, "RenderAutoMuteByteLimit"); static LLCachedControl<F32> max_attachment_area(gSavedSettings, "RenderAutoMuteSurfaceAreaLimit"); @@ -3434,7 +3434,7 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) // the rest should only be done occasionally for far away avatars //-------------------------------------------------------------------- - if (visible && !isSelf() && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate && !sFreezeCounter) + if (visible && (!isSelf() || isVisuallyMuted()) && !mIsDummy && sUseImpostors && !mNeedsAnimUpdate && !sFreezeCounter) { const LLVector4a* ext = mDrawable->getSpatialExtents(); LLVector4a size; @@ -3474,6 +3474,11 @@ BOOL LLVOAvatar::updateCharacter(LLAgent &agent) visible = (LLDrawable::getCurrentFrame()+mID.mData[0])%mUpdatePeriod == 0 ? TRUE : FALSE; } + else + { + mUpdatePeriod = 1; + } + // don't early out for your own avatar, as we rely on your animations playing reliably // for example, the "turn around" animation when entering customize avatar needs to trigger @@ -5029,7 +5034,7 @@ void LLVOAvatar::addDebugText(const std::string& text) //----------------------------------------------------------------------------- // getID() //----------------------------------------------------------------------------- -const LLUUID& LLVOAvatar::getID() +const LLUUID& LLVOAvatar::getID() const { return mID; } @@ -8296,7 +8301,7 @@ void LLVOAvatar::updateImpostors() BOOL LLVOAvatar::isImpostor() const { - return (sUseImpostors && mUpdatePeriod >= IMPOSTOR_PERIOD) ? TRUE : FALSE; + return (isVisuallyMuted() || (sUseImpostors && mUpdatePeriod >= IMPOSTOR_PERIOD)) ? TRUE : FALSE; } diff --git a/indra/newview/llvoavatar.h b/indra/newview/llvoavatar.h index dd0317f555..6a4e09593c 100644 --- a/indra/newview/llvoavatar.h +++ b/indra/newview/llvoavatar.h @@ -185,7 +185,7 @@ public: void resetSpecificJointPosition( const std::string& name ); virtual const char* getAnimationPrefix() { return "avatar"; } - virtual const LLUUID& getID(); + virtual const LLUUID& getID() const; virtual LLVector3 getVolumePos(S32 joint_index, LLVector3& volume_offset); virtual LLJoint* findCollisionVolume(U32 volume_id); virtual S32 getCollisionVolumeID(std::string &name); @@ -382,7 +382,7 @@ private: public: U32 renderImpostor(LLColor4U color = LLColor4U(255,255,255,255), S32 diffuse_channel = 0); - bool isVisuallyMuted(); + bool isVisuallyMuted() const; U32 renderRigid(); U32 renderSkinned(EAvatarRenderPass pass); diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index e9db37821b..312034022e 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -342,7 +342,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) blue_density = LLColor3(); blue_horizon = LLColor3(); haze_density = 0.f; - haze_horizon = LLColor3(); + haze_horizon = 1.f; density_multiplier = 0.f; max_y = 0.f; glow = LLColor3(); @@ -651,17 +651,17 @@ void LLVOSky::initAtmospherics(void) sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error)); ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error)); //lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error); - gamma = LLWLParamManager::getInstance()->mCurParams.getVector("gamma", error)[0]; + gamma = LLWLParamManager::getInstance()->mCurParams.getFloat("gamma", error); blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error)); blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error)); - haze_density = LLWLParamManager::getInstance()->mCurParams.getVector("haze_density", error)[0]; - haze_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("haze_horizon", error)); - density_multiplier = LLWLParamManager::getInstance()->mCurParams.getVector("density_multiplier", error)[0]; - max_y = LLWLParamManager::getInstance()->mCurParams.getVector("max_y", error)[0]; + haze_density = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_density", error); + haze_horizon = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_horizon", error); + density_multiplier = LLWLParamManager::getInstance()->mCurParams.getFloat("density_multiplier", error); + max_y = LLWLParamManager::getInstance()->mCurParams.getFloat("max_y", error); glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error)); - cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_shadow", error)[0]; + cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_shadow", error); cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error)); - cloud_scale = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_scale", error)[0]; + cloud_scale = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_scale", error); cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error)); cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error)); @@ -825,7 +825,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // Haze color above cloud vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + ambient) + + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient) ); // Increase ambient when there are more clouds @@ -836,7 +836,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo // Haze color below cloud LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + tmpAmbient) + + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient) ); // Final atmosphere additive @@ -1002,7 +1002,7 @@ void LLVOSky::calcAtmospherics(void) //haze color vary_HazeColor = (blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient) - + componentMult(haze_horizon.mV[0] * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient) + + componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient) ); //brightness of surface both sunlight and ambient diff --git a/indra/newview/llvosky.h b/indra/newview/llvosky.h index d3a42583ea..6e6898d80a 100644 --- a/indra/newview/llvosky.h +++ b/indra/newview/llvosky.h @@ -410,7 +410,7 @@ public: LLColor3 blue_density; LLColor3 blue_horizon; F32 haze_density; - LLColor3 haze_horizon; + F32 haze_horizon; F32 density_multiplier; F32 max_y; LLColor3 glow; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 03d4c51aff..e7c35d8220 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4714,11 +4714,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: buffer_index = -1; } - S32 texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity + S32 texture_index_channels = 1; - if (gGLManager.mGLVersion < 3.1f) + if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) { - texture_index_channels = 1; + texture_index_channels = LLGLSLShader::sIndexedTextureChannels-1; //always reserve one for shiny for now just for simplicity; } if (LLPipeline::sRenderDeferred && distance_sort) @@ -4939,6 +4939,11 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: fullbright = TRUE; } + if (hud_group) + { //all hud attachments are fullbright + fullbright = TRUE; + } + const LLTextureEntry* te = facep->getTextureEntry(); tex = facep->getTexture(); @@ -4968,7 +4973,6 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } } else if (gPipeline.canUseVertexShaders() - && group->mSpatialPartition->mPartitionType != LLViewerRegion::PARTITION_HUD && LLPipeline::sRenderBump && te->getShiny()) { //shiny @@ -5033,9 +5037,12 @@ void LLVolumeGeometryManager::genDrawInfo(LLSpatialGroup* group, U32 mask, std:: } } - //not sure why this is here -- shiny HUD attachments maybe? -- davep 5/11/2010 - if (!is_alpha && te->getShiny() && LLPipeline::sRenderBump) - { + + if (!gPipeline.canUseVertexShaders() && + !is_alpha && + te->getShiny() && + LLPipeline::sRenderBump) + { //shiny as an extra pass when shaders are disabled registerFace(group, facep, LLRenderPass::PASS_SHINY); } } diff --git a/indra/newview/llvowater.cpp b/indra/newview/llvowater.cpp index 315616e8a5..cd78157944 100644 --- a/indra/newview/llvowater.cpp +++ b/indra/newview/llvowater.cpp @@ -160,7 +160,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) static const unsigned int vertices_per_quad = 4; static const unsigned int indices_per_quad = 6; - const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") && !LLGLSLShader::sNoFixedFunction ? 16 : 1; + const S32 size = gSavedSettings.getBOOL("RenderTransparentWater") && LLGLSLShader::sNoFixedFunction ? 16 : 1; const S32 num_quads = size * size; face->setSize(vertices_per_quad * num_quads, @@ -197,6 +197,13 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) F32 size_inv = 1.f / size; + F32 z_fudge = 0.f; + + if (getIsEdgePatch()) + { //bump edge patches down 10 cm to prevent aliasing along edges + z_fudge = -0.1f; + } + for (y = 0; y < size; y++) { for (x = 0; x < size; x++) @@ -205,6 +212,7 @@ BOOL LLVOWater::updateGeometry(LLDrawable *drawable) position_agent = getPositionAgent() - getScale() * 0.5f; position_agent.mV[VX] += (x + 0.5f) * step_x; position_agent.mV[VY] += (y + 0.5f) * step_y; + position_agent.mV[VZ] += z_fudge; *verticesp++ = position_agent - right + up; *verticesp++ = position_agent - right - up; diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp index 20b34637b8..e386112334 100644 --- a/indra/newview/llwaterparammanager.cpp +++ b/indra/newview/llwaterparammanager.cpp @@ -194,7 +194,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader) shader->uniform4fv("waterPlane", 1, mWaterPlane.mV); shader->uniform1f("waterFogDensity", getFogDensity()); shader->uniform1f("waterFogKS", mWaterFogKS); - shader->uniform4f("distance_multiplier", 0, 0, 0, 0); + shader->uniform1f("distance_multiplier", 0); } } diff --git a/indra/newview/llwlparammanager.cpp b/indra/newview/llwlparammanager.cpp index 55608a059f..49d9d44d74 100644 --- a/indra/newview/llwlparammanager.cpp +++ b/indra/newview/llwlparammanager.cpp @@ -64,7 +64,6 @@ LLWLParamManager::LLWLParamManager() : //set the defaults for the controls - // index is from sWLUniforms in pipeline.cpp line 979 /// Sun Delta Terrain tweak variables. mSunDeltaYaw(180.0f), @@ -72,10 +71,10 @@ LLWLParamManager::LLWLParamManager() : mWLGamma(1.0f, "gamma"), mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"), - mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"), + mHazeDensity(1.0f, "haze_density"), mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"), mDensityMult(1.0f, "density_multiplier", 1000), - mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"), + mHazeHorizon(1.0f, "haze_horizon"), mMaxAlt(4000.0f, "max_y"), // Lighting diff --git a/indra/newview/llwlparammanager.h b/indra/newview/llwlparammanager.h index bc984b9126..72422500fc 100644 --- a/indra/newview/llwlparammanager.h +++ b/indra/newview/llwlparammanager.h @@ -102,9 +102,8 @@ struct WLFloatControl { { } - inline WLFloatControl & operator = (LLVector4 const & val) { - x = val.mV[0]; - + inline WLFloatControl & operator = (F32 val) { + x = val; return *this; } @@ -340,10 +339,10 @@ public: /// Atmospherics WLColorControl mBlueHorizon; - WLColorControl mHazeDensity; + WLFloatControl mHazeDensity; WLColorControl mBlueDensity; WLFloatControl mDensityMult; - WLColorControl mHazeHorizon; + WLFloatControl mHazeHorizon; WLFloatControl mMaxAlt; /// Lighting diff --git a/indra/newview/llwlparamset.cpp b/indra/newview/llwlparamset.cpp index 5bb7025031..b04d30db55 100644 --- a/indra/newview/llwlparamset.cpp +++ b/indra/newview/llwlparamset.cpp @@ -41,33 +41,7 @@ LLWLParamSet::LLWLParamSet(void) : mName("Unnamed Preset"), mCloudScrollXOffset(0.f), mCloudScrollYOffset(0.f) -{ -/* REMOVE or init the LLSD - const std::map<std::string, LLVector4>::value_type hardcodedPreset[] = { - std::make_pair("lightnorm", LLVector4(0.f, 0.707f, -0.707f, 0.f)), - std::make_pair("sunlight_color", LLVector4(0.6f, 0.6f, 2.83f, 2.27f)), - std::make_pair("ambient", LLVector4(0.27f, 0.33f, 0.44f, 1.19f)), - std::make_pair("blue_horizon", LLVector4(0.3f, 0.4f, 0.9f, 1.f)), - std::make_pair("blue_density", LLVector4(0.3f, 0.4f, 0.8f, 1.f)), - std::make_pair("haze_horizon", LLVector4(0.6f, 0.6f, 0.6f, 1.f)), - std::make_pair("haze_density", LLVector4(0.3f, 0.3f, 0.3f, 1.f)), - std::make_pair("cloud_shadow", LLVector4(0.f, 0.f, 0.f, 0.f)), - std::make_pair("density_multiplier", LLVector4(0.001f, 0.001f, 0.001f, 0.001f)), - std::make_pair("distance_multiplier", LLVector4(1.f, 1.f, 1.f, 1.f)), - std::make_pair("max_y", LLVector4(600.f, 600.f, 600.f, 0.f)), - std::make_pair("glow", LLVector4(15.f, 0.001f, -0.03125f, 0.f)), - std::make_pair("cloud_color", LLVector4(0.0f, 0.0f, 0.0f, 0.0f)), - std::make_pair("cloud_pos_density1", LLVector4(0.f, 0.f, 0.f, 1.f)), - std::make_pair("cloud_pos_density2", LLVector4(0.f, 0.f, 0.f, 1.f)), - std::make_pair("cloud_scale", LLVector4(0.42f, 0.f, 0.f, 1.f)), - std::make_pair("gamma", LLVector4(2.0f, 2.0f, 2.0f, 0.0f)), - }; - std::map<std::string, LLVector4>::value_type const * endHardcodedPreset = - hardcodedPreset + LL_ARRAY_SIZE(hardcodedPreset); - - mParamValues.insert(hardcodedPreset, endHardcodedPreset); -*/ -} +{} static LLFastTimer::DeclareTimer FTM_WL_PARAM_UPDATE("WL Param Update"); @@ -79,55 +53,78 @@ void LLWLParamSet::update(LLGLSLShader * shader) const i != mParamValues.endMap(); ++i) { - - const std::string& param = i->first; - if( param == "star_brightness" || param == "preset_num" || param == "sun_angle" || + if (param == "star_brightness" || param == "preset_num" || param == "sun_angle" || param == "east_angle" || param == "enable_cloud_scroll" || param == "cloud_scroll_rate" || param == "lightnorm" ) { continue; } - if(param == "cloud_pos_density1") + if (param == "cloud_pos_density1") { LLVector4 val; val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset; val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset; val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); + stop_glerror(); shader->uniform4fv(param, 1, val.mV); stop_glerror(); - } + } + else if (param == "cloud_scale" || param == "cloud_shadow" || + param == "density_multiplier" || param == "distance_multiplier" || + param == "haze_density" || param == "haze_horizon" || + param == "max_y" ) + { + F32 val = (F32) i->second[0].asReal(); + + stop_glerror(); + shader->uniform1f(param, val); + stop_glerror(); + } else // param is the uniform name { - LLVector4 val; - // handle all the different cases - if(i->second.isArray() && i->second.size() == 4) + if (i->second.isArray() && i->second.size() == 4) { + LLVector4 val; + val.mV[0] = (F32) i->second[0].asReal(); val.mV[1] = (F32) i->second[1].asReal(); val.mV[2] = (F32) i->second[2].asReal(); val.mV[3] = (F32) i->second[3].asReal(); + + stop_glerror(); + shader->uniform4fv(param, 1, val.mV); + stop_glerror(); } - else if(i->second.isReal()) + else if (i->second.isReal()) { - val.mV[0] = (F32) i->second.asReal(); + F32 val = (F32) i->second.asReal(); + + stop_glerror(); + shader->uniform1f(param, val); + stop_glerror(); } - else if(i->second.isInteger()) + else if (i->second.isInteger()) { - val.mV[0] = (F32) i->second.asReal(); + S32 val = (S32) i->second.asInteger(); + + stop_glerror(); + shader->uniform1i(param, val); + stop_glerror(); } - else if(i->second.isBoolean()) + else if (i->second.isBoolean()) { - val.mV[0] = i->second.asBoolean(); + S32 val = (i->second.asBoolean() ? 1 : 0); + + stop_glerror(); + shader->uniform1i(param, val); + stop_glerror(); } - stop_glerror(); - shader->uniform4fv(param, 1, val.mV); - stop_glerror(); } } } @@ -148,7 +145,8 @@ void LLWLParamSet::set(const std::string& paramName, float x) } } -void LLWLParamSet::set(const std::string& paramName, float x, float y) { +void LLWLParamSet::set(const std::string& paramName, float x, float y) +{ mParamValues[paramName][0] = x; mParamValues[paramName][1] = y; } @@ -194,7 +192,6 @@ void LLWLParamSet::set(const std::string& paramName, const LLColor4 & val) LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error) { - // test to see if right type LLSD cur_val = mParamValues.get(paramName); if (!cur_val.isArray()) @@ -215,7 +212,6 @@ LLVector4 LLWLParamSet::getVector(const std::string& paramName, bool& error) F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error) { - // test to see if right type LLSD cur_val = mParamValues.get(paramName); if (cur_val.isArray() && cur_val.size() != 0) @@ -234,8 +230,6 @@ F32 LLWLParamSet::getFloat(const std::string& paramName, bool& error) return 0; } - - void LLWLParamSet::setSunAngle(float val) { // keep range 0 - 2pi @@ -263,7 +257,6 @@ void LLWLParamSet::setEastAngle(float val) mParamValues["east_angle"] = val; } - void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight) { // set up the iterators @@ -282,7 +275,6 @@ void LLWLParamSet::mix(LLWLParamSet& src, LLWLParamSet& dest, F32 weight) // Iterate through values for(LLSD::map_iterator iter = mParamValues.beginMap(); iter != mParamValues.endMap(); ++iter) { - // If param exists in both src and dest, set the holder variables, otherwise skip if(src.mParamValues.has(iter->first) && dest.mParamValues.has(iter->first)) { diff --git a/indra/newview/llwlparamset.h b/indra/newview/llwlparamset.h index 3c44ed3bb8..b087119dd5 100644 --- a/indra/newview/llwlparamset.h +++ b/indra/newview/llwlparamset.h @@ -110,7 +110,7 @@ public: /// \param error A flag to set if it's not the proper return type LLVector4 getVector(const std::string& paramName, bool& error); - /// Get an integer parameter + /// Get a float parameter /// \param paramName The name of the parameter to set. /// \param error A flag to set if it's not the proper return type F32 getFloat(const std::string& paramName, bool& error); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index c523a78b22..e2cb22e307 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -203,10 +203,6 @@ extern S32 gBoxFrame; extern BOOL gDisplaySwapBuffers; extern BOOL gDebugGL; -// hack counter for rendering a fixed number of frames after toggling -// fullscreen to work around DEV-5361 -static S32 sDelayedVBOEnable = 0; - BOOL gAvatarBacklight = FALSE; BOOL gDebugPipeline = FALSE; @@ -411,6 +407,7 @@ LLPipeline::LLPipeline() : mOldRenderDebugMask(0), mGroupQ1Locked(false), mGroupQ2Locked(false), + mResetVertexBuffers(false), mLastRebuildPool(NULL), mAlphaPool(NULL), mSkyPool(NULL), @@ -692,8 +689,6 @@ void LLPipeline::destroyGL() if (LLVertexBuffer::sEnableVBOs) { - // render 30 frames after switching to work around DEV-5361 - sDelayedVBOEnable = 30; LLVertexBuffer::sEnableVBOs = FALSE; } } @@ -816,6 +811,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) if (LLPipeline::sRenderDeferred) { + // Set this flag in case we crash while resizing window or allocating space for deferred rendering targets + gSavedSettings.setBOOL("RenderInitError", TRUE); + gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE ); + S32 shadow_detail = RenderShadowDetail; BOOL ssao = RenderDeferredSSAO; @@ -877,6 +876,10 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples) mShadow[i].release(); } } + + // don't disable shaders on next session + gSavedSettings.setBOOL("RenderInitError", FALSE); + gSavedSettings.saveToFile( gSavedSettings.getString("ClientSettingsFile"), TRUE ); } else { @@ -1081,10 +1084,11 @@ void LLPipeline::createGLBuffers() if (LLPipeline::sWaterReflections) { //water reflection texture - U32 res = (U32) gSavedSettings.getS32("RenderWaterRefResolution"); + U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512); mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE); - mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE); + //always use FBO for mWaterDis so it can be used for avatar texture bakes + mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true); } mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE); @@ -2523,15 +2527,6 @@ void LLPipeline::updateGeom(F32 max_dtime) assertInitialized(); - if (sDelayedVBOEnable > 0) - { - if (--sDelayedVBOEnable <= 0) - { - resetVertexBuffers(); - LLVertexBuffer::sEnableVBOs = TRUE; - } - } - // notify various object types to reset internal cost metrics, etc. // for now, only LLVOVolume does this to throttle LOD changes LLVOVolume::preUpdateGeom(); @@ -6185,7 +6180,7 @@ LLSpatialPartition* LLPipeline::getSpatialPartition(LLViewerObject* vobj) void LLPipeline::resetVertexBuffers(LLDrawable* drawable) { - if (!drawable || drawable->isDead()) + if (!drawable) { return; } @@ -6198,7 +6193,19 @@ void LLPipeline::resetVertexBuffers(LLDrawable* drawable) } void LLPipeline::resetVertexBuffers() -{ +{ + mResetVertexBuffers = true; +} + +void LLPipeline::doResetVertexBuffers() +{ + if (!mResetVertexBuffers) + { + return; + } + + mResetVertexBuffers = false; + for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); iter != LLWorld::getInstance()->getRegionList().end(); ++iter) { @@ -6224,11 +6231,9 @@ void LLPipeline::resetVertexBuffers() if (LLVertexBuffer::sGLCount > 0) { - llwarns << "VBO wipe failed." << llendl; + llwarns << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << llendl; } - llassert(LLVertexBuffer::sGLCount == 0); - LLVertexBuffer::unbind(); sRenderBump = gSavedSettings.getBOOL("RenderObjectBump"); @@ -6646,9 +6651,12 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) mDeferredLight.flush(); } + U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale); + U32 dof_height = (U32) (mScreen.getHeight()*CameraDoFResScale); + { //perform DoF sampling at half-res (preserve alpha channel) mScreen.bindTarget(); - glViewport(0,0,(GLsizei) (mScreen.getWidth()*CameraDoFResScale), (GLsizei) (mScreen.getHeight()*CameraDoFResScale)); + glViewport(0,0, dof_width, dof_height); gGL.setColorMask(true, false); shader = &gDeferredPostProgram; @@ -6661,7 +6669,7 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); - + gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); gGL.vertex2f(-1,-1); @@ -6706,6 +6714,8 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield) shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF); shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); + shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width-1); + shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height-1); gGL.begin(LLRender::TRIANGLE_STRIP); gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -8815,16 +8825,16 @@ void LLPipeline::generateSunShadow(LLCamera& camera) da = powf(da, split_exp.mV[2]); - F32 sxp = split_exp.mV[1] + (split_exp.mV[0]-split_exp.mV[1])*da; - - + for (U32 i = 0; i < 4; ++i) { F32 x = (F32)(i+1)/4.f; x = powf(x, sxp); mSunClipPlanes.mV[i] = near_clip+range*x; } + + mSunClipPlanes.mV[0] *= 1.25f; //bump back first split for transition padding } // convenience array of 4 near clip plane distances @@ -8881,8 +8891,8 @@ void LLPipeline::generateSunShadow(LLCamera& camera) delta += (frust[i+4]-frust[(i+2)%4+4])*0.05f; delta.normVec(); F32 dp = delta*pn; - frust[i] = eye + (delta*dist[j]*0.95f)/dp; - frust[i+4] = eye + (delta*dist[j+1]*1.05f)/dp; + frust[i] = eye + (delta*dist[j]*0.75f)/dp; + frust[i+4] = eye + (delta*dist[j+1]*1.25f)/dp; } shadow_cam.calcAgentFrustumPlanes(frust); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 9c78048c46..3c4e389ce0 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -111,6 +111,7 @@ public: void destroyGL(); void restoreGL(); void resetVertexBuffers(); + void doResetVertexBuffers(); void resizeScreenTexture(); void releaseGLBuffers(); void releaseScreenBuffers(); @@ -653,6 +654,8 @@ protected: bool mGroupQ2Locked; bool mGroupQ1Locked; + bool mResetVertexBuffers; //if true, clear vertex buffers on next update + LLViewerObject::vobj_list_t mCreateQ; LLDrawable::drawable_set_t mRetexturedList; diff --git a/indra/newview/skins/default/textures/checker.png b/indra/newview/skins/default/textures/checker.png Binary files differnew file mode 100644 index 0000000000..1ab87e3f02 --- /dev/null +++ b/indra/newview/skins/default/textures/checker.png diff --git a/indra/newview/skins/default/textures/textures.xml b/indra/newview/skins/default/textures/textures.xml index e4a8622a4b..eabcc68916 100644 --- a/indra/newview/skins/default/textures/textures.xml +++ b/indra/newview/skins/default/textures/textures.xml @@ -122,6 +122,8 @@ with the same filename but different name <texture name="Checkbox_Press" file_name="widgets/Checkbox_Press.png" preload="true" /> <texture name="Check_Mark" file_name="icons/check_mark.png" preload="true" /> + <texture name="Checker" file_name="checker.png" preload="false" /> + <texture name="Command_AboutLand_Icon" file_name="toolbar_icons/land.png" preload="true" /> <texture name="Command_Appearance_Icon" file_name="toolbar_icons/appearance.png" preload="true" /> <texture name="Command_Avatar_Icon" file_name="toolbar_icons/avatars.png" preload="true" /> |