summaryrefslogtreecommitdiff
path: root/indra/newview
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl287
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/indirect.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl92
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/indirect.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl86
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl54
-rw-r--r--indra/newview/llviewershadermgr.cpp145
-rw-r--r--indra/newview/pipeline.cpp15
26 files changed, 861 insertions, 199 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index a325faaad7..3ec2ea12da 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -89,7 +89,9 @@ vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
vec3 scaleSoftClipFrag(vec3 l);
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
@@ -162,8 +164,6 @@ void main()
float shadow = 1.0;
- vec3 norm = vary_norm;
-
#if HAS_SHADOW
vec4 spos = pos;
@@ -268,10 +268,13 @@ void main()
vec4 gamma_diff = diff;
diff.rgb = srgb_to_linear(diff.rgb);
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec3 norm = vary_norm;
+
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+
calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
vec2 abnormal = encode_normal(norm.xyz);
@@ -287,7 +290,7 @@ void main()
vec4 color = vec4(0,0,0,0);
- color.rgb = (color.rgb * 0.5) + amblit;
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
color.a = final_alpha;
float ambient = abs(da);
@@ -296,7 +299,7 @@ void main()
ambient = (1.0-ambient);
color.rgb *= ambient;
- color.rgb += (final_da * sunlit);
+ color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);
color.rgb *= gamma_diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 394ae80e53..506118d381 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -73,7 +73,7 @@ void main()
vec3 norm;
//transform vertex
-#if defined(HAS_SKIN)
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -83,7 +83,9 @@ void main()
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-#elif defined(IS_AVATAR_SKIN)
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -105,11 +107,14 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
+#endif
+
#ifdef USE_INDEXED_TEX
passTextureIndex();
#endif
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
vary_norm = norm;
vary_position = pos.xyz;
@@ -117,14 +122,18 @@ void main()
vertex_color = diffuse_color;
#endif
-#if defined(HAS_SKIN)
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#elif defined(IS_AVATAR_SKIN)
+#else
+
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
+#endif
+
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index 7c9382d474..b56abb66d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,6 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
+uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -44,7 +45,22 @@ uniform float kern_scale;
VARYING vec2 vary_fragcoord;
-vec4 getPosition(vec2 pos_screen);
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
vec3 decode_normal (vec2 enc);
void main()
@@ -103,5 +119,11 @@ void main()
col.y *= col.y;
frag_color = col;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec3 dummy1 = kern[0];
+ vec3 dummy2 = kern[3];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
new file mode 100644
index 0000000000..b810bb4fd1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -0,0 +1,287 @@
+/**
+ * @file shadowUtil.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 sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
+uniform sampler2D noiseMap;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+uniform vec3 sun_dir;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 decode_normal(vec2 enc);
+
+vec2 getScreenCoordinate(vec2 screenpos)
+{
+ vec2 sc = screenpos.xy * 2.0;
+ if (screen_res.x > 0 && screen_res.y > 0)
+ {
+ sc /= screen_res;
+ }
+ return sc - vec2(1.0, 1.0);
+}
+
+vec3 getNorm(vec2 screenpos)
+{
+ vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
+ return decode_normal(enc_norm);
+}
+
+float getDepth(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen).r;
+ return depth;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = getDepth(pos_screen);
+ vec2 sc = getScreenCoordinate(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth)
+{
+ vec2 sc = getScreenCoordinate(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias * bias_scale;
+
+ stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias * bias_scale;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
+{
+ float dp_directional_light = max(0.0, dot(sun_dir.xyz, norm));
+ vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
+ vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+
+ float shadow = 0.0f;
+ vec4 spos = vec4(shadow_pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
+ weight += w;
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
+{
+ float shadow = 0.0f;
+ pos += norm * spot_shadow_offset;
+
+ vec4 spos = vec4(pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ {
+ lpos = shadow_matrix[4 + index]*spos;
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+
+ shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
+{
+ float ret = 1.0;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index def149d86d..6ba16b169c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -32,9 +32,11 @@ out vec4 frag_data[3];
#endif
uniform float minimum_alpha;
+
+
uniform sampler2D diffuseMap;
-uniform sampler2D specularMap;
uniform sampler2D normalMap;
+uniform sampler2D specularMap;
VARYING vec2 vary_texcoord0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl
new file mode 100644
index 0000000000..49bfa660f8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/indirect.glsl
@@ -0,0 +1,30 @@
+/**
+ * @file class1/deferred/indirect.glsl
+ *
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+vec3 getIndirect(vec3 ambient, vec3 norm, vec3 pos, vec2 pos_screen)
+{
+ return ambient;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1e566b77bf..c1c17532b8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -40,6 +40,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
+vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -175,6 +176,19 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
}
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -219,8 +233,6 @@ vec3 decode_normal (vec2 enc);
void main()
{
- vec2 pos_screen = vary_texcoord0.xy;
-
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
@@ -378,7 +390,7 @@ void main()
final_da = min(final_da, 1.0f);
final_da = pow(final_da, 1.0/1.3);
- col.rgb = (col * 0.5) + amblit;
+ col.rgb = atmosFragAmbient(col, amblit);
float ambient = min(abs(da), 1.0);
ambient *= 0.5;
@@ -432,6 +444,9 @@ void main()
glare += cur_glare;
}
+ //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
+ //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index eb65c28645..d1ac19270d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -59,7 +59,18 @@ uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
@@ -137,4 +148,12 @@ void main()
frag_color.rgb = out_col;
frag_color.a = 0.0;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec4 dummy1 = light[0];
+ vec4 dummy2 = light_col[0];
+ vec4 dummy3 = light[LIGHT_COUNT-1];
+ vec4 dummy4 = light_col[LIGHT_COUNT-1];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 3aa7a3a449..1d75322b4c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -128,7 +128,19 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index df48a66fab..13b803e03e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -57,7 +57,19 @@ uniform mat4 inv_proj;
uniform vec4 viewport;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
+ sc /= viewport.zw;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index c2963046c5..e33254304b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -49,7 +49,18 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
@@ -90,4 +101,10 @@ void main()
col = col*col*blur_quad.x + col*blur_quad.y + blur_quad.z;
frag_color.rgb = col;
+
+#ifdef IS_AMD_CARD
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec2 dummy1 = kern[0];
+ vec2 dummy2 = kern[31];
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index cac3e75f1f..5627275df6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -69,17 +69,33 @@ vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).a;
+ return getPosition_d(pos_screen, depth);
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
@@ -140,25 +156,27 @@ void main()
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
+
+
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol, envIntensity);
+
+ col = mix(col.rgb, refcol,
+ envIntensity);
}
if (norm.w < 0.5)
{
col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
}
#ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom));
+ vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;
bloom = fogged.a;
#endif
col = srgb_to_linear(col);
- //col = vec3(1,0,1);
//col.g = envIntensity;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 5655c6f99f..b59fcbe017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -30,7 +30,6 @@ ATTRIBUTE vec3 position;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-
void main()
{
//transform vertex
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 022bcbabca..2b6428963d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -132,7 +132,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 006a49d9a0..403df87853 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,26 +35,102 @@ out vec4 frag_color;
//class 1 -- no shadow, SSAO only
+uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
+uniform sampler2D noiseMap;
+
// Inputs
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
VARYING vec2 vary_fragcoord;
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
vec3 decode_normal (vec2 enc);
-vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ int points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ points = points + int(diff.z > -1.0);
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
+
+ ret = (1.0 - (float(points != 0) * angle_hidden));
+
+ return min(ret, 1.0);
+}
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
-
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy);
+
frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+ 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/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 2b8cf9d8df..c1cc3679a7 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -23,10 +23,21 @@
* $/LicenseInfo$
*/
+vec3 atmosFragAmbient(vec3 light, vec3 sunlit)
+{
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
+}
+
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
- /* stub function for fallback compatibility on class1 hardware */
- return light;
+ /* stub function for fallback compatibility on class1 hardware */
+ return light;
+}
+
+vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit)
+{
+ return light * sunlit;
}
vec3 atmosLighting(vec3 light)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
new file mode 100644
index 0000000000..67b98e0fb1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class2/deferred/indirect.glsl
@@ -0,0 +1,32 @@
+/**
+ * @file class2/deferred/indirect.glsl
+ *
+ * $LicenseInfo:firstyear=2018&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+
+vec3 getIndirect(vec3 ambient, vec3 norm, vec4 pos, vec2 pos_screen)
+{
+ return ambient * calcAmbientOcclusion(pos, norm, pos_screen);
+}
+
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0848adba73..864ba4859d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 33f3eb46c0..c92dbda185 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -83,12 +83,51 @@ vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightScaleSoftClipFrag(vec3 l);
vec3 scaleSoftClipFrag(vec3 l);
-vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
+vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
+{
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ return (light + additive) * atten.r * 2.0;
+}
+
+vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), light.rgb + additive.rgb, brightness * brightness);
+}
+
+vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ float brightness = dot(light.rgb, vec3(0.33333));
+ return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
+}
+
+vec4 getPosition_d(vec2 pos_screen, float depth)
+{
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{ //get position in screen space (world units) given window coordinate and depth map
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ return getPosition_d(pos_screen, depth);
+}
-vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-vec4 getPosition(vec2 pos_screen);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -98,7 +137,7 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec4 pos = getPositionWithDepth(tc, depth);
+ vec3 pos = getPosition_d(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index 8b8b338f68..c840d72784 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -36,5 +36,7 @@ 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;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 80e2a9dd55..a7da140b31 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -133,7 +133,18 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
}
-vec4 getPosition(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index c4018ca61a..aa5e99a2f7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -67,9 +67,20 @@ uniform float shadow_offset;
uniform float spot_shadow_bias;
uniform float spot_shadow_offset;
-vec3 getNorm(vec2 pos_screen);
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -112,9 +123,14 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+ vec2 pos_screen = vary_fragcoord.xy;
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index bd468306ee..58f3f2f91e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -70,10 +70,79 @@ uniform float spot_shadow_offset;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen);
-vec3 getNorm(vec2 pos_screen);
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen.xy).r;
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm)
+{
+ float ret = 1.0;
+
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec3 pos_world = pos.xyz;
+ vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
-float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
{
@@ -116,8 +185,13 @@ float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_scr
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
- vec4 pos = getPosition(pos_screen);
- vec3 norm = getNorm(pos_screen);
+
+ //try doing an unproject here
+
+ vec4 pos = getPosition(pos_screen);
+
+ vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
+ norm = decode_normal(norm.xy); // unpack norm
/*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
{
@@ -217,7 +291,7 @@ void main()
}
frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color[1] = calcAmbientOcclusion(pos, norm);
spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
diff --git a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl
new file mode 100644
index 0000000000..709d9cbc0a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl
@@ -0,0 +1,54 @@
+/**
+ * @file gammaF.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 vec4 gamma;
+uniform int no_atmo;
+
+vec3 scaleSoftClipFrag(vec3 light) {
+ if (no_atmo == 1)
+ {
+ return light;
+ }
+ light = 1. - clamp(light, vec3(0.), vec3(1.));
+ light = 1. - pow(light, gamma.xxx);
+ return light;
+}
+
+/// Soft clips the light with a gamma correction
+vec3 scaleSoftClip(vec3 light) {
+ return scaleSoftClipFrag(light);
+}
+
+vec3 fullbrightScaleSoftClipFrag(vec3 light)
+{
+ return scaleSoftClipFrag(light.rgb);
+}
+
+vec3 fullbrightScaleSoftClip(vec3 light) {
+ return fullbrightScaleSoftClipFrag(light.rgb);
+}
+
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 6498ed652a..cabfd3d2eb 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1046,10 +1046,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mName = "Terrain Shader";
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
- gTerrainProgram.mFeatures.hasAtmospherics = true;
- gTerrainProgram.mFeatures.hasTransport = true;
- gTerrainProgram.mFeatures.hasGamma = true;
- gTerrainProgram.mFeatures.hasSrgb = true;
+ gTerrainProgram.mFeatures.hasAtmospherics = true;
gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
@@ -1208,8 +1205,6 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
- bool use_sun_shadow = mVertexShaderLevel[SHADER_DEFERRED] > 1;
-
if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
@@ -1381,8 +1376,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1391,7 +1384,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -1445,19 +1438,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
+ gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
- gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
- gDeferredMaterialProgram[i].mFeatures.hasShadows = true;
- gDeferredMaterialProgram[i].mFeatures.hasIndirect = true;
if (has_skin)
{
@@ -1490,14 +1481,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true;
if (has_skin)
{
@@ -1569,9 +1558,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mFeatures.decodesNormal = true;
- gDeferredLightProgram.mFeatures.isDeferred = true;
- gDeferredLightProgram.mFeatures.hasShadows = true;
-
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1587,9 +1573,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true;
- gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
- gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
-
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1606,9 +1589,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredSpotLightProgram.mFeatures.decodesNormal = true;
- gDeferredSpotLightProgram.mFeatures.isDeferred = true;
- gDeferredSpotLightProgram.mFeatures.hasShadows = true;
-
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1622,9 +1602,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true;
- gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
- gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
-
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1654,10 +1631,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mFeatures.decodesNormal = true;
- gDeferredSunProgram.mFeatures.isDeferred = true;
- gDeferredSunProgram.mFeatures.hasShadows = true;
- gDeferredSunProgram.mFeatures.hasIndirect = true;
-
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
@@ -1671,8 +1644,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mFeatures.decodesNormal = true;
- gDeferredBlurLightProgram.mFeatures.isDeferred = true;
-
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1691,15 +1662,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredAlphaProgram.mFeatures.hasSrgb = true;
+ gDeferredAlphaProgram.mFeatures.hasGamma = true;
gDeferredAlphaProgram.mFeatures.decodesNormal = true;
gDeferredAlphaProgram.mFeatures.encodesNormal = true;
gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAlphaProgram.mFeatures.hasTransport = true;
- gDeferredAlphaProgram.mFeatures.isDeferred = true;
- gDeferredAlphaProgram.mFeatures.hasShadows = true;
- gDeferredAlphaProgram.mFeatures.hasIndirect = true;
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1714,7 +1681,7 @@ 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.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1736,10 +1703,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true;
gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
- gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true;
-
gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1754,7 +1717,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
@@ -1777,14 +1740,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;
gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;
gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
- gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
- gDeferredAlphaWaterProgram.mFeatures.isDeferred = true;
- gDeferredAlphaWaterProgram.mFeatures.hasShadows = true;
- gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
@@ -1801,7 +1761,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
@@ -1821,9 +1781,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarEyesProgram.mFeatures.isDeferred = true;
- gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
-
+ gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mShaderFiles.clear();
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1839,8 +1797,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightProgram.mFeatures.isDeferred = true;
-
+ gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1857,8 +1814,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true;
-
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1877,7 +1833,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true;
+ gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1897,7 +1853,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1916,7 +1872,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
- gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1935,7 +1890,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true;
gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1952,7 +1906,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true;
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1967,7 +1920,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
- gDeferredEmissiveProgram.mFeatures.isDeferred = true;
gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
@@ -1985,10 +1937,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.mFeatures.hasGamma = true;
gDeferredWaterProgram.mFeatures.hasTransport = true;
gDeferredWaterProgram.mFeatures.encodesNormal = true;
- gDeferredWaterProgram.mFeatures.isDeferred = true;
- gDeferredWaterProgram.mFeatures.hasShadows = true;
- gDeferredWaterProgram.mFeatures.hasIndirect = true;
-
gDeferredWaterProgram.mShaderFiles.clear();
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2008,10 +1956,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
gDeferredUnderWaterProgram.mFeatures.encodesNormal = true;
- gDeferredUnderWaterProgram.mFeatures.isDeferred = true;
- gDeferredUnderWaterProgram.mFeatures.hasShadows = true;
- gDeferredUnderWaterProgram.mFeatures.hasIndirect = true;
-
gDeferredUnderWaterProgram.mShaderFiles.clear();
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2028,29 +1972,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.decodesNormal = true;
gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
- gDeferredSoftenProgram.mFeatures.hasTransport = true;
gDeferredSoftenProgram.mFeatures.hasGamma = true;
- gDeferredSoftenProgram.mFeatures.isDeferred = true;
- gDeferredSoftenProgram.mFeatures.hasShadows = true;
- gDeferredSoftenProgram.mFeatures.hasIndirect = true;
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
}
-
- // insure we use class3/deferred version of softenLight for advanced atmo..
- gDeferredSoftenProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : gDeferredSoftenProgram.mShaderLevel;
-
- if (gAtmosphere && gDeferredSoftenProgram.mShaderLevel > 2)
- {
- gDeferredSoftenProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
- }
success = gDeferredSoftenProgram.createShader(NULL, NULL);
llassert(success);
@@ -2071,21 +2003,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
- gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
- gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
- gDeferredSoftenWaterProgram.mFeatures.hasShadows = true;
- gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true;
-
- if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)
- {
- gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
- }
-
- if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)
- {
- gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
- }
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
@@ -2099,7 +2017,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
- gDeferredShadowProgram.mFeatures.isDeferred = true;
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2112,7 +2029,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
- gDeferredShadowCubeProgram.mFeatures.isDeferred = true;
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2126,7 +2042,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true;
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2140,7 +2055,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
- gDeferredAvatarShadowProgram.mFeatures.isDeferred = true;
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2154,7 +2068,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredAttachmentShadowProgram.mFeatures.isDeferred = true;
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2168,7 +2081,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.encodesNormal = true;
- gDeferredTerrainProgram.mFeatures.isDeferred = true;
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2182,7 +2094,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mName = "Avatar Shader";
gDeferredAvatarProgram.mFeatures.hasSkinning = true;
gDeferredAvatarProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarProgram.mFeatures.isDeferred = true;
gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2206,9 +2117,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
- gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
@@ -2229,7 +2137,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true;
- gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;
gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2241,7 +2148,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gFXAAProgram.mName = "FXAA Shader";
- gFXAAProgram.mFeatures.isDeferred = true;
gFXAAProgram.mShaderFiles.clear();
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2253,7 +2159,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
- gFXAAProgram.mFeatures.isDeferred = true;
gDeferredPostProgram.mShaderFiles.clear();
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));
@@ -2276,7 +2181,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
- gDeferredDoFCombineProgram.mFeatures.isDeferred = true;
gDeferredDoFCombineProgram.mShaderFiles.clear();
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));
@@ -2288,7 +2192,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
- gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;
gDeferredPostNoDoFProgram.mShaderFiles.clear();
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));
@@ -2305,9 +2208,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasTransport = true;
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
- gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
- gDeferredWLSkyProgram.mFeatures.isDeferred = true;
-
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
@@ -2323,9 +2223,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasTransport = true;
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
- gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
- gDeferredWLCloudProgram.mFeatures.isDeferred = true;
-
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
@@ -2343,7 +2240,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.isFullbright = true;
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
- gDeferredWLSunProgram.mFeatures.isDeferred = true;
gDeferredWLSunProgram.mShaderFiles.clear();
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2362,8 +2258,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.isFullbright = true;
gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
- gDeferredWLMoonProgram.mFeatures.isDeferred = true;
-
gDeferredWLMoonProgram.mShaderFiles.clear();
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2376,7 +2270,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
- gDeferredStarProgram.mFeatures.isDeferred = true;
gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -2389,7 +2282,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gNormalMapGenProgram.mName = "Normal Map Generation Program";
- gNormalMapGenProgram.mFeatures.isDeferred = true;
gNormalMapGenProgram.mShaderFiles.clear();
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -3714,11 +3606,14 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
return TRUE;
}
- if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mVertexShaderLevel[SHADER_WINDLIGHT] > 2)
+#if USE_ADVANCED_ATMOSPHERICS
+// disabled until we can determine why low-end machines crash during this init...
+ if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
// Prepare precomputed atmospherics textures using libatmosphere
LLAtmosphere::initClass();
}
+#endif
if (success)
{
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index bac6267bbd..b8de59b6b8 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8358,21 +8358,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
- /*channel = shader.enableTexture(LLShaderMgr::INSCATTER_RT, LLTexUnit::TT_TEXTURE);
- stop_glerror();
- if (channel > -1)
- {
- stop_glerror();
- gGL.getTexUnit(channel)->bind(&mInscatter, TRUE);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
- gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- stop_glerror();
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_ALWAYS);
- stop_glerror();
- }*/
-
stop_glerror();
F32 mat[16*6];