diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/llrender/llshadermgr.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/CMakeLists.txt | 8 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 169 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 141 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterV.glsl | 17 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/waterF.glsl | 192 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/environment/waterF.glsl | 237 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 28 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolwater.h | 26 | ||||
| -rw-r--r-- | indra/newview/llreflectionmapmanager.cpp | 13 | ||||
| -rw-r--r-- | indra/newview/llreflectionmapmanager.h | 2 | ||||
| -rw-r--r-- | indra/newview/llviewerdisplay.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/llviewerregion.cpp | 42 | ||||
| -rw-r--r-- | indra/newview/llviewerregion.h | 8 | ||||
| -rw-r--r-- | indra/newview/llviewershadermgr.cpp | 4 | ||||
| -rw-r--r-- | indra/newview/pipeline.cpp | 33 | 
16 files changed, 576 insertions, 348 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 8807433d80..a363eac59e 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -214,7 +214,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)  	}      // we want this BEFORE shadows and AO because those facilities use pos/norm access -    if (features->isDeferred) +    if (features->isDeferred || features->hasReflectionProbes)  	{          if (!shader->attachFragmentObject("deferred/deferredUtil.glsl"))  		{ diff --git a/indra/newview/CMakeLists.txt b/indra/newview/CMakeLists.txt index 39baa23778..bfc41e3153 100644 --- a/indra/newview/CMakeLists.txt +++ b/indra/newview/CMakeLists.txt @@ -1688,6 +1688,14 @@ set_source_files_properties(${viewer_XUI_FILES}  list(APPEND viewer_SOURCE_FILES ${viewer_XUI_FILES}) +file(GLOB_RECURSE viewer_SHADER_FILES LIST_DIRECTORIES TRUE +    ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders/*.glsl) +source_group(TREE ${CMAKE_CURRENT_SOURCE_DIR}/app_settings/shaders PREFIX "Shaders" FILES ${viewer_SHADER_FILES}) +set_source_files_properties(${viewer_SHADER_FILES}  +                            PROPERTIES HEADER_FILE_ONLY TRUE) +list(APPEND viewer_SOURCE_FILES ${viewer_SHADER_FILES}) + +  set(viewer_APPSETTINGS_FILES      app_settings/anim.ini      app_settings/cmd_line.xml diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 58a444a763..876422f86b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -22,170 +22,15 @@   * 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 +// debug stub  out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif - -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap;    -uniform sampler2D bumpMap2; -uniform float blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; -uniform vec2 screen_res; -uniform mat4 norm_mat; //region space to screen space -uniform int water_edge; - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; -VARYING vec4 vary_position; - -vec2 encode_normal(vec3 n); -vec3 scaleSoftClip(vec3 l); -vec3 srgb_to_linear(vec3 c); -vec3 linear_to_srgb(vec3 c); -vec3 BlendNormal(vec3 bump1, vec3 bump2) +void main()  { -    vec3 n = mix(bump1, bump2, blend_factor); -    return n; -} - -void main()  -{ -    vec4 color; -    float dist = length(view.xyz); -     -    //normalize view vector -    vec3 viewVec = normalize(view.xyz); -     -    //get wave normals -    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - -    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - -    vec3 wave1 = BlendNormal(wave1_a, wave1_b); -    vec3 wave2 = BlendNormal(wave2_a, wave2_b); -    vec3 wave3 = BlendNormal(wave3_a, wave3_b); - -    //get base fresnel components    -     -    vec3 df = vec3( -                    dot(viewVec, wave1), -                    dot(viewVec, (wave2 + wave3) * 0.5), -                    dot(viewVec, wave3) -                 ) * fresnelScale + fresnelOffset; -    df *= df; -             -    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -     -    float dist2 = dist; -    dist = max(dist, 5.0); -     -    float dmod = sqrt(dist); -     -    vec2 dmod_scale = vec2(dmod*dmod, dmod); -     -    //get reflected color -    vec2 refdistort1 = wave1.xy*normScale.x; -    vec2 refvec1 = distort+refdistort1/dmod_scale; -    vec4 refcol1 = texture2D(refTex, refvec1); -     -    vec2 refdistort2 = wave2.xy*normScale.y; -    vec2 refvec2 = distort+refdistort2/dmod_scale; -    vec4 refcol2 = texture2D(refTex, refvec2); -     -    vec2 refdistort3 = wave3.xy*normScale.z; -    vec2 refvec3 = distort+refdistort3/dmod_scale; -    vec4 refcol3 = texture2D(refTex, refvec3); - -    vec4 refcol = refcol1 + refcol2 + refcol3; -    float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -     -    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -    wavef.z *= max(-viewVec.z, 0.1); -    wavef = normalize(wavef); -     -    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -     -    vec2 refdistort4 = wavef.xy*0.125; -    refdistort4.y -= abs(refdistort4.y); -    vec2 refvec4 = distort+refdistort4/dmod; -    float dweight = min(dist2*blurMultiplier, 1.0); -    vec4 baseCol = texture2D(refTex, refvec4); - -    refcol = mix(baseCol*df2, refcol, dweight); - -    //get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); - -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); -	 -	vec4 pos = vary_position; -	 -	//color.rgb += spec * specular; - -	//color.rgb = atmosTransport(color.rgb); -	//color.rgb = scaleSoftClip(color.rgb); -     -    //color.rgb = refcol.rgb; -    color.rgb = vec3(0.0); -	color.a   = spec * sunAngle2; -     -	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - -	//frag_data[0] = color; - -    // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code -    //       Unfortunately, fixing it causes a mismatch for EEP, and so it remains...  for now -    //       SL-12975 (unfix pre-EEP broken alpha) -    frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); -     -    frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0);		// occlusion, roughness, metalness -	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) -    frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); - -     -    //frag_data[0] = vec4(0.0,0,0,0); -    //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); -    //frag_data[3] = vec4(0); +    // emissive blue PBR material +    frag_data[0] = vec4(0, 0, 0, 0); +    frag_data[1] = vec4(0, 0, 0, 0); +    frag_data[2] = vec4(1, 0, 0, GBUFFER_FLAG_HAS_PBR); +    frag_data[3] = vec4(0, 0, 1, 0);  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index d370997123..46a6c2021d 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -23,146 +23,9 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -vec3 scaleSoftClip(vec3 inColor); -vec3 atmosTransport(vec3 inColor); - -uniform sampler2D bumpMap; -uniform sampler2D bumpMap2; -uniform float     blend_factor; -uniform sampler2D screenTex; -uniform sampler2D refTex; - -uniform float sunAngle; -uniform float sunAngle2; -uniform vec3 lightDir; -uniform vec3 specular; -uniform float lightExp; -uniform float refScale; -uniform float kd; -uniform vec2 screenRes; -uniform vec3 normScale; -uniform float fresnelScale; -uniform float fresnelOffset; -uniform float blurMultiplier; - - -//bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; - -vec3 BlendNormal(vec3 bump1, vec3 bump2) +void main()  { -    vec3 n = mix(bump1, bump2, blend_factor); -    return n; +    frag_color = vec4(0, 0, 1, 0);  } - - -void main()  -{ -	vec4 color; -	 -	float dist = length(view.xy); -	 -	//normalize view vector -	vec3 viewVec = normalize(view.xyz); -	 -	//get wave normals -    vec2 bigwave = vec2(refCoord.w, view.w); -    vec3 wave1_a = texture2D(bumpMap, bigwave      ).xyz*2.0-1.0; -    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; - - -    vec3 wave1_b = texture2D(bumpMap2, bigwave      ).xyz*2.0-1.0; -    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; - -    vec3 wave1 = BlendNormal(wave1_a, wave1_b); -    vec3 wave2 = BlendNormal(wave2_a, wave2_b); -    vec3 wave3 = BlendNormal(wave3_a, wave3_b); - - -	//get base fresnel components	 -	 -	vec3 df = vec3( -					dot(viewVec, wave1), -					dot(viewVec, (wave2 + wave3) * 0.5), -					dot(viewVec, wave3) -				 ) * fresnelScale + fresnelOffset; -	df *= df; -		     -	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; -	 -	float dist2 = dist; -	dist = max(dist, 5.0); -	 -	float dmod = sqrt(dist); -	 -	vec2 dmod_scale = vec2(dmod*dmod, dmod); -	 -	//get reflected color -	vec2 refdistort1 = wave1.xy*normScale.x; -	vec2 refvec1 = distort+refdistort1/dmod_scale; -	vec4 refcol1 = texture2D(refTex, refvec1); -	 -	vec2 refdistort2 = wave2.xy*normScale.y; -	vec2 refvec2 = distort+refdistort2/dmod_scale; -	vec4 refcol2 = texture2D(refTex, refvec2); -	 -	vec2 refdistort3 = wave3.xy*normScale.z; -	vec2 refvec3 = distort+refdistort3/dmod_scale; -	vec4 refcol3 = texture2D(refTex, refvec3); - -	vec4 refcol = refcol1 + refcol2 + refcol3; -	float df1 = df.x + df.y + df.z; -	refcol *= df1 * 0.333; -	 -	vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; -	 -	wavef.z *= max(-viewVec.z, 0.1); -	wavef = normalize(wavef); -	 -	float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; -	 -	vec2 refdistort4 = wavef.xy*0.125; -	refdistort4.y -= abs(refdistort4.y); -	vec2 refvec4 = distort+refdistort4/dmod; -	float dweight = min(dist2*blurMultiplier, 1.0); -	vec4 baseCol = texture2D(refTex, refvec4); -	refcol = mix(baseCol*df2, refcol, dweight); - -	//get specular component -	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); -		 -	//harden specular -	spec = pow(spec, 128.0); - -	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); -		 -	vec4 fb = texture2D(screenTex, distort2); -	 -	//mix with reflection -	// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); -	color.rgb += spec * specular; -	 -	color.rgb = atmosTransport(color.rgb); -	color.rgb = scaleSoftClip(color.rgb); -	color.a = spec * sunAngle2; -	 -	frag_color = color; - -#if defined(WATER_EDGE) -    gl_FragDepth = 0.9999847f; -#endif -	 -} - diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index cc41e3f740..e95f268681 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -24,6 +24,7 @@   */  uniform mat4 modelview_matrix; +uniform mat3 normal_matrix;  uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; @@ -36,10 +37,15 @@ uniform vec2 waveDir2;  uniform float time;  uniform vec3 eyeVec;  uniform float waterHeight; +uniform vec3 lightDir;  VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; +out vec3 vary_position; +out vec3 vary_light_dir; +out vec3 vary_tangent; +out vec3 vary_normal;  float wave(vec2 v, float t, float f, vec2 d, float s)   { @@ -52,6 +58,11 @@ void main()  	vec4 pos = vec4(position.xyz, 1.0);  	mat4 modelViewProj = modelview_projection_matrix; +    vary_position = (modelview_matrix * pos).xyz; +    vary_light_dir = normal_matrix * lightDir; +    vary_normal = normal_matrix * vec3(0, 0, 1); +    vary_tangent = normal_matrix * vec3(1, 0, 0); +  	vec4 oPosition;  	//get view vector @@ -63,12 +74,13 @@ void main()  	pos.xy = eyeVec.xy + oEyeVec.xy/d*ld;  	view.xyz = oEyeVec; -		 +  	d = clamp(ld/1536.0-0.5, 0.0, 1.0);	  	d *= d;  	oPosition = vec4(position, 1.0);  	oPosition.z = mix(oPosition.z, max(eyeVec.z*0.75, 0.0), d); +  	oPosition = modelViewProj * oPosition;  	refCoord.xyz = oPosition.xyz + vec3(0,0,0.2); @@ -83,8 +95,7 @@ void main()  	pos = modelview_matrix*pos;  	calcAtmospherics(pos.xyz); -	 -	 +		  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + waveDir1 * time * 0.055;  	//get two normal map (detail map) texture coordinates diff --git a/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl new file mode 100644 index 0000000000..96739d91d7 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/waterF.glsl @@ -0,0 +1,192 @@ +/**  + * @file class1/deferred/waterF.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_data[4]; +#else +#define frag_data gl_FragData +#endif + +vec3 scaleSoftClip(vec3 inColor); +vec3 atmosTransport(vec3 inColor); + +uniform sampler2D bumpMap;    +uniform sampler2D bumpMap2; +uniform float blend_factor; +uniform sampler2D screenTex; +uniform sampler2D refTex; +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec2 screen_res; +uniform mat4 norm_mat; //region space to screen space +uniform int water_edge; + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +VARYING vec4 vary_position; + +vec2 encode_normal(vec3 n); +vec3 scaleSoftClip(vec3 l); +vec3 srgb_to_linear(vec3 c); +vec3 linear_to_srgb(vec3 c); + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ +    vec3 n = mix(bump1, bump2, blend_factor); +    return n; +} + +void main()  +{ +    vec4 color; +    float dist = length(view.xyz); +     +    //normalize view vector +    vec3 viewVec = normalize(view.xyz); +     +    //get wave normals +    vec3 wave1_a = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + +    vec3 wave1_b = texture2D(bumpMap2, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + +    vec3 wave1 = BlendNormal(wave1_a, wave1_b); +    vec3 wave2 = BlendNormal(wave2_a, wave2_b); +    vec3 wave3 = BlendNormal(wave3_a, wave3_b); + +    //get base fresnel components    +     +    vec3 df = vec3( +                    dot(viewVec, wave1), +                    dot(viewVec, (wave2 + wave3) * 0.5), +                    dot(viewVec, wave3) +                 ) * fresnelScale + fresnelOffset; +    df *= df; +             +    vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +     +    float dist2 = dist; +    dist = max(dist, 5.0); +     +    float dmod = sqrt(dist); +     +    vec2 dmod_scale = vec2(dmod*dmod, dmod); +     +    //get reflected color +    vec2 refdistort1 = wave1.xy*normScale.x; +    vec2 refvec1 = distort+refdistort1/dmod_scale; +    vec4 refcol1 = texture2D(refTex, refvec1); +     +    vec2 refdistort2 = wave2.xy*normScale.y; +    vec2 refvec2 = distort+refdistort2/dmod_scale; +    vec4 refcol2 = texture2D(refTex, refvec2); +     +    vec2 refdistort3 = wave3.xy*normScale.z; +    vec2 refvec3 = distort+refdistort3/dmod_scale; +    vec4 refcol3 = texture2D(refTex, refvec3); + +    vec4 refcol = refcol1 + refcol2 + refcol3; +    float df1 = df.x + df.y + df.z; +	refcol *= df1 * 0.333; +     +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; +    wavef.z *= max(-viewVec.z, 0.1); +    wavef = normalize(wavef); +     +    float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset; +     +    vec2 refdistort4 = wavef.xy*0.125; +    refdistort4.y -= abs(refdistort4.y); +    vec2 refvec4 = distort+refdistort4/dmod; +    float dweight = min(dist2*blurMultiplier, 1.0); +    vec4 baseCol = texture2D(refTex, refvec4); + +    refcol = mix(baseCol*df2, refcol, dweight); + +    //get specular component +	float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0); +		 +	//harden specular +	spec = pow(spec, 128.0); + +	//figure out distortion vector (ripply)    +	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); +		 +	vec4 fb = texture2D(screenTex, distort2); +	 +	//mix with reflection +	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug +	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); +	 +	vec4 pos = vary_position; +	 +	//color.rgb += spec * specular; + +	//color.rgb = atmosTransport(color.rgb); +	//color.rgb = scaleSoftClip(color.rgb); +     +    //color.rgb = refcol.rgb; +    color.rgb = vec3(0.0); +	color.a   = spec * sunAngle2; +     +	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); + +	//frag_data[0] = color; + +    // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code +    //       Unfortunately, fixing it causes a mismatch for EEP, and so it remains...  for now +    //       SL-12975 (unfix pre-EEP broken alpha) +    frag_data[0] = vec4(srgb_to_linear(color.rgb), 0.0); +     +    frag_data[1] = vec4(1.0, 0.1, 0.0, 0.0);		// occlusion, roughness, metalness +	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.0, GBUFFER_FLAG_HAS_PBR);// normalxy, env intens, flags (atmo kill) +    //frag_data[3] = vec4(srgb_to_linear(refcol.rgb),0); +    frag_data[3] = vec4(0, 0, 0, 0); + +     +    //frag_data[0] = vec4(0.0,0,0,0); +    //frag_data[1] = vec4(0, 1.0, 0.0, 0.0); +    //frag_data[3] = vec4(0); +} diff --git a/indra/newview/app_settings/shaders/class2/environment/waterF.glsl b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl new file mode 100644 index 0000000000..2e7efa9b2a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/environment/waterF.glsl @@ -0,0 +1,237 @@ +/**  + * @file waterF.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 + * $/LicenseInfo$ + */ +  +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +vec3 scaleSoftClipFragLinear(vec3 l); +vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); + +// PBR interface +vec3 pbrIbl(vec3 diffuseColor, +    vec3 specularColor, +    vec3 radiance, // radiance map sample +    vec3 irradiance, // irradiance map sample +    float ao,       // ambient occlusion factor +    float nv,       // normal dot view vector +    float perceptualRoughness); + +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +    float perceptualRoughness, +    float metallic, +    vec3 n, // normal +    vec3 v, // surface point to camera +    vec3 l); //surface point to light + +uniform sampler2D bumpMap; +uniform sampler2D bumpMap2; +uniform float     blend_factor; +uniform sampler2D screenTex; +uniform sampler2D refTex; + +uniform float sunAngle; +uniform float sunAngle2; +uniform vec3 lightDir; +uniform vec3 specular; +uniform float lightExp; +uniform float refScale; +uniform float kd; +uniform vec2 screenRes; +uniform vec3 normScale; +uniform float fresnelScale; +uniform float fresnelOffset; +uniform float blurMultiplier; +uniform vec4 waterFogColor; + + +//bigWave is (refCoord.w, view.w); +VARYING vec4 refCoord; +VARYING vec4 littleWave; +VARYING vec4 view; +in vec3 vary_position; +in vec3 vary_normal; +in vec3 vary_tangent; +in vec3 vary_light_dir; + +vec3 BlendNormal(vec3 bump1, vec3 bump2) +{ +    vec3 n = mix(bump1, bump2, blend_factor); +    return n; +} + +vec3 srgb_to_linear(vec3 col); + +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, +    vec3 pos, vec3 norm, float glossiness, float envIntensity); + +vec3 vN, vT, vB; + +vec3 transform_normal(vec3 vNt) +{ +    return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); +} + +void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, +    vec3 pos, vec3 norm, float glossiness); + +void main()  +{ +	vec4 color; + +    vN = vary_normal; +    vT = vary_tangent; +    vB = cross(vN, vT); + +    vec3 pos = vary_position.xyz; + +	float dist = length(view.xy); +	 +	//normalize view vector +	vec3 viewVec = normalize(pos.xyz); +	 +	//get wave normals +    vec2 bigwave = vec2(refCoord.w, view.w); +    vec3 wave1_a = texture2D(bumpMap, bigwave      ).xyz*2.0-1.0; +    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; + + +    vec3 wave1_b = texture2D(bumpMap2, bigwave      ).xyz*2.0-1.0; +    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; + +    vec3 wave1 = BlendNormal(wave1_a, wave1_b); +    vec3 wave2 = BlendNormal(wave2_a, wave2_b); +    vec3 wave3 = BlendNormal(wave3_a, wave3_b); + +    wave1 = transform_normal(wave1); +    wave2 = transform_normal(wave2); +    wave3 = transform_normal(wave3); + +    vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; + +    wavef.z *= max(-viewVec.z, 0.1); + +    wavef = normalize(wavef); + +	//get base fresnel components	 +	 +	/*vec3 df = vec3( +					dot(viewVec, wave1), +					dot(viewVec, (wave2 + wave3) * 0.5), +					dot(viewVec, wave3) +				 ) * fresnelScale + fresnelOffset;*/ +		     +	vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5; +	 +	float dist2 = dist; +	dist = max(dist, 5.0); +	 +	float dmod = sqrt(dist); +	 +	vec2 dmod_scale = vec2(dmod*dmod, dmod); +	 +    //float df1 = df.x + df.y + df.z; + +    vec4 refcol = vec4(0, 0, 0, 0); + +	//get specular component +	float spec = clamp(dot(vary_light_dir, (reflect(viewVec,wavef))),0.0,1.0); +		 +	//harden specular +	spec = pow(spec, 128.0); + +	//figure out distortion vector (ripply)    +	//vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); +		 +	//vec4 fb = texture2D(screenTex, distort2); + +    vec3 sunlit; +    vec3 amblit; +    vec3 additive; +    vec3 atten; + +    calcAtmosphericVarsLinear(pos.xyz, wavef, lightDir, sunlit, amblit, additive, atten); +     +    vec3 v = -viewVec; +    float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0); + +    float metallic = fresnelOffset * 0.1; // fudge -- use fresnelOffset as metalness +    float roughness = 0.08; +    float gloss = 1.0 - roughness; + +    vec3 baseColor = vec3(0); +    vec3 f0 = vec3(0.04); +    vec3 diffuseColor = baseColor.rgb * (vec3(1.0) - f0); +    diffuseColor *= gloss; + +    vec3 specularColor = mix(f0, baseColor.rgb, metallic); + +     +    vec3 refnorm = normalize(wavef + vary_normal); + +    vec3 irradiance = vec3(0); +    vec3 radiance = vec3(0); +    sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss); +     +    // fudge -- use refracted color as irradiance +    irradiance = srgb_to_linear(waterFogColor.rgb); + +    color.rgb = pbrIbl(diffuseColor, specularColor, radiance, irradiance, gloss, NdotV, 0.0); + +    //vec4 fb = waterFogColor; +    //fb.rgb = srgb_to_linear(fb.rgb); +	 +    //refcol.rgb = vec3(0, 1, 0); + +	//mix with reflection +	//color.rgb = mix(fb.rgb, refcol.rgb, df1); +	 +    //color.rgb += spec * specular; + +    // fudge -- for punctual lighting, pretend water is metallic +    diffuseColor = vec3(0); +    specularColor = vec3(1); +    roughness = 0.1; +    color.rgb += pbrPunctual(diffuseColor, specularColor, roughness, metallic, wavef, v, vary_light_dir); +	color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); +	color.rgb = scaleSoftClipFragLinear(color.rgb); + +    color.a = 0.f; + +	//color.a = spec * sunAngle2; + +    frag_color = color; + +#if defined(WATER_EDGE) +    gl_FragDepth = 0.9999847f; +#endif +	 +} + diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 576024ead3..23de00e3a4 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -117,16 +117,20 @@ S32 LLDrawPoolWater::getNumPasses()  	return 0;  } -void LLDrawPoolWater::beginPostDeferredPass(S32 pass) +S32 LLDrawPoolWater::getNumPostDeferredPasses()  { -	beginRenderPass(pass); -	deferred_render = TRUE; +    return 1;  } -void LLDrawPoolWater::endPostDeferredPass(S32 pass) +void LLDrawPoolWater::renderPostDeferred(S32 pass)   { -	endRenderPass(pass); -	deferred_render = FALSE; +    renderWater(); +} + + +S32 LLDrawPoolWater::getNumDeferredPasses()  +{  +    return 0;  }  //=============================== @@ -152,6 +156,7 @@ void LLDrawPoolWater::renderDeferred(S32 pass)  void LLDrawPoolWater::render(S32 pass)  { +#if 0  	LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WATER);  	if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)  	{ @@ -323,11 +328,13 @@ void LLDrawPoolWater::render(S32 pass)  		glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);  		renderReflection(refl_face);  	} +#endif  }  // for low end hardware  void LLDrawPoolWater::renderOpaqueLegacyWater()  { +#if 0      LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;      LLVOSky *voskyp = gSky.mVOSkyp; @@ -432,11 +439,13 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()  	}  	gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); +#endif  }  void LLDrawPoolWater::renderReflection(LLFace* face)  { +#if 0      LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;  	LLVOSky *voskyp = gSky.mVOSkyp; @@ -462,6 +471,7 @@ void LLDrawPoolWater::renderReflection(LLFace* face)  	LLOverrideFaceColor override(this, LLColor4(face->getFaceColor().mV));  	face->renderIndexed(); +#endif  }  void LLDrawPoolWater::renderWater() @@ -535,7 +545,8 @@ void LLDrawPoolWater::renderWater()                  shader = deferred_render ? &gDeferredWaterProgram : &gWaterProgram;              }          } -        shader->bind(); + +        gPipeline.bindDeferredShader(*shader);          // bind textures for water rendering          S32 reftex = shader->enableTexture(LLShaderMgr::WATER_REFTEX); @@ -683,7 +694,8 @@ void LLDrawPoolWater::renderWater()          shader->disableTexture(LLShaderMgr::WATER_SCREENDEPTH);          // clean up -        shader->unbind(); +        gPipeline.unbindDeferredShader(*shader); +          gGL.getTexUnit(bumpTex)->unbind(LLTexUnit::TT_TEXTURE);          gGL.getTexUnit(bumpTex2)->unbind(LLTexUnit::TT_TEXTURE);      } diff --git a/indra/newview/lldrawpoolwater.h b/indra/newview/lldrawpoolwater.h index 6f2fc3271d..e3073018c3 100644 --- a/indra/newview/lldrawpoolwater.h +++ b/indra/newview/lldrawpoolwater.h @@ -35,7 +35,7 @@ class LLHeavenBody;  class LLWaterSurface;  class LLGLSLShader; -class LLDrawPoolWater: public LLFacePool +class LLDrawPoolWater final: public LLFacePool  {  protected:  	LLPointer<LLViewerTexture> mWaterImagep[2];	 @@ -63,19 +63,17 @@ public:  	static void restoreGL(); -	/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); } -	/*virtual*/ void beginPostDeferredPass(S32 pass); -	/*virtual*/ void endPostDeferredPass(S32 pass); -	/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); } -	/*virtual*/ S32 getNumDeferredPasses() { return 1; } -	/*virtual*/ void renderDeferred(S32 pass = 0); - -	/*virtual*/ S32 getNumPasses(); -	/*virtual*/ void render(S32 pass = 0); -	/*virtual*/ void prerender(); - -	/*virtual*/ LLViewerTexture *getDebugTexture(); -	/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display +    S32 getNumPostDeferredPasses() override; +    void renderPostDeferred(S32 pass) override; +    S32 getNumDeferredPasses() override; +	void renderDeferred(S32 pass = 0) override; + +	S32 getNumPasses() override; +	void render(S32 pass = 0) override; +	void prerender() override; + +	LLViewerTexture *getDebugTexture(); +	LLColor3 getDebugColor() const; // For AGP debug display  	void renderReflection(LLFace* face);  	void renderWater(); diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 4b2a2a382a..cbefb93ca9 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -34,6 +34,7 @@  #include "llviewershadermgr.h"  #include "llviewercontrol.h"  #include "llenvironment.h" +#include "llstartup.h"  extern BOOL gCubeSnapshot;  extern BOOL gTeleportDisplay; @@ -63,7 +64,7 @@ struct CompareProbeDistance  // helper class to seed octree with probes  void LLReflectionMapManager::update()  { -    if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay) +    if (!LLPipeline::sReflectionProbesEnabled || gTeleportDisplay || LLStartUp::getStartupState() < STATE_PRECACHE)      {          return;      } @@ -212,7 +213,11 @@ LLReflectionMap* LLReflectionMapManager::addProbe(LLSpatialGroup* group)  {      LLReflectionMap* probe = new LLReflectionMap();      probe->mGroup = group; -    probe->mOrigin = group->getOctreeNode()->getCenter(); + +    if (group) +    { +        probe->mOrigin = group->getOctreeNode()->getCenter(); +    }      if (gCubeSnapshot)      { //snapshot is in progress, mProbes is being iterated over, defer insertion until next update @@ -272,7 +277,9 @@ LLReflectionMap* LLReflectionMapManager::registerSpatialGroup(LLSpatialGroup* gr              return addProbe(group);          }      } -     +#endif + +#if 0      if (group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_TERRAIN)      {          OctreeNode* node = group->getOctreeNode(); diff --git a/indra/newview/llreflectionmapmanager.h b/indra/newview/llreflectionmapmanager.h index 493f53efb8..4dcd822677 100644 --- a/indra/newview/llreflectionmapmanager.h +++ b/indra/newview/llreflectionmapmanager.h @@ -62,7 +62,7 @@ public:      void update();      // add a probe for the given spatial group -    LLReflectionMap* addProbe(LLSpatialGroup* group); +    LLReflectionMap* addProbe(LLSpatialGroup* group = nullptr);      // Populate "maps" with the N most relevant Reflection Maps where N is no more than maps.size()      // If less than maps.size() ReflectionMaps are available, will assign trailing elements to nullptr. diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 7e1f8db9a8..65f1170eb4 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -1062,11 +1062,9 @@ void display_cube_face()      llassert(!gSnapshot);      llassert(!gTeleportDisplay); -    llassert(LLPipeline::sRenderDeferred);      llassert(LLStartUp::getStartupState() >= STATE_PRECACHE);      llassert(!LLAppViewer::instance()->logoutRequestSent());      llassert(!gRestoreGL); -    llassert(!gUseWireframe);      bool rebuild = false; diff --git a/indra/newview/llviewerregion.cpp b/indra/newview/llviewerregion.cpp index 8f56f6110f..19f8cc105e 100644 --- a/indra/newview/llviewerregion.cpp +++ b/indra/newview/llviewerregion.cpp @@ -830,6 +830,9 @@ void LLViewerRegion::sendReliableMessage()  void LLViewerRegion::setWaterHeight(F32 water_level)  {  	mImpl->mLandp->setWaterHeight(water_level); + +    // reflection probes move with the water height +    updateReflectionProbes();  }  F32 LLViewerRegion::getWaterHeight() const @@ -1233,6 +1236,45 @@ U32 LLViewerRegion::getNumOfVisibleGroups() const  	return mImpl ? mImpl->mVisibleGroups.size() : 0;  } +void LLViewerRegion::updateReflectionProbes() +{ +    const F32 probe_spacing = 32.f; +    const F32 probe_radius = sqrtf((probe_spacing * 0.5f) * (probe_spacing * 0.5f) * 3.f); +    const F32 hover_height = 2.f; + +    F32 start = probe_spacing * 0.5f; + +    U32 grid_width = REGION_WIDTH_METERS / probe_spacing; + +    mReflectionMaps.resize(grid_width * grid_width); + +    F32 water_height = getWaterHeight(); +    LLVector3 origin = getOriginAgent(); + +    for (U32 i = 0; i < grid_width; ++i) +    { +        F32 x = i * probe_spacing + start; +        for (U32 j = 0; j < grid_width; ++j) +        { +            F32 y = j * probe_spacing + start; + +            U32 idx = i * grid_width + j; + +            if (mReflectionMaps[idx].isNull()) +            { +                mReflectionMaps[idx] = gPipeline.mReflectionMapManager.addProbe(); +            } + +            LLVector3 probe_origin = LLVector3(x,y, llmax(water_height, mImpl->mLandp->resolveHeightRegion(x,y))); +            probe_origin.mV[2] += hover_height; +            probe_origin += origin; + +            mReflectionMaps[idx]->mOrigin.load3(probe_origin.mV); +            mReflectionMaps[idx]->mRadius = probe_radius; +        } +    } +} +  void LLViewerRegion::addToVOCacheTree(LLVOCacheEntry* entry)  {  	if(!sVOCacheCullingEnabled) diff --git a/indra/newview/llviewerregion.h b/indra/newview/llviewerregion.h index d0fa9fea01..250e0236e4 100644 --- a/indra/newview/llviewerregion.h +++ b/indra/newview/llviewerregion.h @@ -41,6 +41,7 @@  #include "llcapabilityprovider.h"  #include "m4math.h"					// LLMatrix4  #include "llframetimer.h" +#include "llreflectionmap.h"  // Surface id's  #define LAND  1 @@ -399,6 +400,9 @@ public:  	static BOOL isNewObjectCreationThrottleDisabled() {return sNewObjectCreationThrottle < 0;} +    // rebuild reflection probe list +    void updateReflectionProbes(); +  private:  	void addToVOCacheTree(LLVOCacheEntry* entry);  	LLViewerObject* addNewObject(LLVOCacheEntry* entry); @@ -572,6 +576,10 @@ private:  	LLFrameTimer mMaterialsCapThrottleTimer;  	LLFrameTimer mRenderInfoRequestTimer;  	LLFrameTimer mRenderInfoReportTimer; + +    // list of reflection maps being managed by this llviewer region +    std::vector<LLPointer<LLReflectionMap> > mReflectionMaps; +  };  inline BOOL LLViewerRegion::getRegionProtocol(U64 protocol) const diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 6783875161..f2b01808a5 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1020,9 +1020,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()  		// load water shader  		gWaterProgram.mName = "Water Shader";  		gWaterProgram.mFeatures.calculatesAtmospherics = true; +        gWaterProgram.mFeatures.hasAtmospherics = true;  		gWaterProgram.mFeatures.hasGamma = true;  		gWaterProgram.mFeatures.hasTransport = true;          gWaterProgram.mFeatures.hasSrgb = true; +        gWaterProgram.mFeatures.hasReflectionProbes = true;  		gWaterProgram.mShaderFiles.clear();  		gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));  		gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); @@ -1037,9 +1039,11 @@ BOOL LLViewerShaderMgr::loadShadersWater()  	// load water shader  		gWaterEdgeProgram.mName = "Water Edge Shader";  		gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true; +        gWaterEdgeProgram.mFeatures.hasAtmospherics = true;  		gWaterEdgeProgram.mFeatures.hasGamma = true;  		gWaterEdgeProgram.mFeatures.hasTransport = true;          gWaterEdgeProgram.mFeatures.hasSrgb = true; +        gWaterEdgeProgram.mFeatures.hasReflectionProbes = true;  		gWaterEdgeProgram.mShaderFiles.clear();  		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER));  		gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER)); diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 92cca190fd..0da2faae29 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -1032,7 +1032,6 @@ void LLPipeline::updateRenderBump()  // static  void LLPipeline::updateRenderDeferred()  { -    sRenderDeferred = !gUseWireframe;      sRenderPBR = sRenderDeferred;      static LLCachedControl<S32> sProbeDetail(gSavedSettings, "RenderReflectionProbeDetail", -1);      sReflectionProbesEnabled = sProbeDetail >= 0 && gGLManager.mGLVersion > 3.99f; @@ -4326,6 +4325,7 @@ U32 LLPipeline::sCurRenderPoolType = 0 ;  void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)  { +#if 0  	LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; //LL_RECORD_BLOCK_TIME(FTM_RENDER_GEOMETRY);      LL_PROFILE_GPU_ZONE("renderGeom");  	assertInitialized(); @@ -4575,6 +4575,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)  	LLGLState::checkStates();  //	LLGLState::checkTextureChannels();  //	LLGLState::checkClientArrays(); +#endif  }  void LLPipeline::renderGeomDeferred(LLCamera& camera) @@ -4774,6 +4775,16 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)  		gGL.matrixMode(LLRender::MM_MODELVIEW);  		gGL.loadMatrix(gGLModelView);  	} + +    if (!gCubeSnapshot) +    { +        // debug displays +        renderHighlights(); +        mHighlightFaces.clear(); + +        renderDebug(); +    } +  }  void LLPipeline::renderGeomShadow(LLCamera& camera) @@ -8692,6 +8703,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)              unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);          } +#if 0          {  // render non-deferred geometry (fullbright, alpha, etc)              LLGLDisable blend(GL_BLEND);              LLGLDisable stencil(GL_STENCIL_TEST); @@ -8707,6 +8719,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)              renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);              gPipeline.popRenderTypeMask();          } +#endif          bool render_local = RenderLocalLights; // && !gCubeSnapshot; @@ -8970,10 +8983,6 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)          gGL.setColorMask(true, true);      } -    screen_target->flush(); - -    screen_target->bindTarget(); -      {  // render non-deferred geometry (alpha, fullbright, glow)          LLGLDisable blend(GL_BLEND);          LLGLDisable stencil(GL_STENCIL_TEST); @@ -9001,6 +9010,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)                            LLPipeline::RENDER_TYPE_CONTROL_AV,                            LLPipeline::RENDER_TYPE_ALPHA_MASK,                            LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK, +                          LLPipeline::RENDER_TYPE_WATER,                            END_RENDER_TYPES);          renderGeomPostDeferred(*LLViewerCamera::getInstance()); @@ -9065,16 +9075,7 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget *screen_target)          gGL.popMatrix();          gGL.matrixMode(LLRender::MM_MODELVIEW);          gGL.popMatrix(); -    } - -    if (!gCubeSnapshot) -    { -        // render highlights, etc. -        renderHighlights(); -        mHighlightFaces.clear(); - -        renderDebug(); - +              LLVertexBuffer::unbind();          if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI)) @@ -9346,6 +9347,7 @@ inline float sgn(float a)  void LLPipeline::generateWaterReflection(LLCamera& camera_in)  { +#if 0      LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;      LL_PROFILE_GPU_ZONE("generateWaterReflection"); @@ -9684,6 +9686,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)              gPipeline.popRenderTypeMask();          }      } +#endif  }  glh::matrix4f look(const LLVector3 pos, const LLVector3 dir, const LLVector3 up) | 
