diff options
Diffstat (limited to 'indra/newview')
20 files changed, 1849 insertions, 91 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl new file mode 100644 index 0000000000..113197c871 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl @@ -0,0 +1,102 @@ +/**  + * @file blurLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; + +uniform float dist_factor; +uniform float blur_size; +uniform vec2 delta; +uniform vec3 kern[4]; +uniform float kern_scale; + +varying vec2 vary_fragcoord; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ +	vec4 ret = vec4(0,0,0,0); +	for (int i = 0; i < 4; i++) +	{ +		ret += texelFetch(tex, tc, i); +	} + +	return ret * 0.25; +} + +vec4 getPosition(ivec2 pos_screen) +{ +	float depth = texture2DMS(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()  +{ +    vec2 tc = vary_fragcoord.xy; +	ivec2 itc = ivec2(tc); + +	vec3 norm = texture2DMS(normalMap, itc).xyz; +	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	vec3 pos = getPosition(itc).xyz; +	vec4 ccol = texture2DMS(lightMap, itc).rgba; +	 +	vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy); +	dlt /= max(-pos.z*dist_factor, 1.0); +	 +	vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' +	vec4 col = defined_weight.xyxx * ccol; + +	// relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances +	float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + +	// perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large +	tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 ); + +	for (int i = 1; i < 4; i++) +	{ +		ivec2 samptc = ivec2(tc + kern[i].z*dlt); +		vec3 samppos = getPosition(samptc).xyz;  +		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane +		if (d*d <= pointplanedist_tolerance_pow2) +		{ +			col += texture2DMS(lightMap, samptc)*kern[i].xyxx; +			defined_weight += kern[i].xy; +		} +	} +	for (int i = 1; i < 4; i++) +	{ +		ivec2 samptc = ivec2(tc - kern[i].z*dlt); +		vec3 samppos = getPosition(samptc).xyz;  +		float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane +		if (d*d <= pointplanedist_tolerance_pow2) +		{ +			col += texture2DMS(lightMap, samptc)*kern[i].xyxx; +			defined_weight += kern[i].xy; +		} +	} + +	col /= defined_weight.xyxx; +	col.y *= col.y; + +	gl_FragColor = col; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl new file mode 100644 index 0000000000..9e551fa976 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -0,0 +1,79 @@ +/**  + * @file WLCloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +uniform sampler2D cloud_noise_texture; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { +	//soft clip effect: +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); + +	return light; +} + +void main() +{ +	// Set variables +	vec2 uv1 = gl_TexCoord[0].xy; +	vec2 uv2 = gl_TexCoord[1].xy; + +	vec4 cloudColorSun = vary_CloudColorSun; +	vec4 cloudColorAmbient = vary_CloudColorAmbient; +	float cloudDensity = vary_CloudDensity; +	vec2 uv3 = gl_TexCoord[2].xy; +	vec2 uv4 = gl_TexCoord[3].xy; + +	// Offset texture coords +	uv1 += cloud_pos_density1.xy;	//large texture, visible density +	uv2 += cloud_pos_density1.xy;	//large texture, self shadow +	uv3 += cloud_pos_density2.xy;	//small texture, visible density +	uv4 += cloud_pos_density2.xy;	//small texture, self shadow + + +	// Compute alpha1, the main cloud opacity +	float alpha1 = (texture2D(cloud_noise_texture, uv1).x - 0.5) + (texture2D(cloud_noise_texture, uv3).x - 0.5) * cloud_pos_density2.z; +	alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + +	// And smooth +	alpha1 = 1. - alpha1 * alpha1; +	alpha1 = 1. - alpha1 * alpha1;	 + + +	// Compute alpha2, for self shadowing effect +	// (1 - alpha2) will later be used as percentage of incoming sunlight +	float alpha2 = (texture2D(cloud_noise_texture, uv2).x - 0.5); +	alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + +	// And smooth +	alpha2 = 1. - alpha2; +	alpha2 = 1. - alpha2 * alpha2;	 + +	// Combine +	vec4 color; +	color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient); +	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); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl new file mode 100644 index 0000000000..267ef36d4d --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -0,0 +1,165 @@ +/**  + * @file WLCloudsV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +////////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_CloudColorSun; +varying vec4 vary_CloudColorAmbient; +varying float vary_CloudDensity; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +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 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + +	// World / view / projection +	gl_Position = ftransform(); + +	gl_TexCoord[0] = gl_MultiTexCoord0; + +	// Get relative position +	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); + +	// Set altitude +	if (P.y > 0.) +	{ +		P *= (max_y.x / P.y); +	} +	else +	{ +		P *= (-32000. / P.y); +	} + +	// Can normalize then +	vec3 Pn = normalize(P); +	float  Plen = length(P); + +	// Initialize temp variables +	vec4 temp1 = vec4(0.); +	vec4 temp2 = vec4(0.); +	vec4 blue_weight; +	vec4 haze_weight; +	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); + +	// Calculate relative weights +	temp1 = blue_density + haze_density.x; +	blue_weight = blue_density / temp1; +	haze_weight = haze_density.x / temp1; + +	// Compute sunlight from P & lightnorm (for long rays like sky) +	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// Distance +	temp2.z = Plen * density_multiplier.x; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z); + + +	// Compute haze glow +	temp2.x = dot(Pn, lightnorm.xyz); +	temp2.x = 1. - temp2.x; +		// temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .001);	 +		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		// glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	// Add "minimum anti-solar illumination" +	temp2.x += .25; + +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;  + +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow.x); + +	// Haze color below cloud +	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) +				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) +			 );	 + +	// CLOUDS + +	sunlight = sunlight_color; +	temp2.y = max(0., lightnorm.y * 2.); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// Cloud color out +	vary_CloudColorSun = (sunlight * temp2.x) * cloud_color; +	vary_CloudColorAmbient = tmpAmbient * cloud_color; +	 +	// Attenuate cloud color by atmosphere +	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds +	vary_CloudColorSun *= temp1; +	vary_CloudColorAmbient *= temp1; +	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); + + +	// Texture coords +	gl_TexCoord[0] = gl_MultiTexCoord0; +	gl_TexCoord[0].xy -= 0.5; +	gl_TexCoord[0].xy /= cloud_scale.x; +	gl_TexCoord[0].xy += 0.5; + +	gl_TexCoord[1] = gl_TexCoord[0]; +	gl_TexCoord[1].x += lightnorm.x * 0.0125; +	gl_TexCoord[1].y += lightnorm.z * 0.0125; + +	gl_TexCoord[2] = gl_TexCoord[0] * 16.; +	gl_TexCoord[3] = gl_TexCoord[1] * 16.; + +	// Combine these to minimize register use +	vary_CloudColorAmbient += oHazeColorBelowCloud; + +	// needs this to compile on mac +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); + +	// END CLOUDS +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl new file mode 100644 index 0000000000..22ed9dcd40 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightMSF.glsl @@ -0,0 +1,100 @@ +/**  + * @file pointLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  + #version 120 + +#extension GL_ARB_texture_rectangle : enable + +uniform sampler2DRect diffuseRect; +uniform sampler2DRect specularRect; +uniform sampler2DRect normalMap; +uniform samplerCube environmentMap; +uniform sampler2D noiseMap; +uniform sampler2D lightFunc; +uniform sampler2DRect depthMap; + +uniform vec3 env_mat[3]; +uniform float sun_wash; + +varying vec4 vary_light; + +varying vec4 vary_fragcoord; +uniform vec2 screen_res; + +uniform mat4 inv_proj; +uniform vec4 viewport; + +vec4 getPosition(vec2 pos_screen) +{ +	float depth = texture2DRect(depthMap, pos_screen.xy).a; +	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()  +{ +	vec4 frag = vary_fragcoord; +	frag.xyz /= frag.w; +	frag.xyz = frag.xyz*0.5+0.5; +	frag.xy *= screen_res; +	 +	vec3 pos = getPosition(frag.xy).xyz; +	vec3 lv = vary_light.xyz-pos; +	float dist2 = dot(lv,lv); +	dist2 /= vary_light.w; +	if (dist2 > 1.0) +	{ +		discard; +	} +	 +	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +	float da = dot(norm, lv); +	if (da < 0.0) +	{ +		discard; +	} +	 +	norm = normalize(norm); +	lv = normalize(lv); +	da = dot(norm, lv); +	 +	float noise = texture2D(noiseMap, frag.xy/128.0).b; +	 +	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; +	float fa = gl_Color.a+1.0; +	float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); +	float lit = da * dist_atten * noise; +	 +	col = gl_Color.rgb*lit*col; + +	vec4 spec = texture2DRect(specularRect, frag.xy); +	if (spec.a > 0.0) +	{ +		float sa = dot(normalize(lv-normalize(pos)),norm); +		if (sa > 0.0) +		{ +			sa = texture2D(lightFunc, vec2(sa, spec.a)).a * min(dist_atten*4.0, 1.0); +			sa *= noise; +			col += da*sa*gl_Color.rgb*spec.rgb; +		} +	} +	 +	if (dot(col, col) <= 0.0) +	{ +		discard; +	} +		 +	gl_FragColor.rgb = col;	 +	gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl new file mode 100644 index 0000000000..a34f882c39 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredMSF.glsl @@ -0,0 +1,133 @@ +/**  + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS edgeMap; +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +uniform sampler2D bloomMap; + +uniform float depth_cutoff; +uniform float norm_cutoff; +uniform float focal_distance; +uniform float blur_constant; +uniform float tan_pixel_angle; +uniform float magnification; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec2 vary_fragcoord; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ +	vec4 ret = vec4(0,0,0,0); +	for (int i = 0; i < 4; ++i) +	{ +		ret += texelFetch(tex, tc, i); +	} + +	return ret * 0.25; +} + +float getDepth(ivec2 pos_screen) +{ +	float z = texture2DMS(depthMap, pos_screen.xy).r; +	z = z*2.0-1.0; +	vec4 ndc = vec4(0.0, 0.0, z, 1.0); +	vec4 p = inv_proj*ndc; +	return p.z/p.w; +} + +float calc_cof(float depth) +{ +	float sc = abs(depth-focal_distance)/-depth*blur_constant; +		 +	sc /= magnification; +	 +	// tan_pixel_angle = pixel_length/-depth; +	float pixel_length =  tan_pixel_angle*-focal_distance; +	 +	sc = sc/pixel_length; +	sc *= 1.414; +	 +	return sc; +} + +void dofSample(inout vec4 diff, inout float w, float min_sc, float cur_depth, ivec2 tc) +{ +	float d = getDepth(tc); +	 +	float sc = calc_cof(d); +	 +	if (sc > min_sc //sampled pixel is more "out of focus" than current sample radius +	   || d < cur_depth) //sampled pixel is further away than current pixel +	{ +		float wg = 0.25; +		 +		vec4 s = texture2DMS(diffuseRect, tc); +		// de-weight dull areas to make highlights 'pop' +		wg += s.r+s.g+s.b; +	 +		diff += wg*s; +		 +		w += wg; +	} +} + + +void main()  +{ +	ivec2 itc = ivec2(vary_fragcoord.xy); + +	vec3 norm = texture2DMS(normalMap, itc).xyz; +	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +		 +	float depth = getDepth(itc); +	 +	vec4 diff = texture2DMS(diffuseRect, itc); +	 +	{  +		float w = 1.0; +		 +		float sc = calc_cof(depth); +		sc = min(abs(sc), 10.0); +		 +		float fd = depth*0.5f; +		 +		float PI = 3.14159265358979323846264; + +		int isc = int(sc); +		 +		// sample quite uniformly spaced points within a circle, for a circular 'bokeh'		 +		//if (depth < focal_distance) +		{ +			for (int x = -isc; x <= isc; x+=2) +			{ +				for (int y = -isc; y <= isc; y+=2) +				{ +					ivec2 cur_samp = ivec2(x,y); +					float cur_sc = length(vec2(cur_samp)); +					if (cur_sc < sc) +					{ +						dofSample(diff, w, cur_sc, depth, itc+cur_samp); +					} +				} +			} +		} +		 +		diff /= w; +	} +		 +	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); +	gl_FragColor = diff + bloom; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl new file mode 100644 index 0000000000..7b14974f8b --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFMSF.glsl @@ -0,0 +1,36 @@ +/**  + * @file postDeferredF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2D bloomMap; + +uniform vec2 screen_res; +varying vec2 vary_fragcoord; + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ +	vec4 ret = texelFetch(tex,tc,0); +	ret += texelFetch(tex,tc,1); +	ret += texelFetch(tex,tc,2); +	ret += texelFetch(tex,tc,3); +	ret *= 0.25; + +	return ret; +} + +void main()  +{ +	vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); + +	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); +	gl_FragColor = diff + bloom; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl new file mode 100644 index 0000000000..91143943b6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -0,0 +1,44 @@ +/**  + * @file WLSkyF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +varying vec4 vary_HazeColor; + +uniform sampler2D cloud_noise_texture; +uniform vec4 gamma; + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light) { +	//soft clip effect: +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); + +	return light; +} + +void main() +{ +	// Potential Fill-rate optimization.  Add cloud calculation  +	// back in and output alpha of 0 (so that alpha culling kills  +	// the fragment) if the sky wouldn't show up because the clouds  +	// are fully opaque. + +	vec4 color; +	color = vary_HazeColor; +	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); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl new file mode 100644 index 0000000000..03bca8f27e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -0,0 +1,140 @@ +/**  + * @file WLSkyV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Output parameters +varying vec4 vary_HazeColor; + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +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 max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +uniform vec4 cloud_scale; + +void main() +{ + +	// World / view / projection +	gl_Position = ftransform(); +	gl_TexCoord[0] = gl_MultiTexCoord0; + +	// Get relative position +	vec3 P = gl_Vertex.xyz - camPosLocal.xyz + vec3(0,50,0); +	//vec3 P = gl_Vertex.xyz + vec3(0,50,0); + +	// Set altitude +	if (P.y > 0.) +	{ +		P *= (max_y.x / P.y); +	} +	else +	{ +		P *= (-32000. / P.y); +	} + +	// Can normalize then +	vec3 Pn = normalize(P); +	float  Plen = length(P); + +	// Initialize temp variables +	vec4 temp1 = vec4(0.); +	vec4 temp2 = vec4(0.); +	vec4 blue_weight; +	vec4 haze_weight; +	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); + +	// Calculate relative weights +	temp1 = blue_density + haze_density.x; +	blue_weight = blue_density / temp1; +	haze_weight = haze_density.x / temp1; + +	// Compute sunlight from P & lightnorm (for long rays like sky) +	temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// Distance +	temp2.z = Plen * density_multiplier.x; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z); + + +	// Compute haze glow +	temp2.x = dot(Pn, lightnorm.xyz); +	temp2.x = 1. - temp2.x; +		// temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .001);	 +		// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		// Higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		// glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	// Add "minimum anti-solar illumination" +	temp2.x += .25; + + +	// Haze color above cloud +	vary_HazeColor = (	  blue_horizon * blue_weight * (sunlight + ambient) +				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + ambient) +			 );	 + + +	// Increase ambient when there are more clouds +	vec4 tmpAmbient = ambient; +	tmpAmbient += (1. - tmpAmbient) * cloud_shadow.x * 0.5;  + +	// Dim sunlight by cloud shadow percentage +	sunlight *= (1. - cloud_shadow.x); + +	// Haze color below cloud +	vec4 additiveColorBelowCloud = (	  blue_horizon * blue_weight * (sunlight + tmpAmbient) +				+ (haze_horizon.r * haze_weight) * (sunlight * temp2.x + tmpAmbient) +			 );	 + +	// Final atmosphere additive +	vary_HazeColor *= (1. - temp1); +	 +	// Attenuate cloud color by atmosphere +	temp1 = sqrt(temp1);	//less atmos opacity (more transparency) below clouds + +	// At horizon, blend high altitude sky color towards the darker color below the clouds +	vary_HazeColor += (additiveColorBelowCloud - vary_HazeColor) * (1. - sqrt(temp1)); +	 +	// won't compile on mac without this being set +	//vary_AtmosAttenuation = vec3(0.0,0.0,0.0); +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl new file mode 100644 index 0000000000..4c38d91499 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightMSF.glsl @@ -0,0 +1,318 @@ +/**  + * @file softenLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; +uniform sampler2DMS depthMap; +uniform sampler2D	  noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D	  lightFunc; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +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 vec4 glow; +uniform float scene_light_strength; +uniform vec3 env_mat[3]; +//uniform mat4 shadow_matrix[3]; +//uniform vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +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; +} + +vec3 getPositionEye() +{ +	return vary_PositionEye; +} +vec3 getSunlitColor() +{ +	return vary_SunlitColor; +} +vec3 getAmblitColor() +{ +	return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ +	return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ +	return vary_AtmosAttenuation; +} + + +void setPositionEye(vec3 v) +{ +	vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ +	vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ +	vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ +	vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ +	vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + +	vec3 P = 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); + +	vec3 tmpLightnorm = lightnorm.xyz; + +	vec3 Pn = normalize(P); +	float Plen = length(P); + +	vec4 temp1 = vec4(0); +	vec3 temp2 = vec3(0); +	vec4 blue_weight; +	vec4 haze_weight; +	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 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); +		//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); +	blue_weight = blue_density / temp1; +	haze_weight = vec4(haze_density.r) / temp1; + +	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) +	temp2.y = max(0.0, tmpLightnorm.y); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// main atmospheric scattering line integral +	temp2.z = Plen * density_multiplier.x; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + +	//final atmosphere attenuation factor +	setAtmosAttenuation(temp1.rgb); +	 +	//compute haze glow +	//(can use temp2.x as temp because we haven't used it yet) +	temp2.x = dot(Pn, tmpLightnorm.xyz); +	temp2.x = 1. - temp2.x; +		//temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .03);	//was glow.y +		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		//higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		//glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	//add "minimum anti-solar illumination" +	temp2.x += .25; +	 +	//increase ambient when there are more clouds +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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 +	 * // The following line of code performs the equivalent of: +	 * float ambAlpha = tmpAmbient.a; +	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis +	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); +	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); +	 */ +	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + +	//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 +		  + tmpAmbient))); + +	//brightness of surface both sunlight and ambient +	setSunlitColor(vec3(sunlight * .5)); +	setAmblitColor(vec3(tmpAmbient * .25)); +	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ +	light *= getAtmosAttenuation().r; +	light += getAdditiveColor(); +	return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { +	light *= getAtmosAttenuation().r; +	light += getAdditiveColor() * 2.0; +	return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ +	return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ +	return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ +	return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ +	return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ +	return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ +	//soft clip effect: +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); + +	return light; +} + +vec4 texture2DMS(sampler2DMS tex, ivec2 tc) +{ +	vec4 ret = texelFetch(tex,tc,0); +	ret += texelFetch(tex,tc,1); +	ret += texelFetch(tex,tc,2); +	ret += texelFetch(tex,tc,3); +	ret *= 0.25; + +	return ret; +} + +void main()  +{ +	int samples = 4; +	vec2 tc = vary_fragcoord.xy; +	ivec2 itc = ivec2(tc); + +	vec3 fcol = vec3(0,0,0); + +	for (int i = 0; i < samples; ++i) +	{ +		float depth = texelFetch(depthMap, itc, i).r; +		vec3 pos = getPosition_d(tc, depth).xyz; +		vec3 norm = texelFetch(normalMap, itc, i).xyz; + +		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +		//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz; +	 +		float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	 +		vec4 diffuse = texelFetch(diffuseRect, itc, i); +		if (diffuse.a >= 1.0) +		{ +			fcol += diffuse.rgb; +		} +		else +		{ +			vec4 spec = texelFetch(specularRect, itc, i); +	 +			calcAtmospherics(pos.xyz, 1.0); +	 +			vec3 col = atmosAmbient(vec3(0)); +			col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a)); +	 +			col *= diffuse.rgb; +	 +			if (spec.a > 0.0) // specular reflection +			{ +				// the old infinite-sky shiny reflection +				// +				vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +				float sa = dot(refnormpersp, vary_light.xyz); +				vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a; + +				// add the two types of shiny together +				col += dumbshiny * spec.rgb; +			} + +			col = atmosLighting(col); +			col = scaleSoftClip(col); +			fcol += col; +		} +	} +				 +	gl_FragColor.rgb = fcol.rgb/samples; +	gl_FragColor.a = 0.0; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl new file mode 100644 index 0000000000..00093836a2 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightMSF.glsl @@ -0,0 +1,17 @@ +/**  + * @file sunLightF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +//class 1, no shadow, no SSAO, should never be called + +#extension GL_ARB_texture_rectangle : enable + +void main()  +{ +	gl_FragColor = vec4(0,0,0,0); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl new file mode 100644 index 0000000000..49b45dedd6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOMSF.glsl @@ -0,0 +1,125 @@ +/**  + * @file sunLightSSAOF.glsl + * + * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. + * $License$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +//class 1 -- no shadow, SSAO only + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; +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; +uniform float ssao_factor_inv; + +varying vec2 vary_fragcoord; +varying vec4 vary_light; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +uniform float shadow_bias; +uniform float shadow_offset; + +vec4 getPosition(ivec2 pos_screen, int sample) +{ +	float depth = texelFetch(depthMap, pos_screen, sample).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, int sample) +{ +	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++) +	{ +		ivec2 samppos_screen = ivec2(pos_screen + scale * reflect(kern[i], noise_reflect)); +		vec3 samppos_world = getPosition(samppos_screen, sample).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()  +{ +	int samples = 4; + +	vec2 pos_screen = vary_fragcoord.xy; +	ivec2 itc = ivec2(pos_screen); +		 +	float col = 0; + +	for (int i = 0; i < samples; i++) +	{ +		vec4 pos = getPosition(itc, i); +		vec3 norm = texelFetch(normalMap, itc, i).xyz; +		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +		col += calcAmbientOcclusion(pos,norm,i); +	} + +	col /= samples; + +	gl_FragColor[0] = 1.0; +	gl_FragColor[1] = col; +	gl_FragColor[2] = 1.0;  +	gl_FragColor[3] = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl new file mode 100644 index 0000000000..a47ee678f6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/edgeMSF.glsl @@ -0,0 +1,74 @@ +/**  + * @file edgeF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS depthMap; +uniform sampler2DMS normalMap; + +varying vec2 vary_fragcoord; + +uniform float depth_cutoff; +uniform float norm_cutoff; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +float getDepth(float z) +{ +	z = z*2.0-1.0; +	vec4 ndc = vec4(0.0, 0.0, z, 1.0); +	vec4 p = inv_proj*ndc; +	return p.z/p.w; +} + +void main()  +{ + +	float e = 0; +	 +	ivec2 itc = ivec2(vary_fragcoord.xy); + +	for (int i = 0; i < samples; i++) +	{	 +		vec3 norm = texelFetch(normalMap, itc, i).xyz; +		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +		float depth = getDepth(texelFetch(depthMap, itc, i).r); +	 +		vec2 tc = vary_fragcoord.xy; +	 +		float sc = 0.75; +	 +		vec2 de; +		de.x = (depth-getDepth(tc+vec2(sc, sc))) + (depth-getDepth(tc+vec2(-sc, -sc))); +		de.y = (depth-getDepth(tc+vec2(-sc, sc))) + (depth-getDepth(tc+vec2(sc, -sc))); +		de /= depth; +		de *= de; +		de = step(depth_cutoff, de); +	 +		vec2 ne; +		vec3 nexnorm = texture2DRect(normalMap, tc+vec2(-sc,-sc)).rgb; +		nexnorm = vec3((nexnorm.xy-0.5)*2.0,nexnorm.z); // unpack norm +		ne.x = dot(nexnorm, norm); +		vec3 neynorm = texture2DRect(normalMap, tc+vec2(sc,sc)).rgb; +		neynorm = vec3((neynorm.xy-0.5)*2.0,neynorm.z); // unpack norm +		ne.y = dot(neynorm, norm); +	 +		ne = 1.0-ne; +	 +		ne = step(norm_cutoff, ne); + +		e += dot(de,de)+dot(ne,ne); +	} + +	e /= samples; +	 +	gl_FragColor.a = e; +} diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl new file mode 100644 index 0000000000..7d4548d6d9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightMSF.glsl @@ -0,0 +1,307 @@ +/**  + * @file softenLightMSF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * $/LicenseInfo$ + */ +  +#version 120 + +#extension GL_ARB_texture_rectangle : enable +#extension GL_ARB_texture_multisample : enable + +uniform sampler2DMS diffuseRect; +uniform sampler2DMS specularRect; +uniform sampler2DMS normalMap; +uniform sampler2DMS lightMap; +uniform sampler2DMS depthMap; +uniform sampler2D	  noiseMap; +uniform samplerCube environmentMap; +uniform sampler2D	  lightFunc; +uniform vec3 gi_quad; + +uniform float blur_size; +uniform float blur_fidelity; + +// Inputs +uniform vec4 morphFactor; +uniform vec3 camPosLocal; +//uniform vec4 camPosWorld; +uniform vec4 gamma; +uniform vec4 lightnorm; +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 vec4 glow; +uniform float scene_light_strength; +uniform vec3 env_mat[3]; +uniform vec4 shadow_clip; +uniform mat3 ssao_effect_mat; + +uniform mat4 inv_proj; +uniform vec2 screen_res; + +varying vec4 vary_light; +varying vec2 vary_fragcoord; + +vec3 vary_PositionEye; + +vec3 vary_SunlitColor; +vec3 vary_AmblitColor; +vec3 vary_AdditiveColor; +vec3 vary_AtmosAttenuation; + +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; +} + +vec3 getPositionEye() +{ +	return vary_PositionEye; +} +vec3 getSunlitColor() +{ +	return vary_SunlitColor; +} +vec3 getAmblitColor() +{ +	return vary_AmblitColor; +} +vec3 getAdditiveColor() +{ +	return vary_AdditiveColor; +} +vec3 getAtmosAttenuation() +{ +	return vary_AtmosAttenuation; +} + + +void setPositionEye(vec3 v) +{ +	vary_PositionEye = v; +} + +void setSunlitColor(vec3 v) +{ +	vary_SunlitColor = v; +} + +void setAmblitColor(vec3 v) +{ +	vary_AmblitColor = v; +} + +void setAdditiveColor(vec3 v) +{ +	vary_AdditiveColor = v; +} + +void setAtmosAttenuation(vec3 v) +{ +	vary_AtmosAttenuation = v; +} + +void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + +	vec3 P = 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); + +	vec3 tmpLightnorm = lightnorm.xyz; + +	vec3 Pn = normalize(P); +	float Plen = length(P); + +	vec4 temp1 = vec4(0); +	vec3 temp2 = vec3(0); +	vec4 blue_weight; +	vec4 haze_weight; +	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 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); +		//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); +	blue_weight = blue_density / temp1; +	haze_weight = vec4(haze_density.r) / temp1; + +	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) +	temp2.y = max(0.0, tmpLightnorm.y); +	temp2.y = 1. / temp2.y; +	sunlight *= exp( - light_atten * temp2.y); + +	// main atmospheric scattering line integral +	temp2.z = Plen * density_multiplier.x; + +	// Transparency (-> temp1) +	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati +	// compiler gets confused. +	temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + +	//final atmosphere attenuation factor +	setAtmosAttenuation(temp1.rgb); +	 +	//compute haze glow +	//(can use temp2.x as temp because we haven't used it yet) +	temp2.x = dot(Pn, tmpLightnorm.xyz); +	temp2.x = 1. - temp2.x; +		//temp2.x is 0 at the sun and increases away from sun +	temp2.x = max(temp2.x, .03);	//was glow.y +		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) +	temp2.x *= glow.x; +		//higher glow.x gives dimmer glow (because next step is 1 / "angle") +	temp2.x = pow(temp2.x, glow.z); +		//glow.z should be negative, so we're doing a sort of (1 / "angle") function + +	//add "minimum anti-solar illumination" +	temp2.x += .25; +	 +	//increase ambient when there are more clouds +	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 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 +	 * // The following line of code performs the equivalent of: +	 * float ambAlpha = tmpAmbient.a; +	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis +	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue); +	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha); +	 */ +	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a); + +	//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 +		  + tmpAmbient))); + +	//brightness of surface both sunlight and ambient +	setSunlitColor(vec3(sunlight * .5)); +	setAmblitColor(vec3(tmpAmbient * .25)); +	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); +} + +vec3 atmosLighting(vec3 light) +{ +	light *= getAtmosAttenuation().r; +	light += getAdditiveColor(); +	return (2.0 * light); +} + +vec3 atmosTransport(vec3 light) { +	light *= getAtmosAttenuation().r; +	light += getAdditiveColor() * 2.0; +	return light; +} +vec3 atmosGetDiffuseSunlightColor() +{ +	return getSunlitColor(); +} + +vec3 scaleDownLight(vec3 light) +{ +	return (light / scene_light_strength ); +} + +vec3 scaleUpLight(vec3 light) +{ +	return (light * scene_light_strength); +} + +vec3 atmosAmbient(vec3 light) +{ +	return getAmblitColor() + light / 2.0; +} + +vec3 atmosAffectDirectionalLight(float lightIntensity) +{ +	return getSunlitColor() * lightIntensity; +} + +vec3 scaleSoftClip(vec3 light) +{ +	//soft clip effect: +	light = 1. - clamp(light, vec3(0.), vec3(1.)); +	light = 1. - pow(light, gamma.xxx); + +	return light; +} + +void main()  +{ +	int samples = 4; +	vec2 tc = vary_fragcoord.xy; +	ivec2 itc = ivec2(tc); + +	vec3 fcol = vec3(0,0,0); + +	float amb = 0; + +	for (int i = 0; i < samples; ++i) +	{ +		float depth = texelFetch(depthMap, itc.xy, i).r; +		vec3 pos = getPosition_d(tc, depth).xyz; +		vec3 norm = texelFetch(normalMap, itc, i).xyz; +		norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm +			 +		float da = max(dot(norm.xyz, vary_light.xyz), 0.0); +	 +		vec4 diffuse = texelFetch(diffuseRect, itc, i); +		vec4 spec = texelFetch(specularRect, itc, i); +	 +		vec2 scol_ambocc = texelFetch(lightMap, itc, i).rg; +		float scol = max(scol_ambocc.r, diffuse.a);  +		float ambocc = scol_ambocc.g; +		amb += ambocc; + +		calcAtmospherics(pos.xyz, ambocc); +	 +		vec3 col = atmosAmbient(vec3(0)); +		col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a)); +	 +		col *= diffuse.rgb; +	 +		if (spec.a > 0.0) // specular reflection +		{ +			// the old infinite-sky shiny reflection +			// +			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); +			float sa = dot(refnormpersp, vary_light.xyz); +			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a; + +			// add the two types of shiny together +			col += dumbshiny * spec.rgb; +		} +	 +		col = atmosLighting(col); +		col = scaleSoftClip(col); + +		fcol += col; +	} +		 +	gl_FragColor.rgb = fcol/samples;  +	gl_FragColor.a = 0.0; +} diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 696c2d1abd..66b834ab11 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -44,6 +44,8 @@ LLPointer<LLViewerTexture> LLDrawPoolWLSky::sCloudNoiseTexture = NULL;  LLPointer<LLImageRaw> LLDrawPoolWLSky::sCloudNoiseRawImage = NULL; +static LLGLSLShader* cloud_shader = NULL; +static LLGLSLShader* sky_shader = NULL;  LLDrawPoolWLSky::LLDrawPoolWLSky(void) : @@ -83,12 +85,32 @@ LLViewerTexture *LLDrawPoolWLSky::getDebugTexture()  void LLDrawPoolWLSky::beginRenderPass( S32 pass )  { +	sky_shader = +		LLPipeline::sUnderWaterRender ? +			&gObjectSimpleWaterProgram : +			&gWLSkyProgram; + +	cloud_shader = +			LLPipeline::sUnderWaterRender ? +				&gObjectSimpleWaterProgram : +				&gWLCloudProgram;  }  void LLDrawPoolWLSky::endRenderPass( S32 pass )  {  } +void LLDrawPoolWLSky::beginDeferredPass(S32 pass) +{ +	sky_shader = &gDeferredWLSkyProgram; +	cloud_shader = &gDeferredWLCloudProgram; +} + +void LLDrawPoolWLSky::endDeferredPass(S32 pass) +{ + +} +  void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) const  {  	LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); @@ -128,19 +150,14 @@ void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const  {  	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))  	{ -		LLGLSLShader* shader = -			LLPipeline::sUnderWaterRender ? -				&gObjectSimpleWaterProgram : -				&gWLSkyProgram; -  		LLGLDisable blend(GL_BLEND); -		shader->bind(); +		sky_shader->bind();  		/// Render the skydome -		renderDome(camHeightLocal, shader);	 +		renderDome(camHeightLocal, sky_shader);	 -		shader->unbind(); +		sky_shader->unbind();  	}  } @@ -186,23 +203,18 @@ void LLDrawPoolWLSky::renderSkyClouds(F32 camHeightLocal) const  {  	if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS))  	{ -		LLGLSLShader* shader = -			LLPipeline::sUnderWaterRender ? -				&gObjectSimpleWaterProgram : -				&gWLCloudProgram; -  		LLGLEnable blend(GL_BLEND);  		gGL.setSceneBlendType(LLRender::BT_ALPHA);  		gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);  		gGL.getTexUnit(0)->bind(sCloudNoiseTexture); -		shader->bind(); +		cloud_shader->bind();  		/// Render the skydome -		renderDome(camHeightLocal, shader); +		renderDome(camHeightLocal, cloud_shader); -		shader->unbind(); +		cloud_shader->unbind();  	}  } @@ -246,6 +258,50 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()  	}  } +void LLDrawPoolWLSky::renderDeferred(S32 pass) +{ +	if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) +	{ +		return; +	} +	LLFastTimer ftm(FTM_RENDER_WL_SKY); + +	const F32 camHeightLocal = LLWLParamManager::instance()->getDomeOffset() * LLWLParamManager::instance()->getDomeRadius(); + +	LLGLSNoFog disableFog; +	LLGLDepthTest depth(GL_TRUE, GL_FALSE); +	LLGLDisable clip(GL_CLIP_PLANE0); + +	gGL.setColorMask(true, false); + +	LLGLSquashToFarClip far_clip(glh_get_current_projection()); + +	renderSkyHaze(camHeightLocal); + +	/*LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); +	glPushMatrix(); + +		glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + +		// *NOTE: have to bind a texture here since register combiners blending in +		// renderStars() requires something to be bound and we might as well only +		// bind the moon's texture once.		 +		gGL.getTexUnit(0)->bind(gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]->getTexture()); + +		renderHeavenlyBodies(); + +		renderStars(); +		 + +	glPopMatrix();*/ + +	renderSkyClouds(camHeightLocal); + +	gGL.setColorMask(true, true); +	//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); + +} +  void LLDrawPoolWLSky::render(S32 pass)  {  	if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h index 8ca1ebb942..cd15c991ee 100644 --- a/indra/newview/lldrawpoolwlsky.h +++ b/indra/newview/lldrawpoolwlsky.h @@ -44,10 +44,10 @@ public:  	/*virtual*/ BOOL isDead() { return FALSE; } -	/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); } -	/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); } -	/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); } -	/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } +	/*virtual*/ S32 getNumDeferredPasses() { return 1; } +	/*virtual*/ void beginDeferredPass(S32 pass); +	/*virtual*/ void endDeferredPass(S32 pass); +	/*virtual*/ void renderDeferred(S32 pass);  	/*virtual*/ LLViewerTexture *getDebugTexture();  	/*virtual*/ void beginRenderPass( S32 pass ); diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index e41773d273..10e96525ce 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -836,7 +836,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)  			{  				gPipeline.mDeferredScreen.bindTarget(); -				glClearColor(0,0,0,0); +				glClearColor(1,0,1,1);  				gPipeline.mDeferredScreen.clear();  			}  			else diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 3e85802ba6..84fb1eb5d0 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -138,7 +138,8 @@ LLGLSLShader			gDeferredGIFinalProgram;  LLGLSLShader			gDeferredPostGIProgram;  LLGLSLShader			gDeferredPostProgram;  LLGLSLShader			gDeferredPostNoDoFProgram; - +LLGLSLShader			gDeferredWLSkyProgram; +LLGLSLShader			gDeferredWLCloudProgram;  LLGLSLShader			gLuminanceGatherProgram; @@ -190,6 +191,8 @@ LLViewerShaderMgr::LLViewerShaderMgr() :  	mShaderList.push_back(&gDeferredGIFinalProgram);  	mShaderList.push_back(&gDeferredWaterProgram);  	mShaderList.push_back(&gDeferredAvatarAlphaProgram); +	mShaderList.push_back(&gDeferredWLSkyProgram); +	mShaderList.push_back(&gDeferredWLCloudProgram);  }  LLViewerShaderMgr::~LLViewerShaderMgr() @@ -952,6 +955,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredGIProgram.unload();  		gDeferredGIFinalProgram.unload();  		gDeferredWaterProgram.unload(); +		gDeferredWLSkyProgram.unload(); +		gDeferredWLCloudProgram.unload();  		return TRUE;  	} @@ -959,6 +964,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	BOOL success = TRUE; +	bool multisample = gSavedSettings.getU32("RenderFSAASamples") > 0 && gGLManager.mHasTextureMultisample; +  	if (success)  	{  		gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; @@ -1083,11 +1090,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		if (gSavedSettings.getBOOL("RenderDeferredSSAO"))  		{ -			fragment = "deferred/sunLightSSAOF.glsl"; +			if (multisample) +			{ +				fragment = "deferred/sunlightSSAOMSF.glsl"; +			} +			else +			{ +				fragment = "deferred/sunLightSSAOF.glsl"; +			}  		}  		else  		{ -			fragment = "deferred/sunLightF.glsl"; +			if (multisample) +			{ +				fragment = "deferred/sunlightMSF.glsl"; +			} +			else +			{ +				fragment = "deferred/sunLightF.glsl"; +			}  		}  		gDeferredSunProgram.mName = "Deferred Sun Shader"; @@ -1100,10 +1121,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{ +		std::string fragment; + +		if (multisample) +		{ +			fragment = "deferred/blurLightMSF.glsl"; +		} +		else +		{ +			fragment = "deferred/blurLightF.glsl"; +		} +  		gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";  		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)); +		gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));  		gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredBlurLightProgram.createShader(NULL, NULL);  	} @@ -1153,10 +1185,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{ +		std::string fragment; + +		if (multisample) +		{ +			fragment = "deferred/softenLightMSF.glsl"; +		} +		else +		{ +			fragment = "deferred/softenLightF.glsl"; +		} +  		gDeferredSoftenProgram.mName = "Deferred Soften Shader";  		gDeferredSoftenProgram.mShaderFiles.clear();  		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.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));  		gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; @@ -1239,32 +1282,85 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{ +		std::string fragment; +		if (multisample) +		{ +			fragment = "deferred/postDeferredMSF.glsl"; +		} +		else +		{ +			fragment = "deferred/postDeferredF.glsl"; +		} +  		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/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); +		gDeferredPostProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));  		gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredPostProgram.createShader(NULL, NULL);  	}  	if (success)  	{ +		std::string fragment; +		if (multisample) +		{ +			fragment = "deferred/postDeferredNoDoFMSF.glsl"; +		} +		else +		{ +			fragment = "deferred/postDeferredNoDoFF.glsl"; +		} +  		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/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); +		gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));  		gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  		success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);  	} +	if (success) +	{ +		gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; +		//gWLSkyProgram.mFeatures.hasGamma = true; +		gDeferredWLSkyProgram.mShaderFiles.clear(); +		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_DEFERRED]; +		gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; +		success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms); +	} + +	if (success) +	{ +		gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; +		gDeferredWLCloudProgram.mShaderFiles.clear(); +		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_DEFERRED]; +		gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; +		success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms); +	} +  	if (mVertexShaderLevel[SHADER_DEFERRED] > 1)  	{  		if (success)  		{ +			std::string fragment; +			if (multisample) +			{ +				fragment = "deferred/edgeMSF.glsl"; +			} +			else +			{ +				fragment = "deferred/edgeF.glsl"; +			} +  			gDeferredEdgeProgram.mName = "Deferred Edge Shader";  			gDeferredEdgeProgram.mShaderFiles.clear();  			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB)); -			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB)); +			gDeferredEdgeProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));  			gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];  			success = gDeferredEdgeProgram.createShader(NULL, NULL);  		} @@ -1272,8 +1368,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (mVertexShaderLevel[SHADER_DEFERRED] > 2)  	{ -		 -  		if (success)  		{  			gDeferredPostGIProgram.mName = "Deferred Post GI Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 72ac5e02ee..b13775742b 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -374,6 +374,8 @@ extern LLGLSLShader			gDeferredAttachmentShadowProgram;  extern LLGLSLShader			gDeferredAlphaProgram;  extern LLGLSLShader			gDeferredFullbrightProgram;  extern LLGLSLShader			gDeferredAvatarAlphaProgram; +extern LLGLSLShader			gDeferredWLSkyProgram; +extern LLGLSLShader			gDeferredWLCloudProgram;  extern LLGLSLShader			gLuminanceGatherProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index f64eb89866..964836ff90 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -580,11 +580,6 @@ void LLPipeline::allocatePhysicsBuffer()  	if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)  	{  		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); -		if (mSampleBuffer.getWidth() == mPhysicsDisplay.getWidth() &&  -			mSampleBuffer.getHeight() == mPhysicsDisplay.getHeight()) -		{ -			mPhysicsDisplay.setSampleBuffer(&mSampleBuffer); -		}  	}  } @@ -621,16 +616,16 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)  		bool gi = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED);  		//allocate deferred rendering color buffers -		mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE); -		mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +		mDeferredScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples); +		mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);  		addDeferredAttachments(mDeferredScreen); -		mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);		 +		mScreen.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);		  		mEdgeMap.allocate(resX, resY, GL_ALPHA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);  		if (shadow_detail > 0 || ssao)  		{ //only need mDeferredLight[0] for shadows OR ssao -			mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); +			mDeferredLight[0].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples);  		}  		else  		{ @@ -639,7 +634,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)  		if (ssao)  		{ //only need mDeferredLight[1] for ssao -			mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); +			mDeferredLight[1].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false, samples);  		}  		else  		{ @@ -648,7 +643,7 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)  		if (gi)  		{ //only need mDeferredLight[2] and mGIMapPost for gi -			mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); +			mDeferredLight[2].allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, false);  			for (U32 i = 0; i < 2; i++)  			{  				mGIMapPost[i].allocate(resX,resY, GL_RGB, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE); @@ -729,25 +724,6 @@ void LLPipeline::allocateScreenBuffer(U32 resX, U32 resY)  		mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE);		  	} -	if (LLRenderTarget::sUseFBO && samples > 1) -	{  -		mSampleBuffer.allocate(resX,resY,GL_RGBA,TRUE,TRUE,LLTexUnit::TT_RECT_TEXTURE,FALSE,samples); -		if (LLPipeline::sRenderDeferred) -		{ -			addDeferredAttachments(mSampleBuffer); -			mDeferredScreen.setSampleBuffer(&mSampleBuffer); -			mEdgeMap.setSampleBuffer(&mSampleBuffer); -		} - -		mScreen.setSampleBuffer(&mSampleBuffer); - -		stop_glerror(); -	} -	else -	{ -		mSampleBuffer.release(); -	} -	  	if (LLPipeline::sRenderDeferred)  	{ //share depth buffer between deferred targets  		mDeferredScreen.shareDepthBuffer(mScreen); @@ -826,7 +802,6 @@ void LLPipeline::releaseGLBuffers()  	mScreen.release();  	mPhysicsDisplay.release();  	mUIScreen.release(); -	mSampleBuffer.release();  	mDeferredScreen.release();  	mDeferredDepth.release();  	for (U32 i = 0; i < 3; i++) @@ -6420,11 +6395,10 @@ void LLPipeline::renderBloom(BOOL for_snapshot, F32 zoom_factor, int subfield)  			shader->uniform1f("magnification", magnification);  		} -		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); +		S32 channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());  		if (channel > -1)  		{  			mScreen.bindTexture(0, channel); -			gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);  		}  		//channel = shader->enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);  		//if (channel > -1) @@ -6567,21 +6541,21 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen  	shader.bind();  	S32 channel = 0; -	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); +	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());  	if (channel > -1)  	{  		mDeferredScreen.bindTexture(0,channel);  		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);  	} -	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); +	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());  	if (channel > -1)  	{  		mDeferredScreen.bindTexture(1, channel);  		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);  	} -	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); +	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());  	if (channel > -1)  	{  		mDeferredScreen.bindTexture(2, channel); @@ -6704,22 +6678,16 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen  			shader.uniformMatrix4fv("gi_norm_mat", 1, FALSE, mGINormalMatrix.m);  		}  	} -	 -	/*channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); -	if (channel > -1) -	{ -		mDeferredScreen.bindTexture(3, channel); -	}*/ +	stop_glerror(); -	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); +	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());  	if (channel > -1)  	{  		gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE); -		gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);  		stop_glerror(); -		glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		 -		glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		 +		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);		 +		//glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);		  		stop_glerror(); @@ -6748,7 +6716,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, LLRen  	stop_glerror(); -	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); +	channel = shader.enableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[light_index].getUsage());  	if (channel > -1)  	{  		mDeferredLight[light_index].bindTexture(0, channel); @@ -6968,9 +6936,9 @@ void LLPipeline::renderDeferredLighting()  		}  		//ati doesn't seem to love actually using the stencil buffer on FBO's -		LLGLEnable stencil(GL_STENCIL_TEST); -		glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); -		glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); +		LLGLDisable stencil(GL_STENCIL_TEST); +		//glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); +		//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);  		gGL.setColorMask(true, true); @@ -7789,16 +7757,15 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)  void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)  {  	stop_glerror(); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_POSITION, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, LLTexUnit::TT_RECT_TEXTURE); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LIGHT, mDeferredLight[0].getUsage());  	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_LIGHT, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, LLTexUnit::TT_RECT_TEXTURE); -	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, LLTexUnit::TT_RECT_TEXTURE); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_EDGE, mEdgeMap.getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_SUN_LIGHT, mDeferredLight[1].getUsage()); +	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LOCAL_LIGHT, mDeferredLight[2].getUsage());  	shader.disableTexture(LLViewerShaderMgr::DEFERRED_LUMINANCE);  	shader.disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);  	shader.disableTexture(LLViewerShaderMgr::DEFERRED_GI_MIP); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index e9a250cd6d..ed4a803e7e 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -524,7 +524,6 @@ public:  	LLRenderTarget			mEdgeMap;  	LLRenderTarget			mDeferredDepth;  	LLRenderTarget			mDeferredLight[3]; -	LLMultisampleBuffer		mSampleBuffer;  	LLRenderTarget			mGIMap;  	LLRenderTarget			mGIMapPost[2];  	LLRenderTarget			mLuminanceMap; | 
