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-rw-r--r--indra/llrender/llglslshader.cpp1
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llpostprocess.cpp4
-rw-r--r--indra/llrender/llrender.cpp21
-rw-r--r--indra/llrender/llrender.h2
-rw-r--r--indra/llrender/llshadermgr.cpp9
-rw-r--r--indra/llrender/llshadermgr.h1
-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl57
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl39
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl120
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/effects/glowV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl15
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl98
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl138
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl23
-rw-r--r--indra/newview/llreflectionmapmanager.cpp18
-rw-r--r--indra/newview/llviewershadermgr.cpp17
-rw-r--r--indra/newview/llviewershadermgr.h2
-rw-r--r--indra/newview/pipeline.cpp160
-rw-r--r--indra/newview/pipeline.h1
68 files changed, 897 insertions, 353 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 27de7070ff..0a834b28e3 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -84,6 +84,7 @@ LLShaderFeatures::LLShaderFeatures()
, hasSrgb(false)
, encodesNormal(false)
, isDeferred(false)
+ , hasScreenSpaceReflections(false)
, hasIndirect(false)
, hasShadows(false)
, hasAmbientOcclusion(false)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index 3401da832e..0df0531dce 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -54,6 +54,7 @@ public:
bool hasSrgb;
bool encodesNormal; // include: shaders\class1\environment\encodeNormF.glsl
bool isDeferred;
+ bool hasScreenSpaceReflections;
bool hasIndirect;
S32 mIndexedTextureChannels;
bool disableTextureIndex;
diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp
index 74154e5676..0d87800690 100644
--- a/indra/llrender/llpostprocess.cpp
+++ b/indra/llrender/llpostprocess.cpp
@@ -390,7 +390,7 @@ void LLPostProcess::doEffects(void)
void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)
{
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture);
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, width, height, 0);
}
@@ -502,7 +502,7 @@ void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int wi
texture = new LLImageGL(FALSE) ;
if(texture->createGLTexture())
{
- gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName());
+ gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 39e3a0243c..c58fbe6c8e 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1087,13 +1087,20 @@ void LLRender::syncMatrices()
{ //update projection matrix, normal, and MVP
glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]];
- // it would be nice to have this automatically track the state of the proj matrix
- // but certain render paths (deferred lighting) require it to be mismatched *sigh*
- //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
- //{
- // glh::matrix4f inv_proj = mat.inverse();
- // shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- //}
+ // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats.
+ // We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially.
+ // Anything beyond the standard proj and inv proj mats are special cases. Please setup special uniforms accordingly in the future.
+ if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX))
+ {
+ glh::matrix4f inv_proj = mat.inverse();
+ shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
+ }
+
+ // Used by some full screen effects - such as full screen lights, glow, etc.
+ if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX))
+ {
+ shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m);
+ }
shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m);
shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION];
diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h
index 6dd5f9601e..9fabeb1d7a 100644
--- a/indra/llrender/llrender.h
+++ b/indra/llrender/llrender.h
@@ -339,7 +339,7 @@ public:
BF_ONE_MINUS_SOURCE_COLOR,
BF_DEST_ALPHA,
BF_SOURCE_ALPHA,
- BF_ONE_MINUS_DEST_ALPHA,
+ BF_ONE_MINUS_DEST_ALPHA,
BF_ONE_MINUS_SOURCE_ALPHA,
BF_UNDEF
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index ac4c610d72..b189e5452c 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -222,6 +222,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ if (features->hasScreenSpaceReflections)
+ {
+ if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
if (features->hasShadows)
{
if (!shader->attachFragmentObject("deferred/shadowUtil.glsl"))
@@ -1170,6 +1178,7 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("inv_proj");
mReservedUniforms.push_back("modelview_projection_matrix");
mReservedUniforms.push_back("inv_modelview");
+ mReservedUniforms.push_back("identity_matrix");
mReservedUniforms.push_back("normal_matrix");
mReservedUniforms.push_back("texture_matrix0");
mReservedUniforms.push_back("texture_matrix1");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index e1fb60eccf..90a8c2853c 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -44,6 +44,7 @@ public:
INVERSE_PROJECTION_MATRIX, // "inv_proj"
MODELVIEW_PROJECTION_MATRIX, // "modelview_projection_matrix"
INVERSE_MODELVIEW_MATRIX, // "inv_modelview"
+ IDENTITY_MATRIX, // "identity_matrix"
NORMAL_MATRIX, // "normal_matrix"
TEXTURE_MATRIX0, // "texture_matrix0"
TEXTURE_MATRIX1, // "texture_matrix1"
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 3f9a91e38f..71611a58bc 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9133,6 +9133,17 @@
<real>0.00</real>
</array>
</map>
+ <key>RenderScreenSpaceReflections</key>
+ <map>
+ <key>Comment</key>
+ <string>Renders screen space reflections to better account for dynamic objects with reflection probes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderBumpmapMinDistanceSquared</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
index 23adbded5e..f93ed6bc6d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -24,8 +24,8 @@
*/
uniform sampler2D noiseMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform float ssao_radius;
uniform float ssao_max_radius;
@@ -38,23 +38,19 @@ uniform vec2 screen_res;
vec2 getScreenCoordinateAo(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
- {
- sc /= screen_res;
- }
return sc - vec2(1.0, 1.0);
}
float getDepthAo(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen).r;
+ float depth = texture2D(depthMap, pos_screen).r;
return depth;
}
vec4 getPositionAo(vec2 pos_screen)
{
float depth = getDepthAo(pos_screen);
- vec2 sc = getScreenCoordinateAo(pos_screen);
+ vec2 sc = (pos_screen);
vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
vec4 pos = inv_proj * ndc;
pos /= pos.w;
@@ -83,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)
{
float ret = 1.0;
vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy;
+ vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy;
float angle_hidden = 0.0;
float points = 0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index fa3634f3b6..9bead273ff 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,8 +33,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D normalMap;
+uniform sampler2D lightMap;
uniform float dist_factor;
uniform float blur_size;
@@ -52,7 +52,7 @@ void main()
vec2 tc = vary_fragcoord.xy;
vec3 norm = getNorm(tc);
vec3 pos = getPosition(tc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
+ vec4 ccol = texture2D(lightMap, tc).rgba;
vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
@@ -89,7 +89,7 @@ void main()
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*k[i].xyxx;
+ col += texture2D(lightMap, samptc)*k[i].xyxx;
defined_weight += k[i].xy;
}
}
@@ -103,7 +103,7 @@ void main()
if (d*d <= pointplanedist_tolerance_pow2)
{
- col += texture2DRect(lightMap, samptc)*k[i].xyxx;
+ col += texture2D(lightMap, samptc)*k[i].xyxx;
defined_weight += k[i].xy;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
index 212f7e56ad..5e0f01981b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
@@ -33,7 +31,7 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index 079d8458c9..1e640d95ae 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -33,8 +33,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform sampler2D bloomMap;
uniform float depth_cutoff;
@@ -69,19 +69,19 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
- float z = texture2DRect(depthMap, tc).r;
+ float z = texture2D(depthMap, tc).r;
z = z*2.0-1.0;
vec4 ndc = vec4(0.0, 0.0, z, 1.0);
vec4 p = inv_proj*ndc;
float depth = p.z/p.w;
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
float sc = calc_cof(depth);
sc = min(sc, max_cof);
sc = max(sc, -max_cof);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);
frag_color.rgb = diff.rgb + bloom.rgb;
frag_color.a = sc/max_cof*0.5+0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 1a96ee0736..c87e754eca 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D brdfLut;
@@ -138,10 +138,6 @@ bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out flo
vec2 getScreenCoordinate(vec2 screenpos)
{
vec2 sc = screenpos.xy * 2.0;
- if (screen_res.x > 0 && screen_res.y > 0)
- {
- sc /= screen_res;
- }
return sc - vec2(1.0, 1.0);
}
@@ -149,7 +145,7 @@ vec2 getScreenCoordinate(vec2 screenpos)
// Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection
vec3 getNorm(vec2 screenpos)
{
- vec2 enc = texture2DRect(normalMap, screenpos.xy).xy;
+ vec2 enc = texture2D(normalMap, screenpos.xy).xy;
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
@@ -175,7 +171,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)
// See: C++: addDeferredAttachments(), GLSL: softenLightF
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)
{
- vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy);
+ vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy);
n = getNormalFromPacked( packedNormalEnvIntensityFlags );
envIntensity = packedNormalEnvIntensityFlags.z;
return packedNormalEnvIntensityFlags;
@@ -188,9 +184,14 @@ float linearDepth(float d, float znear, float zfar)
return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear));
}
+float linearDepth01(float d, float znear, float zfar)
+{
+ return linearDepth(d, znear, zfar) / zfar;
+}
+
float getDepth(vec2 pos_screen)
{
- float depth = texture2DRect(depthMap, pos_screen).r;
+ float depth = texture2D(depthMap, pos_screen).r;
return depth;
}
@@ -333,6 +334,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)
return vec4(getPositionWithNDC(ndc), 1.0);
}
+vec2 getScreenCoord(vec4 clip)
+{
+ vec4 ndc = clip;
+ ndc.xyz /= clip.w;
+ vec2 screen = vec2( ndc.xy * 0.5 );
+ screen += 0.5;
+ return screen;
+}
vec2 getScreenXY(vec4 clip)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
index 8d48bb016b..d9c0e590c8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl
@@ -33,8 +33,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect lightMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D lightMap;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -46,12 +46,12 @@ uniform float dof_height;
VARYING vec2 vary_fragcoord;
-vec4 dofSample(sampler2DRect tex, vec2 tc)
+vec4 dofSample(sampler2D tex, vec2 tc)
{
tc.x = min(tc.x, dof_width);
tc.y = min(tc.y, dof_height);
- return texture2DRect(tex, tc);
+ return texture2D(tex, tc);
}
void main()
@@ -60,7 +60,7 @@ void main()
vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale);
- vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy);
+ vec4 diff = texture2D(lightMap, vary_fragcoord.xy);
float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0);
@@ -69,10 +69,10 @@ void main()
float sc = a/res_scale;
vec4 col;
- col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc));
- col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc));
+ col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res);
+ col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res);
+ col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res);
+ col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res);
diff = mix(diff, col*0.25, a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index be1003a7e0..185c1150ef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -31,10 +31,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseMap;
+uniform sampler2D diffuseMap;
VARYING vec2 vary_fragcoord;
void main()
{
- frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy);
+ frag_color = texture2D(diffuseMap, vary_fragcoord.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
index f2dc60aa5d..5488a63c6a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl
@@ -39,7 +39,7 @@ void main()
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 0ae4bbfc5d..8feeff848b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -33,9 +33,9 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
@@ -54,6 +54,8 @@ VARYING vec4 vary_fragcoord;
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
+float getDepth(vec2 tc);
+vec2 getScreenCoord(vec4 clip);
void main()
{
@@ -62,7 +64,7 @@ void main()
#endif
vec3 out_col = vec3(0, 0, 0);
- vec2 frag = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res;
+ vec2 frag = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
{
@@ -71,8 +73,8 @@ void main()
vec3 norm = getNorm(frag.xy);
- vec4 spec = texture2DRect(specularRect, frag.xy);
- vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec4 spec = texture2D(specularRect, frag.xy);
+ vec3 diff = texture2D(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy / 128.0).b;
vec3 npos = normalize(-pos);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
index eefefa640d..d71dc76423 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec4 vary_fragcoord;
@@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
vary_fragcoord = pos;
gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 8dcc18080d..42a52d7908 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -38,10 +38,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -72,6 +72,7 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
+float getDepth(vec2 tc);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
@@ -137,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
@@ -148,7 +148,7 @@ void main()
discard;
}
- float envIntensity = texture2DRect(normalMap, frag.xy).z;
+ float envIntensity = texture2D(normalMap, frag.xy).z;
vec3 norm = getNorm(frag.xy);
float l_dist = -dot(lv, proj_n);
@@ -180,7 +180,7 @@ void main()
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@@ -220,7 +220,7 @@ void main()
}
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 5bb034d5c1..40a4f86c37 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -33,12 +33,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
-uniform sampler2DRect depthMap;
+uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
@@ -57,6 +57,7 @@ uniform vec4 viewport;
vec3 getNorm(vec2 pos_screen);
vec4 getPosition(vec2 pos_screen);
+float getDepth(vec2 pos);
vec3 srgb_to_linear(vec3 c);
void main()
@@ -64,7 +65,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos;
@@ -88,7 +88,7 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 col = texture2D(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
@@ -99,7 +99,7 @@ void main()
col = color.rgb*lit*col;
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
if (spec.a > 0.0)
{
lit = min(da*6.0, 1.0) * dist_atten;
@@ -125,6 +125,7 @@ void main()
{
discard;
}
+ final_color.rgb = vec3(getDepth(frag.xy));
frag_color.rgb = col;
frag_color.a = 0.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index f06f8c870b..5ca39d6966 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -44,7 +44,7 @@ VARYING vec2 vary_fragcoord;
void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture2DRect(diffuseRect, tc);
+ vec4 s = texture2D(diffuseRect, tc);
float sc = abs(s.a*2.0-1.0)*max_cof;
@@ -63,7 +63,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)
void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)
{
- vec4 s = texture2DRect(diffuseRect, tc);
+ vec4 s = texture2D(diffuseRect, tc);
float wg = 0.25;
@@ -79,7 +79,7 @@ void main()
{
vec2 tc = vary_fragcoord.xy;
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
{
float w = 1.0;
@@ -93,14 +93,14 @@ void main()
{
while (sc > 0.5)
{
- int its = int(max(1.0,(sc*3.7)));
+ int its = int(max(1.0,(sc*3.7)));
for (int i=0; i<its; ++i)
{
float ang = sc+i*2*PI/its; // sc is added for rotary perturbance
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
@@ -117,7 +117,7 @@ void main()
float samp_x = sc*sin(ang);
float samp_y = sc*cos(ang);
// you could test sample coords against an interesting non-circular aperture shape here, if desired.
- dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));
+ dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));
}
sc -= 1.0;
}
@@ -125,6 +125,6 @@ void main()
diff /= w;
}
-
+
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index b61f37fe47..a73a59bc6f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
@@ -82,7 +82,7 @@ float noise(vec2 x) {
void main()
{
//this is the one of the rare spots where diffuseRect contains linear color values (not sRGB)
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
+ vec4 diff = texture2D(diffuseRect, vary_fragcoord);
diff.rgb = linear_to_srgb(diff.rgb);
vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y);
vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index 058941bfb2..a79f644aef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
@@ -41,9 +41,9 @@ VARYING vec2 vary_fragcoord;
void main()
{
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
+ vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);
- vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
+ vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);
frag_color = diff + bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
index bd0cb50464..4d24b4de9a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
@@ -34,7 +32,7 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
index 8edf5b2723..86f0077edb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
@@ -37,8 +35,8 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
vary_tc = (pos.xy*0.5+0.5)*tc_scale;
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index cf994d3547..8111f43c28 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -31,9 +31,9 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect giLightMap;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D giLightMap;
uniform sampler2D noiseMap;
uniform vec2 kern[32];
@@ -53,11 +53,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
- vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz;
+ vec3 norm = texture2D(normalMap, vary_fragcoord.xy).xyz;
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
vec3 pos = getPosition(vary_fragcoord.xy).xyz;
- vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb;
+ vec3 ccol = texture2D(giLightMap, vary_fragcoord.xy).rgb;
vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);
dlt /= max(-pos.z*dist_factor, 1.0);
float defined_weight = kern[0].x;
@@ -66,7 +66,7 @@ void main()
for (int i = 0; i < kern_length; i++)
{
vec2 tc = vary_fragcoord.xy + kern[i].y*dlt;
- vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz;
+ vec3 sampNorm = texture2D(normalMap, tc.xy).xyz;
sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm
float d = dot(norm.xyz, sampNorm);
@@ -77,7 +77,7 @@ void main()
samppos -= pos;
if (dot(samppos,samppos) < -0.05*pos.z)
{
- col += texture2DRect(giLightMap, tc).rgb*kern[i].x;
+ col += texture2D(giLightMap, tc).rgb*kern[i].x;
defined_weight += kern[i].x;
}
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
new file mode 100644
index 0000000000..8373567bb0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl
@@ -0,0 +1,57 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+uniform mat4 inv_proj;
+uniform float zNear;
+uniform float zFar;
+
+VARYING vec2 vary_fragcoord;
+
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D sceneMap;
+uniform sampler2D diffuseRect;
+
+vec3 getNorm(vec2 screenpos);
+float getDepth(vec2 pos_screen);
+float linearDepth(float d, float znear, float zfar);
+
+void main() {
+ vec2 tc = vary_fragcoord.xy;
+ vec4 pos = getPositionWithDepth(tc, getDepth(tc));
+ frag_color = pos;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl
new file mode 100644
index 0000000000..966e7e1cbb
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl
@@ -0,0 +1,39 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostV.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
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+VARYING vec2 vary_fragcoord;
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = pos.xy * 0.5 + 0.5;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
new file mode 100644
index 0000000000..6dfc89a6c6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl
@@ -0,0 +1,120 @@
+/**
+ * @file class3/deferred/screenSpaceReflUtil.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 sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D sceneMap;
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+
+// Shamelessly taken from http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html
+// Original paper: https://jcgt.org/published/0003/04/04/
+// By Morgan McGuire and Michael Mara at Williams College 2014
+// Released as open source under the BSD 2-Clause License
+// http://opensource.org/licenses/BSD-2-Clause
+
+float distanceSquared(vec2 a, vec2 b) { a -= b; return dot(a, a); }
+
+bool traceScreenSpaceRay1(vec3 csOrig, vec3 csDir, mat4 proj, float zThickness,
+ float nearPlaneZ, float stride, float jitter, const float maxSteps, float maxDistance,
+ out vec2 hitPixel, out vec3 hitPoint)
+{
+
+ // Clip to the near plane
+ float rayLength = ((csOrig.z + csDir.z * maxDistance) > nearPlaneZ) ?
+ (nearPlaneZ - csOrig.z) / csDir.z : maxDistance;
+ vec3 csEndPoint = csOrig + csDir * rayLength;
+
+ // Project into homogeneous clip space
+ vec4 H0 = proj * vec4(csOrig, 1.0);
+ vec4 H1 = proj * vec4(csEndPoint, 1.0);
+ float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w;
+
+ // The interpolated homogeneous version of the camera-space points
+ vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1;
+
+ // Screen-space endpoints
+ vec2 P0 = H0.xy * k0, P1 = H1.xy * k1;
+
+ // If the line is degenerate, make it cover at least one pixel
+ // to avoid handling zero-pixel extent as a special case later
+ P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0);
+ vec2 delta = P1 - P0;
+
+ // Permute so that the primary iteration is in x to collapse
+ // all quadrant-specific DDA cases later
+ bool permute = false;
+ if (abs(delta.x) < abs(delta.y)) {
+ // This is a more-vertical line
+ permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx;
+ }
+
+ float stepDir = sign(delta.x);
+ float invdx = stepDir / delta.x;
+
+ // Track the derivatives of Q and k
+ vec3 dQ = (Q1 - Q0) * invdx;
+ float dk = (k1 - k0) * invdx;
+ vec2 dP = vec2(stepDir, delta.y * invdx);
+
+ // Scale derivatives by the desired pixel stride and then
+ // offset the starting values by the jitter fraction
+ dP *= stride; dQ *= stride; dk *= stride;
+ P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter;
+
+ // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1
+ vec3 Q = Q0;
+
+ // Adjust end condition for iteration direction
+ float end = P1.x * stepDir;
+
+ float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z;
+ float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate;
+ float sceneZMax = rayZMax + 100;
+ for (vec2 P = P0;
+ ((P.x * stepDir) <= end) && (stepCount < maxSteps) &&
+ ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) &&
+ (sceneZMax != 0);
+ P += dP, Q.z += dQ.z, k += dk, ++stepCount) {
+
+ rayZMin = prevZMaxEstimate;
+ rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k);
+ prevZMaxEstimate = rayZMax;
+ if (rayZMin > rayZMax) {
+ float t = rayZMin; rayZMin = rayZMax; rayZMax = t;
+ }
+
+ hitPixel = permute ? P.yx : P;
+ hitPixel.y = screen_res.y - hitPixel.y;
+ // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis
+ // is different than ours in screen space
+ sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r;
+ }
+
+ // Advance Q based on the number of steps
+ Q.xy += dQ.xy * stepCount;
+ hitPoint = Q * (1.0 / k);
+ return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax);
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index 4134220306..5dc219702d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -23,8 +23,8 @@
* $/LicenseInfo$
*/
-uniform sampler2DRect normalMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D depthMap;
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
uniform sampler2DShadow shadowMap2;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 4b34e55efd..152402907b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -34,11 +34,11 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D lightMap;
+uniform sampler2D depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -58,6 +58,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
@@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
+ float depth = getDepth(tc);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec4 norm = texture2D(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
@@ -87,12 +88,12 @@ void main()
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = texture2D(diffuseRect, tc);
//convert to gamma space
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec4 spec = texture2D(specularRect, vary_fragcoord.xy);
vec3 color = vec3(0);
float bloom = 0.0;
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index 8891315e15..23ad332db4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -22,8 +22,6 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -36,10 +34,10 @@ VARYING vec2 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 694b19cdfb..7f21a074bd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -36,10 +36,10 @@ out vec4 frag_color;
//class 1 -- no shadows
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform samplerCube environmentMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
@@ -137,7 +137,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
@@ -148,7 +147,7 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
norm = normalize(norm);
@@ -176,11 +175,11 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
//light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl
diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 dlit = vec3(0, 0, 0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 15f141cbe5..d9a0b6c702 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,7 +35,7 @@ out vec4 frag_color;
//class 1 -- no shadow, SSAO only
-uniform sampler2DRect normalMap;
+uniform sampler2D normalMap;
// Inputs
VARYING vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
index 473d6df8fa..9d70b9d98d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl
@@ -22,8 +22,6 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -34,8 +32,8 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
index 36563982ba..4e535f7e18 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseMap;
+uniform sampler2D diffuseMap;
uniform float minLuminance;
uniform float maxExtractAlpha;
uniform vec3 lumWeights;
@@ -44,7 +44,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
- vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);
+ vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
/// CALCULATING LUMINANCE (Using NTSC lum weights)
/// http://en.wikipedia.org/wiki/Luma_%28video%29
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
index 1396dc6973..db0662ad89 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl
@@ -32,7 +32,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0);
- vary_texcoord0.xy = texcoord0;
+ vary_texcoord0.xy = position.xy * 0.5 + 0.5;
}
diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
index cdb2281578..ea66e8271b 100644
--- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl
@@ -37,7 +37,7 @@ VARYING vec4 vary_texcoord3;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position, 1.0);
+ gl_Position = vec4(position, 1.0);
vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);
vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5);
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
index cff8d9d50f..99662097bb 100644
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl
@@ -33,7 +33,7 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
+uniform sampler2D depthMap;
VARYING vec2 tc0;
VARYING vec2 tc1;
@@ -48,22 +48,22 @@ VARYING vec2 tc8;
void main()
{
vec4 depth1 =
- vec4(texture2DRect(depthMap, tc0).r,
- texture2DRect(depthMap, tc1).r,
- texture2DRect(depthMap, tc2).r,
- texture2DRect(depthMap, tc3).r);
+ vec4(texture2D(depthMap, tc0).r,
+ texture2D(depthMap, tc1).r,
+ texture2D(depthMap, tc2).r,
+ texture2D(depthMap, tc3).r);
vec4 depth2 =
- vec4(texture2DRect(depthMap, tc4).r,
- texture2DRect(depthMap, tc5).r,
- texture2DRect(depthMap, tc6).r,
- texture2DRect(depthMap, tc7).r);
+ vec4(texture2D(depthMap, tc4).r,
+ texture2D(depthMap, tc5).r,
+ texture2D(depthMap, tc6).r,
+ texture2D(depthMap, tc7).r);
depth1 = min(depth1, depth2);
float depth = min(depth1.x, depth1.y);
depth = min(depth, depth1.z);
depth = min(depth, depth1.w);
- depth = min(depth, texture2DRect(depthMap, tc8).r);
+ depth = min(depth, texture2D(depthMap, tc8).r);
gl_FragDepth = depth;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
index 71d80911d6..e104377037 100644
--- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl
@@ -45,7 +45,7 @@ void main()
{
gl_Position = vec4(position, 1.0);
- vec2 tc = (position.xy*0.5+0.5)*screen_res;
+ vec2 tc = (position.xy*0.5+0.5);
tc0 = tc+vec2(-delta.x,-delta.y);
tc1 = tc+vec2(0,-delta.y);
tc2 = tc+vec2(delta.x,-delta.y);
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index b5bbbb5c73..0b4680767a 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -34,7 +34,7 @@ out vec4 frag_color;
#endif
uniform sampler2D glowMap;
-uniform sampler2DRect screenMap;
+uniform sampler2D screenMap;
VARYING vec2 vary_texcoord0;
VARYING vec2 vary_texcoord1;
@@ -42,5 +42,5 @@ VARYING vec2 vary_texcoord1;
void main()
{
frag_color = texture2D(glowMap, vary_texcoord0.xy) +
- texture2DRect(screenMap, vary_texcoord1.xy);
+ texture2D(screenMap, vary_texcoord1.xy);
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
index a9e7ea1de8..6a4c2ca623 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl
@@ -33,14 +33,14 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
+uniform sampler2D diffuseRect;
uniform vec2 screen_res;
VARYING vec2 vary_tc;
void main()
{
- vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;
+ vec3 col = texture2D(diffuseRect, vary_tc).rgb;
frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
index 058f3b1b82..48aab1ce21 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl
@@ -23,7 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
@@ -31,7 +30,7 @@ VARYING vec2 vary_tc;
void main()
{
- vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
vary_tc = pos.xy*0.5+0.5;
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
index f7970b7f78..e08284f762 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl
@@ -34,7 +34,7 @@ VARYING vec2 vary_texcoord1;
void main()
{
- gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
vary_texcoord1 = texcoord1;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index 839e10ce5e..858052281b 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -36,6 +36,7 @@ VARYING vec3 vary_dir;
//uniform float roughness;
uniform float mipLevel;
+uniform int u_width;
// =============================================================================================================
// Parts of this file are (c) 2018 Sascha Willems
@@ -124,7 +125,7 @@ vec4 prefilterEnvMap(vec3 R)
vec3 V = R;
vec4 color = vec4(0.0);
float totalWeight = 0.0;
- float envMapDim = 128.0;
+ float envMapDim = u_width;
int numSamples = 4;
float numMips = 6.0;
diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
index f0d579f85e..a9c28b2974 100644
--- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl
@@ -35,8 +35,8 @@ out vec4 frag_color;
// NOTE screenMap should always be texture channel 0 and
// depthmap should always be channel 1
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D depthMap;
uniform float resScale;
uniform float znear;
@@ -76,26 +76,25 @@ void main()
for (int i = 0; i < 9; ++i)
{
- color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
- //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
+ color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i];
+ //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;
}
//color /= wsum;
frag_color = vec4(color, 1.0);
#else
- vec2 depth_tc = vary_texcoord0.xy * resScale;
- float depth = texture(depthMap, depth_tc).r;
+ float depth = texture(depthMap, vary_texcoord0.xy).r;
float dist = linearDepth(depth, znear, zfar);
// convert linear depth to distance
vec3 v;
- v.xy = depth_tc / 256.0 * 2.0 - 1.0;
+ v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0;
v.z = 1.0;
v = normalize(v);
dist /= v.z;
- vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb;
+ vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;
frag_color = vec4(col, dist/256.0);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
index 7614075cfd..bf6c1b355c 100644
--- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl
@@ -33,12 +33,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect screenMap;
+uniform sampler2D screenMap;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
{
- frag_color = texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color;
+ frag_color = texture2D(screenMap, vary_texcoord0.xy) * vertex_color;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e255c78b86..25b0a0b970 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -180,7 +180,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
vec4 pos = vec4(vary_position, 1.0);
#ifndef IS_AVATAR_SKIN
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 1b7a1cc6ec..24068c04b5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -34,12 +34,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -138,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = center.xyz-pos.xyz;
@@ -154,13 +153,13 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
+ vec4 shd = texture2D(lightMap, frag.xy);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
@@ -190,9 +189,9 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec4 spec = texture2D(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 6500c4bb1f..d81102991e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -35,7 +35,7 @@ uniform float roughnessFactor;
uniform vec3 emissiveColor;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
#endif
uniform int sun_up_factor;
@@ -189,7 +189,6 @@ void main()
#ifdef HAS_SUN_SHADOW
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 677c9c244c..fab227f5a4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -34,11 +34,11 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect lightMap;
-uniform sampler2DRect depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D lightMap;
+uniform sampler2D depthMap;
uniform samplerCube environmentMap;
uniform sampler2D lightFunc;
@@ -58,6 +58,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float getDepth(vec2 pos_screen);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
@@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
+ float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec4 norm = texture2D(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
@@ -87,11 +88,11 @@ void main()
float light_gamma = 1.0 / 1.3;
da = pow(da, light_gamma);
- vec4 diffuse = texture2DRect(diffuseRect, tc);
+ vec4 diffuse = texture2D(diffuseRect, tc);
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+ vec4 spec = texture2D(specularRect, vary_fragcoord.xy);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
@@ -153,6 +154,6 @@ void main()
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
- frag_color.rgb = srgb_to_linear(color.rgb);
+ frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb);
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index bd11aa3f05..1e7ccb747a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
uniform vec2 screen_res;
@@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c);
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 774f537821..c41b7b210c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -34,12 +34,12 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap;
uniform sampler2D lightFunc;
@@ -138,7 +138,6 @@ void main()
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
- frag.xy *= screen_res;
vec3 pos = getPosition(frag.xy).xyz;
vec3 lv = trans_center.xyz-pos.xyz;
@@ -154,13 +153,13 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, frag.xy);
+ vec4 shd = texture2D(lightMap, frag.xy);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ vec3 norm = texture2D(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
@@ -189,8 +188,8 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- vec4 spec = texture2DRect(specularRect, frag.xy);
+ vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
+ vec4 spec = texture2D(specularRect, frag.xy);
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index bc5eb5181d..3dfca0f655 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec2 vary_fragcoord;
@@ -34,8 +32,8 @@ uniform vec2 screen_res;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
gl_Position = pos;
- vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 6dd446d9f7..43327be49f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -33,10 +33,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D depthMap;
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
@@ -57,6 +57,7 @@ float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getPosition(vec2 pos_screen);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
// Util
@@ -76,7 +77,7 @@ void main()
discard; // Bail immediately
#else
vec3 final_color = vec3(0, 0, 0);
- vec2 tc = getScreenXY(vary_fragcoord);
+ vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
if (pos.z < far_z)
{
@@ -87,15 +88,15 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
- vec4 spec = texture2DRect(specularRect, tc);
- vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
vec3 h, l, v = -normalize(pos);
float nh, nv, vh, lightDist;
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
index ad6a0fa752..831b3b2684 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl
@@ -23,8 +23,6 @@
* $/LicenseInfo$
*/
-uniform mat4 modelview_projection_matrix;
-
ATTRIBUTE vec3 position;
VARYING vec4 vary_fragcoord;
@@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord;
void main()
{
//transform vertex
- vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vec4 pos = vec4(position.xyz, 1.0);
vary_fragcoord = pos;
gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index cb8877ebe5..4a172f7a10 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -34,13 +34,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
@@ -82,6 +82,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);
@@ -102,7 +103,7 @@ void main()
discard;
#else
vec3 final_color = vec3(0,0,0);
- vec2 tc = getScreenXY(vary_fragcoord);
+ vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv;
@@ -117,7 +118,7 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, tc);
+ vec4 shd = texture2D(lightMap, tc);
shadow = (proj_shadow_idx==0)?shd.b:shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
@@ -138,8 +139,8 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
- vec4 spec = texture2DRect(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
@@ -147,7 +148,7 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index cdffcf103d..0c8baab14f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -33,13 +33,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D noiseMap;
uniform sampler2D lightFunc;
-uniform sampler2DRect depthMap;
+uniform sampler2D depthMap;
uniform vec3 env_mat[3];
uniform float sun_wash;
@@ -62,7 +62,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec4 getPosition(vec2 pos_screen);
vec2 getScreenXY(vec4 clip);
+vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
+float getDepth(vec2 tc);
vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
@@ -74,15 +76,15 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
void main()
{
vec3 final_color = vec3(0);
- vec2 tc = getScreenXY(vary_fragcoord);
+ vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
float envIntensity;
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
- vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
- vec4 spec = texture2DRect(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
// Common half vectors calcs
vec3 lv = trans_center.xyz-pos;
@@ -99,7 +101,7 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
new file mode 100644
index 0000000000..9172789b38
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl
@@ -0,0 +1,98 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostF.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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+uniform mat4 inv_proj;
+uniform float zNear;
+uniform float zFar;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec3 camera_ray;
+
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D sceneMap;
+uniform sampler2D diffuseRect;
+
+vec3 getNorm(vec2 screenpos);
+float getDepth(vec2 pos_screen);
+float linearDepth(float d, float znear, float zfar);
+float linearDepth01(float d, float znear, float zfar);
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition(vec2 pos_screen);
+
+bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame);
+float random (vec2 uv);
+void main() {
+ vec2 tc = vary_fragcoord.xy;
+ float depth = linearDepth01(getDepth(tc), zNear, zFar);
+ vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz;
+ vec3 viewPos = camera_ray * depth;
+ vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z;
+ vec2 hitpixel;
+ vec3 hitpoint;
+
+ vec2 uv2 = tc * screen_res;
+ float c = (uv2.x + uv2.y) * 0.125;
+ float jitter = mod( c, 1.0);
+
+ vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection));
+ vec3 secondBasis = normalize(cross(rayDirection, firstBasis));
+
+ frag_color.rgb = texture(diffuseRect, tc).rgb;
+ vec4 collectedColor;
+ for (int i = 0; i < 1; i++) {
+ vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25;
+ vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y;
+
+ bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect);
+ if (hit) {
+ vec2 screenpos = tc * 2 - 1;
+ float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1);
+ vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5;
+ vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1);
+ collectedColor.rgb = hitpoint * vignette * 0.25;
+ frag_color.rgb = hitpoint;
+ }
+ }
+
+ //frag_color.rgb = collectedColor.rgb;
+
+
+
+ frag_color.a = 1.0;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
new file mode 100644
index 0000000000..b084094d4d
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl
@@ -0,0 +1,48 @@
+/**
+ * @file class3/deferred/screenSpaceReflPostV.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 inv_proj;
+
+ATTRIBUTE vec3 position;
+
+uniform vec2 screen_res;
+
+VARYING vec2 vary_fragcoord;
+VARYING vec3 camera_ray;
+
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = pos.xy * 0.5 + 0.5;
+
+ vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1);
+ camera_ray = rayOrig.xyz / rayOrig.w;
+
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
new file mode 100644
index 0000000000..5eefd99d00
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl
@@ -0,0 +1,138 @@
+/**
+ * @file class3/deferred/screenSpaceReflUtil.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 sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D sceneMap;
+uniform vec2 screen_res;
+uniform mat4 projection_matrix;
+uniform float zNear;
+uniform float zFar;
+uniform mat4 inv_proj;
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+float linearDepth(float depth, float near, float far);
+float getDepth(vec2 pos_screen);
+float linearDepth01(float d, float znear, float zfar);
+
+float random (vec2 uv) {
+ return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function
+}
+
+// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/
+// A few tweaks here and there to suit our needs.
+
+vec2 generateProjectedPosition(vec3 pos){
+ vec4 samplePosition = projection_matrix * vec4(pos, 1.f);
+ samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5;
+ return samplePosition.xy;
+}
+
+bool isBinarySearchEnabled = true;
+bool isAdaptiveStepEnabled = true;
+bool isExponentialStepEnabled = false;
+bool debugDraw = false;
+int iterationCount = 100;
+float rayStep = 0.2;
+float distanceBias = 0.05;
+float depthRejectBias = 0.001;
+float epsilon = 0.1;
+
+bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame) {
+ vec3 step = rayStep * reflection;
+ vec3 marchingPosition = position + step;
+ float delta;
+ float depthFromScreen;
+ vec2 screenPosition;
+ bool hit = false;
+ hitColor = vec3(0);
+
+ int i = 0;
+ if (depth > depthRejectBias) {
+ for (; i < iterationCount && !hit; i++) {
+ screenPosition = generateProjectedPosition(marchingPosition);
+ depthFromScreen = abs(getPositionWithDepth(screenPosition, linearDepth(getDepth(screenPosition), zNear, zFar)).z);
+ delta = abs(marchingPosition.z) - depthFromScreen;
+
+ if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
+ break;
+ }
+
+ if (abs(delta) < distanceBias) {
+ vec3 color = vec3(1);
+ if(debugDraw)
+ color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2);
+ hitColor = texture(textureFrame, screenPosition).xyz * color;
+ hitDepth = depthFromScreen;
+ hit = true;
+ break;
+ }
+ if (isBinarySearchEnabled && delta > 0) {
+ break;
+ }
+ if (isAdaptiveStepEnabled){
+ float directionSign = sign(abs(marchingPosition.z) - depthFromScreen);
+ //this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging
+ //some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement
+ step = step * (1.0 - rayStep * max(directionSign, 0.0));
+ marchingPosition += step * (-directionSign);
+ }
+ else {
+ marchingPosition += step;
+ }
+
+ if (isExponentialStepEnabled){
+ step *= 1.05;
+ }
+ }
+ if(isBinarySearchEnabled){
+ for(; i < iterationCount && !hit; i++){
+
+ step *= 0.5;
+ marchingPosition = marchingPosition - step * sign(delta);
+
+ screenPosition = generateProjectedPosition(marchingPosition);
+ depthFromScreen = abs(getPositionWithDepth(screenPosition, getDepth(screenPosition)).z);
+ delta = abs(marchingPosition.z) - depthFromScreen;
+
+ if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) {
+ break;
+ }
+
+ if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) {
+ vec3 color = vec3(1);
+ if(debugDraw)
+ color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2);
+ hitColor = texture(textureFrame, screenPosition).xyz * color;
+ hitDepth = depthFromScreen;
+ hit = true;
+ break;
+ }
+ }
+ }
+ }
+
+ return hit;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 879f4ef510..5f6982746b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -37,19 +37,19 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png
const float M_PI = 3.14159265;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
#endif
-uniform sampler2DRect depthMap;
+uniform sampler2D depthMap;
uniform sampler2D lightFunc;
uniform float blur_size;
@@ -81,6 +81,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 pos, vec3 norm, float glossiness, float envIntensity);
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity);
+float getDepth(vec2 pos_screen);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -118,18 +119,18 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
void main()
{
vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
+ float depth = getDepth(tc.xy);
vec4 pos = getPositionWithDepth(tc, depth);
- vec4 norm = texture2DRect(normalMap, tc);
+ vec4 norm = texture2D(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = getNorm(tc);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir;
- vec4 baseColor = texture2DRect(diffuseRect, tc);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
+ vec4 baseColor = texture2D(diffuseRect, tc);
+ vec4 spec = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+ vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;
#endif
#if defined(HAS_SUN_SHADOW)
@@ -155,12 +156,12 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture2DRect(specularRect, tc).rgb;
+ vec3 orm = texture2D(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r * ambocc;
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 3274153a46..8618159313 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -44,13 +44,13 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect diffuseRect;
-uniform sampler2DRect specularRect;
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform sampler2D diffuseRect;
+uniform sampler2D specularRect;
+uniform sampler2D depthMap;
+uniform sampler2D normalMap;
+uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
-uniform sampler2DRect lightMap;
+uniform sampler2D lightMap;
uniform sampler2D noiseMap;
uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
@@ -90,6 +90,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);
vec2 getScreenXY(vec4 clip_point);
+vec2 getScreenCoord(vec4 clip_point);
vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(vec2 tc, float lod);
@@ -110,7 +111,7 @@ void main()
discard;
#else
vec3 final_color = vec3(0,0,0);
- vec2 tc = getScreenXY(vary_fragcoord);
+ vec2 tc = getScreenCoord(vary_fragcoord);
vec3 pos = getPosition(tc).xyz;
vec3 lv;
@@ -125,7 +126,7 @@ void main()
if (proj_shadow_idx >= 0)
{
- vec4 shd = texture2DRect(lightMap, tc);
+ vec4 shd = texture2D(lightMap, tc);
shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;
shadow += shadow_fade;
shadow = clamp(shadow, 0.0, 1.0);
@@ -146,15 +147,15 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
- vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
- vec4 spec = texture2DRect(specularRect, tc);
+ vec3 diffuse = texture2D(diffuseRect, tc).rgb;
+ vec4 spec = texture2D(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
vec3 slit = vec3(0, 0, 0);
vec3 amb_rgb = vec3(0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;
+ vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 19f0a8d089..8282aa2507 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -88,7 +88,7 @@ void LLReflectionMapManager::update()
const bool use_depth_buffer = true;
const bool use_stencil_buffer = false;
U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample
- mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_RECT_TEXTURE);
+ mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_TEXTURE);
}
if (mMipChain.empty())
@@ -99,7 +99,7 @@ void LLReflectionMapManager::update()
mMipChain.resize(count);
for (int i = 0; i < count; ++i)
{
- mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_RECT_TEXTURE);
+ mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_TEXTURE);
res /= 2;
}
}
@@ -437,8 +437,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f;
- S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE);
- S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE);
+ S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE);
+ S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_TEXTURE);
LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen;
LLRenderTarget* depth_rt = &gPipeline.mAuxillaryRT.deferredScreen;
@@ -472,13 +472,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gGL.texCoord2f(0, 0);
gGL.vertex2f(-1, -1);
- gGL.texCoord2f(res, 0);
+ gGL.texCoord2f(1.f, 0);
gGL.vertex2f(1, -1);
- gGL.texCoord2f(res, res);
+ gGL.texCoord2f(1.f, 1.f);
gGL.vertex2f(1, 1);
- gGL.texCoord2f(0, res);
+ gGL.texCoord2f(0, 1.f);
gGL.vertex2f(-1, 1);
gGL.end();
gGL.flush();
@@ -506,8 +506,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)
gGL.matrixMode(gGL.MM_MODELVIEW);
gGL.popMatrix();
- gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE);
- gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE);
+ gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_TEXTURE);
gReflectionMipProgram.unbind();
}
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e1bf1b6e6d..9e2d28f29e 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -92,6 +92,7 @@ LLGLSLShader gDownsampleDepthProgram;
LLGLSLShader gDownsampleDepthRectProgram;
LLGLSLShader gAlphaMaskProgram;
LLGLSLShader gBenchmarkProgram;
+LLGLSLShader gScreenSpaceReflectionProgram;
//object shaders
@@ -178,7 +179,8 @@ LLGLSLShader gWLMoonProgram;
LLGLSLShader gGlowProgram;
LLGLSLShader gGlowExtractProgram;
LLGLSLShader gPostColorFilterProgram;
-LLGLSLShader gPostNightVisionProgram;
+LLGLSLShader gPostNightVisionProgram;
+LLGLSLShader gPostScreenSpaceReflectionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
@@ -698,6 +700,7 @@ void LLViewerShaderMgr::unloadShaders()
gOneTextureFilterProgram.unload();
gOneTextureNoColorProgram.unload();
gSolidColorProgram.unload();
+ gScreenSpaceReflectionProgram.unload();
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
@@ -770,6 +773,7 @@ void LLViewerShaderMgr::unloadShaders()
gPostColorFilterProgram.unload();
gPostNightVisionProgram.unload();
+ gPostScreenSpaceReflectionProgram.unload();
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
@@ -912,6 +916,7 @@ std::string LLViewerShaderMgr::loadBasicShaders()
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", 1) );
index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl", has_reflection_probes ? 3 : 2) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl", 3) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
@@ -2872,6 +2877,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL);
}
+ if (success) {
+ gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post";
+ gPostScreenSpaceReflectionProgram.mShaderFiles.clear();
+ gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER));
+ gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER));
+ gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true;
+ gPostScreenSpaceReflectionProgram.mFeatures.isDeferred = true;
+ gPostScreenSpaceReflectionProgram.mShaderLevel = 3;
+ success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL);
+ }
return success;
}
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index a2ae984caa..4ed6b02728 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -247,7 +247,7 @@ extern LLGLSLShader gWLMoonProgram;
// Post Process Shaders
extern LLGLSLShader gPostColorFilterProgram;
extern LLGLSLShader gPostNightVisionProgram;
-
+extern LLGLSLShader gPostScreenSpaceReflectionProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index aa4cd38b99..dff84bda0e 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -215,6 +215,7 @@ bool LLPipeline::CameraOffset;
F32 LLPipeline::CameraMaxCoF;
F32 LLPipeline::CameraDoFResScale;
F32 LLPipeline::RenderAutoHideSurfaceAreaLimit;
+bool LLPipeline::RenderScreenSpaceReflections;
LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");
const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f;
@@ -345,7 +346,7 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)
{
bool valid = true
&& target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM
- && target.addColorAttachment(GL_RGB10_A2) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight
+ && target.addColorAttachment(GL_RGBA16F) // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight
&& target.addColorAttachment(GL_RGBA); // frag_data[3] PBR emissive
return valid;
}
@@ -576,6 +577,7 @@ void LLPipeline::init()
connectRefreshCachedSettingsSafe("CameraMaxCoF");
connectRefreshCachedSettingsSafe("CameraDoFResScale");
connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit");
+ connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections");
gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));
}
@@ -731,7 +733,7 @@ void LLPipeline::allocatePhysicsBuffer()
if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)
{
- mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE);
+ mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE);
}
}
@@ -825,7 +827,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (RenderUIBuffer)
{
- if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE))
+ if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE))
{
return false;
}
@@ -839,14 +841,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
const U32 occlusion_divisor = 3;
//allocate deferred rendering color buffers
- if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- //if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
- if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ 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 (!addDeferredAttachments(mRT->deferredScreen)) return false;
GLuint screenFormat = GL_RGBA16;
- if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;
mRT->deferredScreen.shareDepthBuffer(mRT->screen);
@@ -861,7 +863,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
{ //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa
- if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE)) return false;
}
else
{
@@ -889,7 +891,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
//mRT->deferredDepth.release();
mRT->occlusionDepth.release();
- if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false;
}
gGL.getTexUnit(0)->disable();
@@ -1077,6 +1079,7 @@ void LLPipeline::refreshCachedSettings()
CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");
CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");
RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit");
+ RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections");
RenderSpotLight = nullptr;
updateRenderDeferred();
@@ -2543,7 +2546,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
vert[1].set(-1,-3,0);
vert[2].set(3,1,0);
- if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE)
+ if (source.getUsage() == LLTexUnit::TT_TEXTURE)
{
shader = &gDownsampleDepthRectProgram;
shader->bind();
@@ -7573,13 +7576,6 @@ void LLPipeline::renderFinalize()
enableLightsFullbright();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
LLGLDisable test(GL_ALPHA_TEST);
gGL.setColorMask(true, true);
@@ -7587,13 +7583,64 @@ void LLPipeline::renderFinalize()
if (!gCubeSnapshot)
{
+ if (RenderScreenSpaceReflections)
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - screen space reflections");
+ LL_PROFILE_GPU_ZONE("screen space reflections");
+ LLStrider<LLVector3> vert;
+ mDeferredVB->getVertexStrider(vert);
+
+ vert[0].set(-1, 1, 0);
+ vert[1].set(-1, -3, 0);
+ vert[2].set(3, 1, 0);
+
+ // Make sure the deferred VB is a full screen triangle.
+ mDeferredVB->getVertexStrider(vert);
+
+ bindDeferredShader(gPostScreenSpaceReflectionProgram, NULL);
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+
+ // Provide our projection matrix.
+ auto camProj = LLViewerCamera::getInstance()->getProjection();
+ glh::matrix4f projection = get_current_projection();
+ projection.set_row(0, glh::vec4f(camProj.mMatrix[0][0], camProj.mMatrix[0][1], camProj.mMatrix[0][2], camProj.mMatrix[0][3]));
+ projection.set_row(0, glh::vec4f(camProj.mMatrix[1][0], camProj.mMatrix[1][1], camProj.mMatrix[1][2], camProj.mMatrix[1][3]));
+ projection.set_row(0, glh::vec4f(camProj.mMatrix[2][0], camProj.mMatrix[2][1], camProj.mMatrix[2][2], camProj.mMatrix[2][3]));
+ projection.set_row(0, glh::vec4f(camProj.mMatrix[3][0], camProj.mMatrix[3][1], camProj.mMatrix[3][2], camProj.mMatrix[3][3]));
+ gPostScreenSpaceReflectionProgram.uniformMatrix4fv(LLShaderMgr::PROJECTION_MATRIX, 1, FALSE, projection.m);
+
+ // We need linear depth.
+ static LLStaticHashedString zfar("zFar");
+ static LLStaticHashedString znear("zNear");
+ float nearClip = LLViewerCamera::getInstance()->getNear();
+ float farClip = LLViewerCamera::getInstance()->getFar();
+ gPostScreenSpaceReflectionProgram.uniform1f(zfar, farClip);
+ gPostScreenSpaceReflectionProgram.uniform1f(znear, nearClip);
+
+ LLRenderTarget *screen_target = &mRT->screen;
+
+ screen_target->bindTarget();
+ S32 channel = gPostScreenSpaceReflectionProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage());
+ if (channel > -1)
+ {
+ screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT);
+
+ }
+
+ {
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
+ stop_glerror();
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ stop_glerror();
+ }
+
+ unbindDeferredShader(gPostScreenSpaceReflectionProgram);
+
+ screen_target->flush();
+ }
+
// gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
{
LL_PROFILE_GPU_ZONE("gamma correct");
@@ -7639,11 +7686,6 @@ void LLPipeline::renderFinalize()
screen_target->flush();
}
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
LLVertexBuffer::unbind();
}
@@ -7988,8 +8030,8 @@ void LLPipeline::renderFinalize()
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale);
- shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1);
- shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1);
+ shader->uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)mRT->screen.getWidth());
+ shader->uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)mRT->screen.getHeight());
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
@@ -8200,11 +8242,6 @@ void LLPipeline::renderFinalize()
GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
}*/
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
LLVertexBuffer::unbind();
LLGLState::checkStates();
@@ -8225,24 +8262,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
if (channel > -1)
{
deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0]
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
if (channel > -1)
{
deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1]
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
if (channel > -1)
{
deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2]
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());
if (channel > -1)
{
deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3]
+ gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
}
channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE);
@@ -8267,14 +8308,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
stop_glerror();
}
#endif
-
- glh::matrix4f projection = get_current_projection();
- glh::matrix4f inv_proj = projection.inverse();
-
- if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1)
- {
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- }
if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)
{
@@ -8507,6 +8540,8 @@ LLVector4 pow4fsrgb(LLVector4 v, F32 f)
void LLPipeline::renderDeferredLighting()
{
+
+
LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;
LL_PROFILE_GPU_ZONE("renderDeferredLighting");
if (!sCull)
@@ -8579,12 +8614,6 @@ void LLPipeline::renderDeferredLighting()
mat.mult_matrix_vec(tc_moon);
mTransformedMoonDir.set(tc_moon.v);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
LL_PROFILE_GPU_ZONE("sun program");
@@ -8667,15 +8696,17 @@ void LLPipeline::renderDeferredLighting()
LLVector3 gauss[32]; // xweight, yweight, offset
+ F32 screenPixelSize = 1.f / screen_target->getWidth();
+
for (U32 i = 0; i < kern_length; i++)
{
gauss[i].mV[0] = llgaussian(x, go.mV[0]);
gauss[i].mV[1] = llgaussian(x, go.mV[1]);
gauss[i].mV[2] = x;
- x += 1.f;
+ x += screenPixelSize;
}
- gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f);
+ gDeferredBlurLightProgram.uniform2f(sDelta, screenPixelSize, 0.f);
gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);
gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);
gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f));
@@ -8710,14 +8741,6 @@ void LLPipeline::renderDeferredLighting()
}
}
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
screen_target->bindTarget();
// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
glClearColor(0, 0, 0, 0);
@@ -8752,19 +8775,11 @@ void LLPipeline::renderDeferredLighting()
LLGLDisable test(GL_ALPHA_TEST);
// full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
}
unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
@@ -8966,12 +8981,6 @@ void LLPipeline::renderDeferredLighting()
LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights");
LLGLDepthTest depth(GL_FALSE);
LL_PROFILE_GPU_ZONE("fullscreen lights");
- // full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
U32 count = 0;
@@ -9040,13 +9049,10 @@ void LLPipeline::renderDeferredLighting()
gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
}
}
+
gGL.setColorMask(true, true);
}
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 7bad1cbe87..c61fbd8404 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -1026,6 +1026,7 @@ public:
static F32 CameraMaxCoF;
static F32 CameraDoFResScale;
static F32 RenderAutoHideSurfaceAreaLimit;
+ static bool RenderScreenSpaceReflections;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);