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-rw-r--r--indra/llrender/llglslshader.cpp1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl111
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl29
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl60
-rw-r--r--indra/newview/llviewershadermgr.cpp34
-rw-r--r--indra/newview/llvoavatar.cpp9
9 files changed, 174 insertions, 156 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 191c9862f0..594edd43d5 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -280,6 +280,7 @@ void LLGLSLShader::unload()
mTexture.clear();
mUniform.clear();
mShaderFiles.clear();
+ mDefines.clear();
if (mProgramObject)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index d175d2b518..9f1fdb4385 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -35,7 +35,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if INDEX_MODE != INDEXED
+#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
@@ -52,7 +52,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -104,16 +104,18 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
-#if INDEX_MODE == INDEXED
+#ifdef USE_INDEXED_TEX
vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
- diff.rgb = pow(diff.rgb, vec3(2.2));
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
- float vertex_color_alpha = 1.0;
+
+ diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
+#ifdef USE_VERTEX_COLOR
+ float vertex_color_alpha = vertex_color.a;
#else
- float vertex_color_alpha = vertex_color.a;
+ float vertex_color_alpha = 1.0;
#endif
vec3 normal = vary_norm;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 6a1bfd5bef..a8efd3e95b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -34,25 +34,31 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if INDEX_MODE == INDEXED
+
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
+
ATTRIBUTE vec3 normal;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
+
ATTRIBUTE vec2 texcoord0;
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
-#elif IS_AVATAR_SKIN
+#else
+#ifdef IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-float calcDirectionalLight(vec3 n, vec3 l);
+vec3 calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -65,7 +71,7 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -80,13 +86,13 @@ 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 = max(dot(n,l),0.0);
- 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;
@@ -113,7 +119,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(dot(n, lv), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -122,7 +128,7 @@ void main()
vec3 norm;
//transform vertex
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -132,7 +138,9 @@ void main()
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -154,7 +162,9 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-#if INDEX_MODE == INDEXED
+#endif
+
+#ifdef USE_INDEXED_TEX
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -166,36 +176,41 @@ void main()
calcAtmospherics(pos.xyz);
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+#ifndef USE_VERTEX_COLOR
vec4 diffuse_color = vec4(1,1,1,1);
#endif
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vec3 diff = pow(diffuse_color.rgb, vec3(2.2));
-
- vary_pointlight_col = diff;
+ vary_pointlight_col = diffuse_color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(col.rgb);
- vary_ambient = col.rgb*diff;
- vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_ambient = col.rgb*diffuse_color.rgb;
+
+ vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
- col.rgb = col.rgb*diff;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+ col.rgb = col.rgb*diffuse_color.rgb;
+
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
+#endif
+
}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 5e75cc3ce6..b3c1a067ee 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -29,7 +29,8 @@
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -349,29 +350,32 @@ vec3 atmosGetDiffuseSunlightColor()
vec3 scaleDownLight(vec3 light)
{
- return (light / scene_light_strength );
+ return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
}
vec3 scaleUpLight(vec3 light)
{
- return (light * scene_light_strength);
+ return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
}
vec3 atmosAmbient(vec3 light)
{
- return getAmblitColor() + light / 2.0;
+ return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
}
vec3 atmosAffectDirectionalLight(float lightIntensity)
{
- return getSunlitColor() * lightIntensity;
+ return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
}
vec3 scaleSoftClip(vec3 light)
{
//soft clip effect:
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+ vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
+ vec3 ones = vec3(1.0f, 1.0f, 1.0f);
+
+ light = ones - clamp(light, zeroes, ones);
+ light = ones - pow(light, gamma.xxx);
return light;
}
@@ -399,7 +403,7 @@ VARYING vec2 vary_texcoord2;
uniform float env_intensity;
uniform vec4 specular_color;
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
uniform float minimum_alpha;
#endif
@@ -426,14 +430,14 @@ void main()
vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
diffcol.rgb *= vertex_color.rgb;
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffcol.a < minimum_alpha)
{
discard;
}
#endif
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
diffcol.rgb = pow(diffcol.rgb, vec3(2.2));
#endif
@@ -456,9 +460,12 @@ void main()
vec3 tnorm = vary_normal;
#endif
+ norm.xyz = tnorm;
+ norm.xyz = normalize(norm.xyz);
+
vec4 final_color = diffcol;
-#if DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE
+#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
final_color.a = 0;
#endif
@@ -475,8 +482,7 @@ void main()
#endif
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
- {
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
//forward rendering, output just lit RGBA
vec3 pos = vary_position;
@@ -549,26 +555,27 @@ void main()
float shadow = 1.0;
#endif
+ spec = final_specular;
vec4 diffuse = final_color;
- vec3 norm = normalize(tnorm);
- vec4 spec = final_specular;
float envIntensity = final_normal.z;
- vec3 col;
+ vec3 col = vec3(0.0f,0.0f,0.0f);
+
float bloom = 0.0;
- {
calcAtmospherics(pos.xyz, 1.0);
- float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- da = pow(da, 0.7);
+ float da =dot(norm.xyz, sun_dir.xyz);
+ float final_da = pow(da, 0.7f);
+ final_da = min(final_da, shadow);
+ final_da = max(final_da, diffuse.a);
+ final_da = max(final_da, 0.0f);
- col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, shadow), diffuse.a));
-
- col *= diffuse.rgb;
+ col.rgb = atmosAmbient(col);
+ col.rgb = col.rgb + atmosAffectDirectionalLight(final_da);
+ col.rgb *= diffuse.rgb;
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
{
@@ -595,33 +602,10 @@ void main()
col = atmosLighting(col);
col = scaleSoftClip(col);
- //col = mix(col.rgb, diffuse.rgb, diffuse.a);
- }
-
- vec3 light_col = vec3(0,0,0);
-
vec3 npos = normalize(-pos.xyz);
-
- /*vec3 calcPointLightOrSpotLight(
- vec3 light_col,
- vec3 npos,
- vec3 diffuse,
- vec4 spec,
- vec3 v,
- vec3 n,
- vec4 lp,
- vec3 ln,
- float la,
- float fa,
- float is_pointlight)
-
- */
-
- /*
-#ifdef MAC_GEFORCE_HACK
#define LIGHT_LOOP(i) \
- light_col += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ col.rgb = col.rgb + calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -630,34 +614,19 @@ void main()
LIGHT_LOOP(5)
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-#else*/
- for (int i = 2; i < 8; i++)
- {
- light_col += calcPointLightOrSpotLight(
- light_diffuse[i].rgb,
- npos,
- diffuse.rgb,
- final_specular,
- pos.xyz,
- norm,
- light_position[i],
- light_direction[i],
- light_attenuation[i].x,
- light_attenuation[i].y,
- light_attenuation[i].z);
- }
-//#endif
-
- col += light_col;
- frag_color.rgb = col;
-
- }
-
+ frag_color.rgb = col.rgb;
frag_color.a = diffcol.a*vertex_color.a;
#else
frag_data[0] = final_color;
+
+#ifdef UGLY_MAC_HACK
+ // magic spec exp clamp fixes rendering artifacts on older mac GF drivers
+ //
+ final_specular = min(final_specular, vec4(1.0f, 1.0f, 1.0f, 0.125f));
+#endif
+
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
index f578795abe..0638dcfa55 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl
@@ -37,7 +37,8 @@ uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+
#if !HAS_SKIN
uniform mat4 modelview_matrix;
#endif
@@ -84,7 +85,7 @@ void main()
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
#endif
@@ -134,7 +135,7 @@ vary_normal = n;
vertex_color = diffuse_color;
-#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !HAS_SKIN
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index db58c19057..73c85c0419 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -25,10 +25,6 @@
#extension GL_ARB_texture_rectangle : enable
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
@@ -40,7 +36,7 @@ uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
uniform sampler2DShadow shadowMap3;
-#if INDEX_MODE != INDEXED
+#ifdef USE_DIFFUSE_TEX
uniform sampler2D diffuseMap;
#endif
@@ -58,7 +54,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
@@ -198,20 +194,23 @@ void main()
}
vec4 diff;
-#if INDEX_MODE == INDEXED
+
+#ifdef USE_INDEXED_TEX
diff = diffuseLookup(vary_texcoord0.xy);
-#else
+#endif
+
+#ifdef USE_DIFFUSE_TEX
diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
- diff.rgb = pow(diff.rgb, vec3(2.2));
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+ diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
+
float vertex_color_alpha = 1.0;
-#else
- float vertex_color_alpha = vertex_color.a;
+
+#ifdef USE_VERTEX_COLOR
+ vertex_color_alpha = vertex_color.a;
#endif
vec3 normal = vary_norm;
-
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l);
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
@@ -220,9 +219,9 @@ void main()
vec4 color = diff * col;
color.rgb = atmosLighting(color.rgb);
-
color.rgb = scaleSoftClip(color.rgb);
- col = vec4(0,0,0,0);
+
+ col = vec4(0.0f,0.0f,0.0f,0.0f);
#define LIGHT_LOOP(i) \
col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index 46fd8da4f8..127c1709b8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -23,10 +23,6 @@
* $/LicenseInfo$
*/
-#define INDEXED 1
-#define NON_INDEXED 2
-#define NON_INDEXED_NO_COLOR 3
-
uniform mat3 normal_matrix;
uniform mat4 texture_matrix0;
uniform mat4 projection_matrix;
@@ -34,25 +30,31 @@ uniform mat4 modelview_matrix;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
-#if INDEX_MODE == INDEXED
+
+#ifdef USE_INDEXED_TEX
void passTextureIndex();
#endif
+
ATTRIBUTE vec3 normal;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+
+#ifdef USE_VERTEX_COLOR
ATTRIBUTE vec4 diffuse_color;
#endif
+
ATTRIBUTE vec2 texcoord0;
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 getObjectSkinnedTransform();
-#elif IS_AVATAR_SKIN
+#else
+#ifdef IS_AVATAR_SKIN
mat4 getSkinnedTransform();
#endif
+#endif
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
-float calcDirectionalLight(vec3 n, vec3 l);
+vec3 calcDirectionalLight(vec3 n, vec3 l);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -65,12 +67,11 @@ VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
-
VARYING vec3 vary_norm;
uniform float near_clip;
@@ -82,13 +83,13 @@ 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 = max(dot(n,l),0.0);
- 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;
@@ -115,7 +116,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= max(dot(n, lv), 0.0);
}
- return da;
+ return vec3(da,da,da);
}
void main()
@@ -124,7 +125,7 @@ void main()
vec3 norm;
//transform vertex
-#if HAS_SKIN
+#ifdef HAS_SKIN
mat4 trans = getObjectSkinnedTransform();
trans = modelview_matrix * trans;
@@ -134,7 +135,9 @@ void main()
norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz);
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
mat4 trans = getSkinnedTransform();
vec4 pos_in = vec4(position.xyz, 1.0);
pos.x = dot(trans[0], pos_in);
@@ -156,7 +159,9 @@ void main()
gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0);
#endif
-#if INDEX_MODE == INDEXED
+#endif
+
+#ifdef USE_INDEXED_TEX
passTextureIndex();
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
#else
@@ -169,37 +174,42 @@ void main()
calcAtmospherics(pos.xyz);
-#if INDEX_MODE == NON_INDEXED_NO_COLOR
+#ifndef USE_VERTEX_COLOR
vec4 diffuse_color = vec4(1,1,1,1);
#endif
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vec3 dff = pow(diffuse_color.rgb, vec3(2.2));
+ vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f));
vary_pointlight_col = dff;
col.rgb = vec3(0,0,0);
// Add windlight lights
- col.rgb = atmosAmbient(vec3(0.));
+ col.rgb = atmosAmbient(col.rgb);
- vary_directional.rgb = atmosAffectDirectionalLight(1);
+ vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
vary_ambient = col.rgb*dff;
col.rgb = col.rgb*dff;
-#if INDEX_MODE != NON_INDEXED_NO_COLOR
+#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
-#if HAS_SKIN
+#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
-#elif IS_AVATAR_SKIN
+#else
+
+#ifdef IS_AVATAR_SKIN
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#else
pos = modelview_projection_matrix * vert;
vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip);
#endif
+
+#endif
+
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index edd1546263..850bf9677c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -792,9 +792,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// Load basic dependency shaders first
// All of these have to load for any shaders to function
-#if LL_DARWIN // Mac can't currently handle all 8 lights,
- S32 sum_lights_class = 2;
-#else
S32 sum_lights_class = 3;
// class one cards will get the lower sum lights
@@ -805,7 +802,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
{
sum_lights_class = 2;
}
-#endif
// If we have sun and moon only checked, then only sum those lights.
if (gPipeline.getLightingDetail() == 0)
@@ -813,6 +809,14 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
sum_lights_class = 1;
}
+#if LL_DARWIN
+ // Work around driver crashes on older Macs when using deferred rendering
+ // NORSPEC-59
+ //
+ if (gGLManager.mIsMobileGF)
+ sum_lights_class = 3;
+#endif
+
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
@@ -1218,9 +1222,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
- gDeferredSkinnedAlphaProgram.addPermutation("INDEX_MODE", "2");
+ gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
+ gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
@@ -1265,6 +1269,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
+
+ #if LL_DARWIN
+ // include spec exp clamp to fix older mac rendering artifacts
+ //
+ if (gGLManager.mIsMobileGF)
+ {
+ gDeferredMaterialProgram[i].addPermutation("UGLY_MAC_HACK","1");
+ }
+ #endif
+
if (has_skin)
{
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
@@ -1414,9 +1428,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.clear();
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAlphaProgram.addPermutation("INDEX_MODE", "1");
- gDeferredAlphaProgram.addPermutation("HAS_SKIN", "0");
- gDeferredAlphaProgram.addPermutation("IS_AVATAR_SKIN", "0");
+ gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
+ gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@@ -1592,8 +1605,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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.addPermutation("INDEX_MODE", "3");
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SKIN", "0");
+ gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index f861f49296..f5b8244509 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -4336,6 +4336,15 @@ U32 LLVOAvatar::renderTransparent(BOOL first_pass)
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
+#if LL_DARWIN
+ // blatant hack to avoid driver crash on rendering mMeshLODs for eyelashes and baked hair below
+ // NORSPEC-59
+ if (gGLManager.mIsMobileGF)
+ {
+ return num_indices;
+ }
+#endif
+
if (!isSelf() || gAgent.needsRenderHead() || LLPipeline::sShadowRender)
{
if (LLPipeline::sImpostorRender)