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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl64
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyF.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl)23
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/copyV.glsl (renamed from indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl)34
-rw-r--r--indra/newview/lldrawpoolalpha.cpp29
-rw-r--r--indra/newview/lldrawpoolwater.cpp17
-rw-r--r--indra/newview/llgltfmateriallist.cpp4
-rw-r--r--indra/newview/llselectmgr.cpp1
-rw-r--r--indra/newview/lltooldraganddrop.cpp77
-rw-r--r--indra/newview/llviewerdisplay.cpp23
-rw-r--r--indra/newview/llviewershadermgr.cpp67
-rw-r--r--indra/newview/llviewershadermgr.h5
-rw-r--r--indra/newview/llviewerwindow.cpp8
-rw-r--r--indra/newview/pipeline.cpp262
-rw-r--r--indra/newview/pipeline.h8
31 files changed, 267 insertions, 634 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
deleted file mode 100644
index c2372fcbc0..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaMaskShadowF.glsl
+++ /dev/null
@@ -1,64 +0,0 @@
-/**
- * @file attachmentAlphaMaskShadowF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform float minimum_alpha;
-
-uniform sampler2D diffuseMap;
-
-VARYING vec4 post_pos;
-VARYING vec2 vary_texcoord0;
-VARYING float pos_w;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-
-void main()
-{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
-
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
-
- if (alpha < minimum_alpha) // treat as semi-transparent
- {
- //if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
- {
- discard;
- }
- }
-
- frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
deleted file mode 100644
index d0a049d372..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowF.glsl
+++ /dev/null
@@ -1,68 +0,0 @@
-/**
- * @file attachmentAlphaShadowF.glsl
- *
- * $LicenseInfo:firstyear=2005&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2005, 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
- * $/LicenseInfo$
- */
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-uniform float minimum_alpha;
-uniform sampler2D diffuseMap;
-
-VARYING float pos_w;
-VARYING float target_pos_x;
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
-VARYING vec2 vary_texcoord0;
-VARYING vec4 vertex_color;
-
-void main()
-{
- float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a;
-
- if (alpha < 0.05) // treat as totally transparent
- {
- discard;
- }
-
- if (alpha < minimum_alpha)
- {
- if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
- {
- discard;
- }
- }
-
- frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
deleted file mode 100644
index a7bf4d7780..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentAlphaShadowV.glsl
+++ /dev/null
@@ -1,74 +0,0 @@
-/**
- * @file attachmentAlphaShadowV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
-
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 texture_matrix0;
-uniform float shadow_target_width;
-
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-mat4 getObjectSkinnedTransform();
-void passTextureIndex();
-
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-VARYING vec2 vary_texcoord0;
-VARYING float pos_w;
-VARYING float target_pos_x;
-VARYING vec4 vertex_color;
-
-void main()
-{
- //transform vertex
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
-
- vec4 p = projection_matrix * vec4(pos, 1.0);
-
- pos_w = p.w;
-
- target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
-
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-
- vertex_color = diffuse_color;
-
-#if !defined(DEPTH_CLAMP)
- p.z = max(p.z, -p.w+0.01);
- post_pos = p;
- gl_Position = p;
-#else
- gl_Position = p;
-#endif
-
- passTextureIndex();
-}
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
index f231213ac8..44f67899e4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl
@@ -32,10 +32,6 @@ out vec4 frag_color;
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
VARYING float target_pos_x;
VARYING float pos_w;
VARYING vec2 vary_texcoord0;
@@ -58,8 +54,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
index 0e66c722b6..9a0024ede9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl
@@ -33,10 +33,6 @@ uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
@@ -60,9 +56,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
index 40ac7b1f95..dfe7077db5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl
@@ -34,9 +34,6 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
VARYING float pos_w;
VARYING float target_pos_x;
VARYING vec2 vary_texcoord0;
@@ -66,13 +63,7 @@ void main()
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-#if !defined(DEPTH_CLAMP)
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
passTextureIndex();
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
index 50020a50d8..0c386ade6c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowF.glsl
@@ -25,24 +25,12 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform sampler2D diffuseMap;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
void main()
{
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
index 91b25613e0..ac8a483a6a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl
@@ -31,10 +31,6 @@ ATTRIBUTE vec3 position;
ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
void main()
{
vec4 pos;
@@ -53,13 +49,7 @@ void main()
norm = normalize(norm);
pos = projection_matrix * pos;
-#if !defined(DEPTH_CLAMP)
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
index 06ebeb8281..68e9addc1b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl
@@ -69,8 +69,4 @@ void main()
#endif
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
index 2b17aea75a..61c9e60744 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl
@@ -57,11 +57,7 @@ void main()
post_pos = pos;
-#if !defined(DEPTH_CLAMP)
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
passTextureIndex();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
index b6a0f0b165..40f8fc9894 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskV.glsl
@@ -47,11 +47,7 @@ void main()
post_pos = pos;
-#if !defined(DEPTH_CLAMP)
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
passTextureIndex();
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
index 0e74d2eb8a..9608e89169 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl
@@ -27,10 +27,6 @@ uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if !defined(DEPTH_CLAMP)
-VARYING vec4 post_pos;
-#endif
-
uniform vec3 box_center;
uniform vec3 box_size;
@@ -40,11 +36,5 @@ void main()
vec3 p = position*box_size+box_center;
vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
-#if !defined(DEPTH_CLAMP)
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
index 1ea96918bb..406a7ef3b3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowF.glsl
@@ -25,20 +25,9 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
-
-VARYING vec4 post_pos;
void main()
{
frag_color = vec4(1,1,1,1);
-
-#if !defined(DEPTH_CLAMP)
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
index bdf8e0854d..186ba49969 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl
@@ -28,8 +28,6 @@ uniform mat4 projection_matrix;
ATTRIBUTE vec3 position;
-VARYING vec4 post_pos;
-
mat4 getObjectSkinnedTransform();
void main()
@@ -41,12 +39,5 @@ void main()
vec4 pos = (mat*vec4(position.xyz, 1.0));
pos = projection_matrix*pos;
- post_pos = pos;
-
-#if !defined(DEPTH_CLAMP)
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
gl_Position = pos;
-#endif
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
index 72bd0f0f34..bd62954ff8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowV.glsl
@@ -25,21 +25,10 @@
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-
-VARYING vec4 post_pos;
+in vec3 position;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- post_pos = pos;
-
-#if !defined(DEPTH_CLAMP)
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
-#else
- gl_Position = pos;
-#endif
-
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
index e34d75ba1d..c850a39d6f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl
@@ -25,18 +25,14 @@
/*[EXTRA_CODE_HERE]*/
-#ifdef DEFINE_GL_FRAGCOLOR
+
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform float minimum_alpha;
uniform sampler2D diffuseMap;
-VARYING vec4 post_pos;
-VARYING vec2 vary_texcoord0;
+in vec2 vary_texcoord0;
void main()
{
@@ -48,6 +44,4 @@ void main()
}
frag_color = vec4(1,1,1,1);
-
- gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
index d9ca6d3a46..5a7cf369b5 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl
@@ -30,8 +30,7 @@ uniform mat4 projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
-VARYING vec4 post_pos;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
@@ -43,11 +42,7 @@ void main()
mat = modelview_matrix * mat;
vec4 pos = mat * vec4(position.xyz, 1.0);
- pos = projection_matrix * pos;
-
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+ gl_Position = projection_matrix * pos;
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
index e472a75304..3102c870fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowV.glsl
@@ -26,20 +26,15 @@
uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+in vec2 texcoord0;
-VARYING vec4 post_pos;
-VARYING vec2 vary_texcoord0;
+out vec2 vary_texcoord0;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
-
- post_pos = pos;
-
- gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+ gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
index 8e9a5fcd41..65d3c20091 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/copyF.glsl
@@ -1,8 +1,9 @@
/**
- * @file avatarShadowF.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * @file copyF.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, 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
@@ -22,20 +23,18 @@
* $/LicenseInfo$
*/
-/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
-out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
+in vec2 tc;
+uniform sampler2D depthMap;
uniform sampler2D diffuseMap;
-VARYING vec2 vary_texcoord0;
+out vec4 frag_color;
void main()
{
- frag_color = vec4(1,1,1,1);
+ frag_color = texture(diffuseMap, tc);
+#if defined(COPY_DEPTH)
+ gl_FragDepth = texture(depthMap, tc).r;
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
index 0fa0edfd67..ace5da6578 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/attachmentShadowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/copyV.glsl
@@ -1,8 +1,9 @@
/**
- * @file attachmentShadowV.glsl
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * @file copyV.glsl
+ *
+ * $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
- * Copyright (C) 2007, Linden Research, Inc.
+ * Copyright (C) 2023, 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
@@ -22,29 +23,12 @@
* $/LicenseInfo$
*/
-uniform mat4 projection_matrix;
-uniform mat4 modelview_matrix;
-uniform mat4 texture_matrix0;
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec2 texcoord0;
+in vec3 position;
+out vec2 tc;
-mat4 getObjectSkinnedTransform();
-
-void main()
+void main()
{
- //transform vertex
- mat4 mat = getObjectSkinnedTransform();
-
- mat = modelview_matrix * mat;
- vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz;
-
-
- vec4 p = projection_matrix * vec4(pos, 1.0);
-#if !defined(DEPTH_CLAMP)
- p.z = max(p.z, -p.w+0.01);
- gl_Position = p;
-#else
- gl_Position = p;
-#endif
+ tc = position.xy * 0.5 + 0.5;
+ gl_Position = vec4(position, 1.0);
}
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 3ce2ced255..07381acd25 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -600,6 +600,16 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
begin = gPipeline.beginAlphaGroups();
end = gPipeline.endAlphaGroups();
}
+
+ LLEnvironment& env = LLEnvironment::instance();
+ F32 water_height = env.getWaterHeight();
+
+ bool above_water = getType() == LLDrawPool::POOL_ALPHA_POST_WATER;
+ if (LLPipeline::sUnderWaterRender)
+ {
+ above_water = !above_water;
+ }
+
for (LLCullResult::sg_iterator i = begin; i != end; ++i)
{
@@ -611,6 +621,25 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
if (group->getSpatialPartition()->mRenderByGroup &&
!group->isDead())
{
+
+ LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge();
+ const LLVector4a* ext = bridge ? bridge->getSpatialExtents() : group->getExtents();
+
+ if (above_water)
+ { // reject any spatial groups that have no part above water
+ if (ext[1].getF32ptr()[2] < water_height)
+ {
+ continue;
+ }
+ }
+ else
+ { // reject any spatial groups that he no part below water
+ if (ext[0].getF32ptr()[2] > water_height)
+ {
+ continue;
+ }
+ }
+
static std::vector<LLDrawInfo*> emissives;
static std::vector<LLDrawInfo*> rigged_emissives;
emissives.resize(0);
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index 77da29061d..c2fe52683b 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -133,11 +133,28 @@ void LLDrawPoolWater::beginPostDeferredPass(S32 pass)
// reflections and refractions
LLRenderTarget& src = gPipeline.mRT->screen;
LLRenderTarget& dst = gPipeline.mWaterDis;
+
+#if 0
dst.copyContents(src,
0, 0, src.getWidth(), src.getHeight(),
0, 0, dst.getWidth(), dst.getHeight(),
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
GL_NEAREST);
+#else
+ dst.bindTarget();
+ gCopyDepthProgram.bind();
+
+ S32 diff_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ S32 depth_map = gCopyDepthProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH);
+
+ gGL.getTexUnit(diff_map)->bind(&src);
+ gGL.getTexUnit(depth_map)->bind(&src, true);
+
+ gPipeline.mScreenTriangleVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ gPipeline.mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+
+ dst.flush();
+#endif
}
}
diff --git a/indra/newview/llgltfmateriallist.cpp b/indra/newview/llgltfmateriallist.cpp
index 9539ffc700..9399342a61 100644
--- a/indra/newview/llgltfmateriallist.cpp
+++ b/indra/newview/llgltfmateriallist.cpp
@@ -297,7 +297,7 @@ public:
// object not ready to receive override data, queue for later
gGLTFMaterialList.queueOverrideUpdate(object_override.mObjectId, results[i].mSide, results[i].mMaterial);
}
- else if (obj && obj->getTE(i) && obj->getTE(i)->isSelected())
+ else if (obj && obj->getTE(results[i].mSide) && obj->getTE(results[i].mSide)->isSelected())
{
doSelectionCallbacks(object_override.mObjectId, results[i].mSide);
}
@@ -305,7 +305,7 @@ public:
else
{
// unblock material editor
- if (obj && obj->getTE(i) && obj->getTE(i)->isSelected())
+ if (obj && obj->getTE(results[i].mSide) && obj->getTE(results[i].mSide)->isSelected())
{
doSelectionCallbacks(object_override.mObjectId, results[i].mSide);
}
diff --git a/indra/newview/llselectmgr.cpp b/indra/newview/llselectmgr.cpp
index cb1e46068e..2b6578c272 100644
--- a/indra/newview/llselectmgr.cpp
+++ b/indra/newview/llselectmgr.cpp
@@ -5853,7 +5853,6 @@ void LLSelectMgr::processObjectProperties(LLMessageSystem* msg, void** user_data
if (can_copy && can_transfer)
{
- // this should be the only place that saved textures is called
node->saveTextures(texture_ids);
}
diff --git a/indra/newview/lltooldraganddrop.cpp b/indra/newview/lltooldraganddrop.cpp
index cde33a5f96..53bc77daa9 100644
--- a/indra/newview/lltooldraganddrop.cpp
+++ b/indra/newview/lltooldraganddrop.cpp
@@ -2080,24 +2080,101 @@ EAcceptance LLToolDragAndDrop::dad3dApplyToObject(
{
if (cargo_type == DAD_TEXTURE)
{
+ LLSelectNode *nodep = nullptr;
+ if (obj->isSelected())
+ {
+ // update object's saved textures
+ nodep = LLSelectMgr::getInstance()->getSelection()->findNode(obj);
+ }
+
if((mask & MASK_SHIFT))
{
dropTextureAllFaces(obj, item, mSource, mSourceID);
+
+ // If user dropped a texture onto face it implies
+ // applying texture now without cancel, save to selection
+ if (nodep)
+ {
+ uuid_vec_t texture_ids;
+ S32 num_faces = obj->getNumTEs();
+ for (S32 face = 0; face < num_faces; face++)
+ {
+ LLViewerTexture *tex = obj->getTEImage(face);
+ if (tex != nullptr)
+ {
+ texture_ids.push_back(tex->getID());
+ }
+ else
+ {
+ texture_ids.push_back(LLUUID::null);
+ }
+ }
+ nodep->saveTextures(texture_ids);
+ }
}
else
{
dropTextureOneFace(obj, face, item, mSource, mSourceID);
+
+ // If user dropped a texture onto face it implies
+ // applying texture now without cancel, save to selection
+ LLPanelFace* panel_face = gFloaterTools->getPanelFace();
+ if (nodep
+ && gFloaterTools->getVisible()
+ && panel_face
+ && panel_face->getTextureDropChannel() == 0 /*texture*/
+ && nodep->mSavedGLTFMaterialIds.size() > face)
+ {
+ LLViewerTexture *tex = obj->getTEImage(face);
+ if (tex != nullptr)
+ {
+ nodep->mSavedTextures[face] = tex->getID();
+ }
+ else
+ {
+ nodep->mSavedTextures[face] = LLUUID::null;
+ }
+ }
}
}
else if (cargo_type == DAD_MATERIAL)
{
+ LLSelectNode *nodep = nullptr;
+ if (obj->isSelected())
+ {
+ // update object's saved materials
+ nodep = LLSelectMgr::getInstance()->getSelection()->findNode(obj);
+ }
+
+ // If user dropped a material onto face it implies
+ // applying texture now without cancel, save to selection
if ((mask & MASK_SHIFT))
{
dropMaterialAllFaces(obj, item, mSource, mSourceID);
+
+ if (nodep)
+ {
+ uuid_vec_t material_ids;
+ S32 num_faces = obj->getNumTEs();
+ for (S32 face = 0; face < num_faces; face++)
+ {
+ material_ids.push_back(obj->getRenderMaterialID(face));
+ }
+ nodep->saveGLTFMaterialIds(material_ids);
+ }
}
else
{
dropMaterialOneFace(obj, face, item, mSource, mSourceID);
+
+ // If user dropped a material onto face it implies
+ // applying texture now without cancel, save to selection
+ if (nodep
+ && gFloaterTools->getVisible()
+ && nodep->mSavedGLTFMaterialIds.size() > face)
+ {
+ nodep->mSavedGLTFMaterialIds[face] = obj->getRenderMaterialID(face);
+ }
}
}
else if (cargo_type == DAD_MESH)
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 58b1716caa..d1a89a5846 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -710,11 +710,11 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
if (!for_snapshot)
{
- if (gFrameCount > 1)
- { //for some reason, ATI 4800 series will error out if you
- //try to generate a shadow before the first frame is through
- gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
- }
+ if (gFrameCount > 1 && !for_snapshot)
+ { //for some reason, ATI 4800 series will error out if you
+ //try to generate a shadow before the first frame is through
+ gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
+ }
LLVertexBuffer::unbind();
@@ -936,8 +936,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
else
{
gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
- }
-
+ }
gGL.setColorMask(true, true);
//store this frame's modelview matrix for use
@@ -967,13 +966,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLRenderTarget &rt = (gPipeline.sRenderDeferred ? gPipeline.mRT->deferredScreen : gPipeline.mRT->screen);
rt.flush();
- /*if (rt.sUseFBO)
- {
- LLRenderTarget::copyContentsToFramebuffer(rt, 0, 0, rt.getWidth(), rt.getHeight(), 0, 0, rt.getWidth(),
- rt.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT,
- GL_NEAREST);
- }*/
-
if (LLPipeline::sRenderDeferred)
{
gPipeline.renderDeferredLighting();
@@ -1364,6 +1356,8 @@ void render_ui(F32 zoom_factor, int subfield)
render_hud_elements();
render_hud_attachments();
+ LLGLState::checkStates();
+
LLGLSDefault gls_default;
LLGLSUIDefault gls_ui;
{
@@ -1378,6 +1372,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gDisconnected)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_UI("UI 3D"); //LL_RECORD_BLOCK_TIME(FTM_RENDER_UI_3D);
+ LLGLState::checkStates();
render_ui_3d();
LLGLState::checkStates();
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 757a946fda..5d79c8e6b2 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -93,6 +93,8 @@ LLGLSLShader gDownsampleDepthRectProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
LLGLSLShader gReflectionProbeDisplayProgram;
+LLGLSLShader gCopyProgram;
+LLGLSLShader gCopyDepthProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
@@ -222,9 +224,6 @@ LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAvatarAlphaShadowProgram;
LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
-LLGLSLShader gDeferredAttachmentShadowProgram;
-LLGLSLShader gDeferredAttachmentAlphaShadowProgram;
-LLGLSLShader gDeferredAttachmentAlphaMaskShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredAlphaImpostorProgram;
@@ -1271,9 +1270,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarShadowProgram.unload();
gDeferredAvatarAlphaShadowProgram.unload();
gDeferredAvatarAlphaMaskShadowProgram.unload();
- gDeferredAttachmentShadowProgram.unload();
- gDeferredAttachmentAlphaShadowProgram.unload();
- gDeferredAttachmentAlphaMaskShadowProgram.unload();
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
@@ -2640,7 +2636,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredAvatarAlphaShadowProgram.createShader(NULL, NULL);
llassert(success);
}
-
if (success)
{
gDeferredAvatarAlphaMaskShadowProgram.mName = "Deferred Avatar Alpha Mask Shadow Shader";
@@ -2655,43 +2650,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
- gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
-
- gDeferredAttachmentShadowProgram.mShaderFiles.clear();
- gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAttachmentShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAttachmentAlphaShadowProgram.mName = "Deferred Attachment Alpha Shadow Shader";
- gDeferredAttachmentAlphaShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredAttachmentAlphaShadowProgram.mShaderFiles.clear();
- gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAttachmentAlphaShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAttachmentAlphaShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAttachmentAlphaShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredAttachmentAlphaMaskShadowProgram.mName = "Deferred Attachment Alpha Mask Shadow Shader";
- gDeferredAttachmentAlphaMaskShadowProgram.mFeatures.hasObjectSkinning = true;
- gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.clear();
- gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaShadowV.glsl", GL_VERTEX_SHADER));
- gDeferredAttachmentAlphaMaskShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentAlphaMaskShadowF.glsl", GL_FRAGMENT_SHADER));
- gDeferredAttachmentAlphaMaskShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredAttachmentAlphaMaskShadowProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
gDeferredTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.encodesNormal = true;
gDeferredTerrainProgram.mFeatures.hasSrgb = true;
@@ -3916,6 +3874,27 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
success = gReflectionProbeDisplayProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gCopyProgram.mName = "Copy Shader";
+ gCopyProgram.mShaderFiles.clear();
+ gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
+ gCopyProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
+ gCopyProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ success = gCopyProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gCopyDepthProgram.mName = "Copy Depth Shader";
+ gCopyDepthProgram.mShaderFiles.clear();
+ gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyV.glsl", GL_VERTEX_SHADER));
+ gCopyDepthProgram.mShaderFiles.push_back(make_pair("interface/copyF.glsl", GL_FRAGMENT_SHADER));
+ gCopyDepthProgram.clearPermutations();
+ gCopyDepthProgram.addPermutation("COPY_DEPTH", "1");
+ gCopyDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ success = gCopyDepthProgram.createShader(NULL, NULL);
+ }
if (success)
{
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 9ded72c6a7..593a8c14f3 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -164,6 +164,8 @@ extern LLGLSLShader gDownsampleDepthProgram;
extern LLGLSLShader gDownsampleDepthRectProgram;
extern LLGLSLShader gBenchmarkProgram;
extern LLGLSLShader gReflectionProbeDisplayProgram;
+extern LLGLSLShader gCopyProgram;
+extern LLGLSLShader gCopyDepthProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
@@ -287,9 +289,6 @@ extern LLGLSLShader gFXAAProgram;
extern LLGLSLShader gDeferredPostNoDoFProgram;
extern LLGLSLShader gDeferredPostGammaCorrectProgram;
extern LLGLSLShader gDeferredAvatarShadowProgram;
-extern LLGLSLShader gDeferredAttachmentShadowProgram;
-extern LLGLSLShader gDeferredAttachmentAlphaShadowProgram;
-extern LLGLSLShader gDeferredAttachmentAlphaMaskShadowProgram;
extern LLGLSLShader gDeferredAvatarAlphaShadowProgram;
extern LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
diff --git a/indra/newview/llviewerwindow.cpp b/indra/newview/llviewerwindow.cpp
index bc4f00bd3f..5848cbfd9d 100644
--- a/indra/newview/llviewerwindow.cpp
+++ b/indra/newview/llviewerwindow.cpp
@@ -658,12 +658,6 @@ public:
}
- addText(xpos, ypos, llformat("%d MB Index Data (%d MB Pooled, %d KIndices)", LLVertexBuffer::sAllocatedIndexBytes/(1024*1024), LLVBOPool::sIndexBytesPooled/(1024*1024), LLVertexBuffer::sIndexCount/1024));
- ypos += y_inc;
-
- addText(xpos, ypos, llformat("%d MB Vertex Data (%d MB Pooled, %d KVerts)", LLVertexBuffer::sAllocatedBytes/(1024*1024), LLVBOPool::sBytesPooled/(1024*1024), LLVertexBuffer::sVertexCount/1024));
- ypos += y_inc;
-
addText(xpos, ypos, llformat("%d Vertex Buffers", LLVertexBuffer::sGLCount));
ypos += y_inc;
@@ -1974,7 +1968,7 @@ LLViewerWindow::LLViewerWindow(const Params& p)
LL_DEBUGS("Window") << "Loading feature tables." << LL_ENDL;
// Initialize OpenGL Renderer
- LLVertexBuffer::initClass(gSavedSettings.getBOOL("RenderVBOEnable"), gSavedSettings.getBOOL("RenderVBOMappingDisable"));
+ LLVertexBuffer::initClass(mWindow);
LL_INFOS("RenderInit") << "LLVertexBuffer initialization done." << LL_ENDL ;
gGL.init(true);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 9851d4bc6a..66083470e2 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -855,17 +855,13 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
S32 shadow_detail = RenderShadowDetail;
bool ssao = RenderDeferredSSAO;
- const U32 occlusion_divisor = 3;
-
//allocate deferred rendering color buffers
- if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
- if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, true, true, LLTexUnit::TT_TEXTURE, false, samples)) return false;
if (!addDeferredAttachments(mRT->deferredScreen)) return false;
GLuint screenFormat = GL_RGBA16;
- if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, true, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
@@ -905,9 +901,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
mRT->fxaaBuffer.release();
mRT->screen.release();
mRT->deferredScreen.release(); //make sure to release any render targets that share a depth buffer with mRT->deferredScreen first
- //mRT->deferredDepth.release();
- mRT->occlusionDepth.release();
-
+
if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false;
}
@@ -926,8 +920,6 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
S32 shadow_detail = RenderShadowDetail;
- const U32 occlusion_divisor = 3;
-
F32 scale = llmax(0.f, RenderShadowResolutionScale);
U32 sun_shadow_map_width = BlurHappySize(resX, scale);
U32 sun_shadow_map_height = BlurHappySize(resY, scale);
@@ -936,12 +928,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
{
- if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
- {
- return false;
- }
-
- if (!mRT->shadowOcclusion[i].allocate(sun_shadow_map_width / occlusion_divisor, sun_shadow_map_height / occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ if (!mRT->shadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, true, true, LLTexUnit::TT_TEXTURE))
{
return false;
}
@@ -966,11 +953,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
U32 spot_shadow_map_height = height;
for (U32 i = 0; i < 2; i++)
{
- if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, TRUE, FALSE))
- {
- return false;
- }
- if (!mSpotShadowOcclusion[i].allocate(spot_shadow_map_width / occlusion_divisor, height / occlusion_divisor, 0, TRUE, FALSE))
+ if (!mSpotShadow[i].allocate(spot_shadow_map_width, spot_shadow_map_height, 0, true, true))
{
return false;
}
@@ -1001,7 +984,7 @@ bool LLPipeline::allocateShadowBuffer(U32 resX, U32 resY)
}
}
- if (shadow_detail > 1)
+ if (shadow_detail > 1 && !gCubeSnapshot)
{
for (U32 i = 0; i < 2; i++)
{
@@ -1198,7 +1181,6 @@ void LLPipeline::releaseScreenBuffers()
mRT->deferredScreen.release();
mRT->deferredDepth.release();
mRT->deferredLight.release();
- mRT->occlusionDepth.release();
}
@@ -1206,7 +1188,6 @@ void LLPipeline::releaseSunShadowTarget(U32 index)
{
llassert(index < 4);
mRT->shadow[index].release();
- mRT->shadowOcclusion[index].release();
}
void LLPipeline::releaseSunShadowTargets()
@@ -1224,7 +1205,6 @@ void LLPipeline::releaseSpotShadowTargets()
for (U32 i = 0; i < 2; i++)
{
mSpotShadow[i].release();
- mSpotShadowOcclusion[i].release();
}
}
}
@@ -1239,7 +1219,7 @@ void LLPipeline::createGLBuffers()
if (LLPipeline::sRenderTransparentWater)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE);
+ mWaterDis.allocate(res,res,GL_RGBA,true,true,LLTexUnit::TT_TEXTURE);
}
// Use FBO for bake tex
@@ -2353,16 +2333,35 @@ bool LLPipeline::getVisibleExtents(LLCamera& camera, LLVector3& min, LLVector3&
static LLTrace::BlockTimerStatHandle FTM_CULL("Object Culling");
-void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* planep)
+void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result)
{
- static LLCachedControl<bool> use_occlusion(gSavedSettings,"UseOcclusion");
- static bool can_use_occlusion = LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion");
-
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_CULL);
+ LL_PROFILE_GPU_ZONE("updateCull"); // should always be zero GPU time, but drop a timer to flush stuff out
- if (planep != nullptr)
+ bool water_clip = !sRenderTransparentWater;
+
+ if (water_clip)
{
- camera.setUserClipPlane(*planep);
+
+ LLVector3 pnorm;
+
+ F32 water_height = LLEnvironment::instance().getWaterHeight();
+
+ if (sUnderWaterRender)
+ {
+ //camera is below water, cull above water
+ pnorm.setVec(0, 0, 1);
+ }
+ else
+ {
+ //camera is above water, cull below water
+ pnorm = LLVector3(0, 0, -1);
+ }
+
+ LLPlane plane;
+ plane.setVec(LLVector3(0, 0, water_height), pnorm);
+
+ camera.setUserClipPlane(plane);
}
else
{
@@ -2373,56 +2372,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
sCull->clear();
- bool to_texture = LLPipeline::sUseOcclusion > 1 && gPipeline.shadersLoaded();
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.bindTarget();
- }
- else
- {
- mRT->screen.bindTarget();
- }
- }
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(false, false);
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadMatrix(gGLLastProjection);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLLastModelView);
-
- LLGLDisable blend(GL_BLEND);
- LLGLDisable test(GL_ALPHA_TEST);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
-
- bool bound_shader = false;
- if (gPipeline.shadersLoaded() && LLGLSLShader::sCurBoundShader == 0)
- { //if no shader is currently bound, use the occlusion shader instead of fixed function if we can
- // (shadow render uses a special shader that clamps to clip planes)
- bound_shader = true;
- gOcclusionCubeProgram.bind();
- }
-
- if (sUseOcclusion > 1)
- {
- if (mCubeVB.isNull())
- { //cube VB will be used for issuing occlusion queries
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW);
- }
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- }
-
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -2444,16 +2393,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
LLVOCachePartition* vo_part = region->getVOCachePartition();
if(vo_part)
{
- bool do_occlusion_cull = can_use_occlusion && use_occlusion && !gUseWireframe;
- vo_part->cull(camera, do_occlusion_cull);
+ vo_part->cull(camera, sUseOcclusion > 0);
}
}
- if (bound_shader)
- {
- gOcclusionCubeProgram.unbind();
- }
-
if (hasRenderType(LLPipeline::RENDER_TYPE_SKY) &&
gSky.mVOSkyp.notNull() &&
gSky.mVOSkyp->mDrawable.notNull())
@@ -2479,28 +2422,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, LLPlane* pla
{
LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
}
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- if (sUseOcclusion > 1)
- {
- gGL.setColorMask(true, false);
- }
-
- if (to_texture)
- {
- if (LLPipeline::sRenderDeferred && can_use_occlusion)
- {
- mRT->occlusionDepth.flush();
- }
- else
- {
- mRT->screen.flush();
- }
- }
}
void LLPipeline::markNotCulled(LLSpatialGroup* group, LLCamera& camera)
@@ -2563,19 +2484,22 @@ void LLPipeline::markOccluder(LLSpatialGroup* group)
void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+ LL_PROFILE_GPU_ZONE("downsampleDepthBuffer");
+
LLGLSLShader* last_shader = LLGLSLShader::sCurBoundShaderPtr;
LLGLSLShader* shader = NULL;
if (scratch_space)
{
+#if 0 // TODO -- restore occlusion culling functionality
GLint bits = 0;
- llassert(!source.hasStencil()); // stencil buffer usage is deprecated
- bits |= (source.hasStencil() && dest.hasStencil()) ? GL_STENCIL_BUFFER_BIT : 0;
- bits |= GL_DEPTH_BUFFER_BIT;
- scratch_space->copyContents(source,
+ bits = GL_DEPTH_BUFFER_BIT;
+ scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
0, 0, scratch_space->getWidth(), scratch_space->getHeight(), bits, GL_NEAREST);
+#endif
}
dest.bindTarget();
@@ -2624,23 +2548,6 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
}
}
-void LLPipeline::doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space)
-{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DISPLAY;
- llassert(!gCubeSnapshot);
-#if 0
- downsampleDepthBuffer(source, dest, scratch_space);
- dest.bindTarget();
- doOcclusion(camera);
- dest.flush();
-#else
- // none of the above shenanigans should matter (enough) because we've preserved hierarchical Z before issuing occlusion queries
- //source.bindTarget();
- doOcclusion(camera);
- //source.flush();
-#endif
-}
-
void LLPipeline::doOcclusion(LLCamera& camera)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
@@ -2741,10 +2648,6 @@ void LLPipeline::updateGL()
LLGLUpdate::sGLQ.pop_front();
}
}
-
- { //seed VBO Pools
- LLVertexBuffer::seedPools();
- }
}
void LLPipeline::clearRebuildGroups()
@@ -3321,6 +3224,7 @@ void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags f
void LLPipeline::stateSort(LLCamera& camera, LLCullResult &result)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
+ LL_PROFILE_GPU_ZONE("stateSort");
if (hasAnyRenderType(LLPipeline::RENDER_TYPE_AVATAR,
LLPipeline::RENDER_TYPE_CONTROL_AV,
@@ -3929,6 +3833,7 @@ void LLPipeline::postSort(LLCamera &camera)
// flush particle VB
if (LLVOPartGroup::sVB)
{
+ LL_PROFILE_GPU_ZONE("flush particle vb");
LLVOPartGroup::sVB->flush();
}
else
@@ -3952,9 +3857,12 @@ void LLPipeline::postSort(LLCamera &camera)
}*/
// pack vertex buffers for groups that chose to delay their updates
- for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
{
- (*iter)->rebuildMesh();
+ LL_PROFILE_GPU_ZONE("rebuildMesh");
+ for (LLSpatialGroup::sg_vector_t::iterator iter = mMeshDirtyGroup.begin(); iter != mMeshDirtyGroup.end(); ++iter)
+ {
+ (*iter)->rebuildMesh();
+ }
}
/*if (use_transform_feedback)
@@ -7351,8 +7259,6 @@ void LLPipeline::doResetVertexBuffers(bool forced)
LLVOPartGroup::destroyGL();
gGL.resetVertexBuffer();
- SUBSYSTEM_CLEANUP(LLVertexBuffer);
-
if (LLVertexBuffer::sGLCount != 0)
{
LL_WARNS() << "VBO wipe failed -- " << LLVertexBuffer::sGLCount << " buffers remaining." << LL_ENDL;
@@ -7372,7 +7278,6 @@ void LLPipeline::doResetVertexBuffers(bool forced)
sNoAlpha = gSavedSettings.getBOOL("RenderNoAlpha");
LLPipeline::sTextureBindTest = gSavedSettings.getBOOL("RenderDebugTextureBind");
- LLVertexBuffer::initClass(LLVertexBuffer::sEnableVBOs, LLVertexBuffer::sDisableVBOMapping);
gGL.initVertexBuffer();
mDeferredVB = new LLVertexBuffer(DEFERRED_VB_MASK, 0);
@@ -7445,30 +7350,28 @@ void LLPipeline::renderAlphaObjects(U32 mask, bool texture, bool batch_texture,
for (LLCullResult::drawinfo_iterator i = begin; i != end; )
{
LLDrawInfo* pparams = *i;
- if (pparams)
- {
- LLCullResult::increment_iterator(i, end);
+ LLCullResult::increment_iterator(i, end);
- if (rigged)
+ if (rigged)
+ {
+ if (pparams->mAvatar != nullptr)
{
- if (pparams->mAvatar != nullptr)
+ if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
{
- if (lastAvatar != pparams->mAvatar || lastMeshId != pparams->mSkinInfo->mHash)
- {
- mSimplePool->uploadMatrixPalette(*pparams);
- lastAvatar = pparams->mAvatar;
- lastMeshId = pparams->mSkinInfo->mHash;
- }
-
- mSimplePool->pushBatch(*pparams, mask | LLVertexBuffer::MAP_WEIGHT4, texture, batch_texture);
+ mSimplePool->uploadMatrixPalette(*pparams);
+ lastAvatar = pparams->mAvatar;
+ lastMeshId = pparams->mSkinInfo->mHash;
}
+
+ mSimplePool->pushBatch(*pparams, mask | LLVertexBuffer::MAP_WEIGHT4, texture, batch_texture);
}
- else if (pparams->mAvatar == nullptr)
- {
- mSimplePool->pushBatch(*pparams, mask, texture, batch_texture);
- }
+ }
+ else if (pparams->mAvatar == nullptr)
+ {
+ mSimplePool->pushBatch(*pparams, mask, texture, batch_texture);
}
}
+
gGL.loadMatrix(gGLModelView);
gGLLastMatrix = NULL;
}
@@ -9565,20 +9468,17 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
LLGLEnable cull(GL_CULL_FACE);
//enable depth clamping if available
- //LLGLEnable depth_clamp(GL_DEPTH_CLAMP);
+ LLGLEnable depth_clamp(GL_DEPTH_CLAMP);
+
+ LLGLDepthTest depth_test(GL_TRUE, GL_TRUE, GL_LESS);
if (use_shader)
{
gDeferredShadowCubeProgram.bind();
}
- LLRenderTarget& occlusion_target = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadowOcclusion[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- occlusion_target.bindTarget();
+
updateCull(shadow_cam, result);
- occlusion_target.flush();
stateSort(shadow_cam, result);
@@ -9613,15 +9513,8 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
for (int j = 0; j < 2; ++j) // 0 -- static, 1 -- rigged
{
bool rigged = j == 1;
- if (!use_shader)
- { //occlusion program is general purpose depth-only no-textures
- gOcclusionProgram.bind(rigged);
- }
- else
- {
- gDeferredShadowProgram.bind(rigged);
- LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
- }
+ gDeferredShadowProgram.bind(rigged);
+ LLGLSLShader::sCurBoundShaderPtr->uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
gGL.diffuseColor4f(1, 1, 1, 1);
@@ -9655,12 +9548,14 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- if (!use_shader)
- {
- gOcclusionProgram.unbind();
- }
}
+ if (occlude > 1)
+ { // do occlusion culling against non-masked only to take advantage of hierarchical Z
+ doOcclusion(shadow_cam);
+ }
+
+
if (use_shader)
{
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("shadow geom");
@@ -9760,15 +9655,6 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
- LLRenderTarget& occlusion_source = LLViewerCamera::sCurCameraID >= LLViewerCamera::CAMERA_SPOT_SHADOW0 ?
- mSpotShadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SPOT_SHADOW0] :
- mRT->shadow[LLViewerCamera::sCurCameraID - LLViewerCamera::CAMERA_SUN_SHADOW0];
-
- if (occlude > 1)
- {
- doOcclusion(shadow_cam, occlusion_source, occlusion_target);
- }
-
if (use_shader)
{
gDeferredShadowProgram.unbind();
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index c698374c8b..d3793da347 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -173,7 +173,6 @@ public:
// if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
- void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
void doOcclusion(LLCamera& camera);
void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
void markMoved(LLDrawable *drawablep, bool damped_motion = false);
@@ -244,7 +243,9 @@ public:
bool visibleObjectsInFrustum(LLCamera& camera);
bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
- void updateCull(LLCamera& camera, LLCullResult& result, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
+
+ // Populate given LLCullResult with results of a frustum cull of the entire scene against the given LLCamera
+ void updateCull(LLCamera& camera, LLCullResult& result);
void createObjects(F32 max_dtime);
void createObject(LLViewerObject* vobj);
void processPartitionQ();
@@ -673,12 +674,10 @@ public:
LLRenderTarget fxaaBuffer;
LLRenderTarget edgeMap;
LLRenderTarget deferredDepth;
- LLRenderTarget occlusionDepth;
LLRenderTarget deferredLight;
//sun shadow map
LLRenderTarget shadow[4];
- LLRenderTarget shadowOcclusion[4];
};
// main full resoltuion render target
@@ -691,7 +690,6 @@ public:
RenderTargetPack* mRT;
LLRenderTarget mSpotShadow[2];
- LLRenderTarget mSpotShadowOcclusion[2];
LLRenderTarget mPbrBrdfLut;