diff options
Diffstat (limited to 'indra/newview')
9 files changed, 30 insertions, 115 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 00717cd6a9..fc628e60cf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -83,11 +83,11 @@ uniform float shadow_offset; vec3 calcDirectionalLight(vec3 n, vec3 l) { - float a = pow(max(dot(n,l),0.0), 0.7); + float a = pow(max(dot(n,l),0.0), 0.7); return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -114,7 +114,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } void main() @@ -125,7 +125,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); #if INDEX_MODE == INDEXED - vec4 diff = diffuseLookup(vary_texcoord0.xy); + vec4 diff= diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif @@ -141,10 +141,10 @@ void main() normal = vec3(dot(normal.xyz, vary_rotation[0]), dot(normal.xyz, vary_rotation[1]), dot(normal.xyz, vary_rotation[2])); - + vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); - dlight = dlight * vary_directional.rgb * vary_pointlight_col; + dlight = dlight * vary_directional.rgb * vary_pointlight_col; vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha); vec4 color = diff * col; @@ -154,10 +154,9 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#ifdef MAC_GEFORCE_HACK - #define LIGHT_LOOP(i) \ - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - + #define LIGHT_LOOP(i) \ + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + LIGHT_LOOP(1) LIGHT_LOOP(2) LIGHT_LOOP(3) @@ -165,12 +164,6 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } -#endif color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index e872dadcc1..cccc7275ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -56,13 +56,13 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -126,7 +126,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK + #define LIGHT_LOOP(i) \ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -137,12 +137,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 486e806434..42467a1b60 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -46,6 +46,7 @@ uniform sampler2D diffuseMap; #endif uniform vec2 screen_res; +uniform vec2 shadow_res; vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); @@ -89,7 +90,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -116,7 +117,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } float pcfShadow(sampler2DShadow shadowMap, vec4 stc) @@ -231,6 +232,7 @@ void main() vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; + vec4 diff = diffuseLookup(vary_texcoord0.xy); vec4 col = vec4(vary_ambient + dlight *shadow, vertex_color_alpha); vec4 color = diff * col; @@ -240,9 +242,8 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#ifdef MAC_GEFORCE_HACK #define LIGHT_LOOP(i) \ - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); + light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -251,12 +252,6 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } -#endif color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 39a5a9894d..9670d59399 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -217,7 +217,6 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK #define LIGHT_LOOP(i) \ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -228,12 +227,6 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } -#endif color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 566aefea6a..fae279fba0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -72,7 +72,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l) return vec3(a, a, a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -99,7 +99,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(pow(dot(n, lv), 0.7), 0.0); } - return da; + return vec3(da,da,da); } vec4 getPosition(vec2 pos_screen) @@ -224,8 +224,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK - #define LIGHT_LOOP(i) + #define LIGHT_LOOP(i) \ light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); LIGHT_LOOP(1) @@ -235,12 +234,7 @@ void main() LIGHT_LOOP(5) LIGHT_LOOP(6) LIGHT_LOOP(7) -#else - for (int i = 2; i < 8; i++) - { - light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); - } -#endif + color.rgb += diff.rgb * vary_pointlight_col * light_col; frag_color = color; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 0ceb7c6c45..aa5687f338 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -274,11 +274,7 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha() void LLDrawPoolAvatar::beginDeferredRiggedAlpha() { -#if LL_DARWIN - sVertexProgram = gGLManager.mIsMobileGF ? &gDeferredSkinnedAlphaProgramMac : &gDeferredSkinnedAlphaProgram; -#else sVertexProgram = &gDeferredSkinnedAlphaProgram; -#endif gPipeline.bindDeferredShader(*sVertexProgram); sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP); gPipeline.enableLightsDynamic(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 0fd37a4090..c7e422139d 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1224,8 +1224,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); - gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0"); - success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); // Hack to include uniforms for lighting without linking in lighting file @@ -1233,36 +1231,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; } -#if LL_DARWIN - if (success) - { - gDeferredSkinnedAlphaProgramMac.mName = "Deferred Skinned Alpha Shader"; - gDeferredSkinnedAlphaProgramMac.mFeatures.atmosphericHelpers = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.hasObjectSkinning = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesAtmospherics = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.hasGamma = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.hasAtmospherics = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = false; - gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = false; - gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true; - gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear(); - gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredSkinnedAlphaProgramMac.addPermutation("INDEX_MODE", "2"); - gDeferredSkinnedAlphaProgramMac.addPermutation("HAS_SKIN", "1"); - gDeferredSkinnedAlphaProgramMac.addPermutation("IS_AVATAR_SKIN", "0"); - gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1"); - - success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL); - - // Hack to include uniforms for lighting without linking in lighting file - gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = true; - gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = true; - } -#endif - if (success) { gDeferredBumpProgram.mName = "Deferred Bump Shader"; @@ -1432,10 +1400,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1"); - gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0"); - gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0"); - gDeferredAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0"); + success = gDeferredAlphaProgram.createShader(NULL, NULL); // Hack @@ -1608,14 +1573,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaNoColorV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - gDeferredAvatarAlphaProgram.addPermutation("INDEX_MODE", "3"); - gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0"); - gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); - gDeferredAvatarAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0"); - + success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 38310ed7cf..e9283d8bad 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -331,9 +331,6 @@ extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredSkinnedBumpProgram; extern LLGLSLShader gDeferredSkinnedAlphaProgram; -#if LL_DARWIN -extern LLGLSLShader gDeferredSkinnedAlphaProgramMac; -#endif extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index 56aa69b25c..f77869ee91 100644 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -4104,15 +4104,6 @@ void LLVolumeGeometryManager::registerFace(LLSpatialGroup* group, LLFace* facep, } } - //DEBUG - LLVertexBuffer* buff = facep->getVertexBuffer(); - - if (type == LLRenderPass::PASS_ALPHA && !buff->hasDataType(LLVertexBuffer::TYPE_BINORMAL)) - { - llerrs << "WTF?" << llendl; - } - - if (idx >= 0 && draw_vec[idx]->mVertexBuffer == facep->getVertexBuffer() && draw_vec[idx]->mEnd == facep->getGeomIndex()-1 && |