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-rw-r--r--indra/llinventory/llsettingssky.cpp1
-rw-r--r--indra/llrender/llglslshader.cpp1
-rw-r--r--indra/llrender/llglslshader.h1
-rw-r--r--indra/llrender/llshadermgr.cpp21
-rw-r--r--indra/newview/app_settings/settings.xml26
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl301
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl93
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl129
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl121
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cofF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl222
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl469
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl209
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl47
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/srgb.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl86
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl121
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl61
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl56
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl216
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl284
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl51
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl (renamed from indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl)42
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl114
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl63
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl75
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl202
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl112
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/indirect.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl117
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl37
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl73
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl33
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl58
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl66
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl74
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl67
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl50
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl157
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl62
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl122
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl187
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl192
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl59
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl43
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl118
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterF.glsl175
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterV.glsl95
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/transportF.glsl15
-rw-r--r--indra/newview/lldrawpool.cpp4
-rw-r--r--indra/newview/lldrawpool.h4
-rw-r--r--indra/newview/lldrawpoolalpha.cpp12
-rw-r--r--indra/newview/lldrawpoolavatar.cpp29
-rw-r--r--indra/newview/lldrawpoolavatar.h2
-rw-r--r--indra/newview/lldrawpoolbump.cpp30
-rw-r--r--indra/newview/lldrawpoolground.cpp2
-rw-r--r--indra/newview/lldrawpoolmaterials.cpp4
-rw-r--r--indra/newview/lldrawpoolsimple.cpp40
-rw-r--r--indra/newview/lldrawpoolsky.cpp8
-rw-r--r--indra/newview/lldrawpoolterrain.cpp10
-rw-r--r--indra/newview/lldrawpooltree.cpp4
-rw-r--r--indra/newview/lldrawpoolwater.cpp6
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp26
-rw-r--r--indra/newview/lldrawpoolwlsky.h8
-rw-r--r--indra/newview/llpanelvolume.cpp2
-rw-r--r--indra/newview/llviewerdisplay.cpp9
-rw-r--r--indra/newview/llviewerjointmesh.cpp12
-rw-r--r--indra/newview/llviewermenu.cpp31
-rw-r--r--indra/newview/llviewershadermgr.cpp809
-rw-r--r--indra/newview/llviewershadermgr.h10
-rw-r--r--indra/newview/llvoavatar.cpp4
-rw-r--r--indra/newview/llvosky.cpp4
-rw-r--r--indra/newview/llvovolume.cpp2
-rw-r--r--indra/newview/pipeline.cpp1374
-rw-r--r--indra/newview/pipeline.h50
99 files changed, 4767 insertions, 3329 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 231077c217..fb7f5e5c1c 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -999,7 +999,6 @@ LLColor3 LLSettingsSky::getLightDiffuse() const
LLColor3 LLSettingsSky::getAmbientColor() const
{
- // Todo: this causes complications, preferably to get rid of this duality
if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT))
{
return LLColor3(mSettings[SETTING_LEGACY_HAZE][SETTING_AMBIENT]);
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 15a018a0bb..4dae61e185 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -84,6 +84,7 @@ LLShaderFeatures::LLShaderFeatures()
, isDeferred(false)
, hasIndirect(false)
, hasShadows(false)
+ , hasAmbientOcclusion(false)
, mIndexedTextureChannels(0)
, disableTextureIndex(false)
, hasAlphaMask(false)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index ed13106bfd..56d322fe6c 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -49,6 +49,7 @@ public:
bool hasAtmospherics;
bool hasGamma;
bool hasShadows;
+ bool hasAmbientOcclusion;
bool hasSrgb;
bool encodesNormal;
bool decodesNormal;
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 3a80ff0144..29d120a135 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -196,8 +196,8 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
-#if USE_DEFERRED_SHADER_API
- if (features->isDeferred || features->hasShadows)
+ // we want this BEFORE shadows and AO because those facilities use pos/norm access
+ if (features->isDeferred || features->hasShadows || features->hasAmbientOcclusion)
{
if (!shader->attachObject("deferred/deferredUtil.glsl"))
{
@@ -205,6 +205,22 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
}
}
+ if (features->hasShadows)
+ {
+ if (!shader->attachObject("deferred/shadowUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasAmbientOcclusion)
+ {
+ if (!shader->attachObject("deferred/aoUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
if (features->hasIndirect)
{
if (!shader->attachObject("deferred/indirect.glsl"))
@@ -212,7 +228,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
return FALSE;
}
}
-#endif
if (features->hasGamma)
{
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 94ce4f6df7..bb5ff19176 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8995,6 +8995,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderDebugSH</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable SH indirect lighting visualization.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>RenderMaxTextureIndex</key>
<map>
<key>Comment</key>
@@ -11959,6 +11970,21 @@
<key>Value</key>
<real>0.300000011921</real>
</map>
+ <key>SkyMoonDefaultPosition</key>
+ <map>
+ <key>Comment</key>
+ <string>Default position of sun in sky (direction in world coordinates)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Vector3</string>
+ <key>Value</key>
+ <array>
+ <real>-1.0</real>
+ <real>0.0</real>
+ <real>-0.1</real>
+ </array>
+ </map>
<key>SkyNightColorShift</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 07b0f2a98a..9670b39fdb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -84,257 +84,156 @@ uniform vec3 light_diffuse[8];
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
-
vec3 scaleSoftClip(vec3 l);
vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
-
- vec3 col = vec3(0);
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten,0.0);
-
- col = light_col * lit * diffuse;
-
- // no spec for alpha shader...
- }
-
- return max(col, vec3(0.0,0.0,0.0));
-}
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-#if HAS_SHADOW
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten,0.0);
+
+ col = light_col * lit * diffuse;
+
+ // no spec for alpha shader...
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
}
-#endif
-
void main()
{
- vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
- frag *= screen_res;
-
- vec4 pos = vec4(vary_position, 1.0);
-
- float shadow = 1.0;
+ vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
+ frag *= screen_res;
+
+ vec4 pos = vec4(vary_position, 1.0);
+ vec3 norm = vary_norm;
-#if HAS_SHADOW
- vec4 spos = pos;
-
- if (spos.z > -shadow_clip.w)
- {
- shadow = 0.0;
-
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
-#endif
+ float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#ifdef USE_INDEXED_TEX
- vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ vec4 diff = diffuseLookup(vary_texcoord0.xy);
#else
- vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef FOR_IMPOSTOR
- vec4 color;
- color.rgb = diff.rgb;
- color.a = 1.0;
+ vec4 color;
+ color.rgb = diff.rgb;
+ color.a = 1.0;
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
-
- // Insure we don't pollute depth with invis pixels in impostor rendering
- //
- if (final_alpha < 0.01)
- {
- discard;
- }
+
+ // Insure we don't pollute depth with invis pixels in impostor rendering
+ //
+ if (final_alpha < 0.01)
+ {
+ discard;
+ }
#else
-
+
#ifdef USE_VERTEX_COLOR
- float final_alpha = diff.a * vertex_color.a;
- diff.rgb *= vertex_color.rgb;
+ float final_alpha = diff.a * vertex_color.a;
+ diff.rgb *= vertex_color.rgb;
#else
- float final_alpha = diff.a;
+ float final_alpha = diff.a;
#endif
+ vec3 sunlit;
+ vec3 amblit;
+ vec3 additive;
+ vec3 atten;
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
- vec4 gamma_diff = diff;
- diff.rgb = srgb_to_linear(diff.rgb);
-
- vec3 norm = vary_norm;
-
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-
- vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
-
- float sun_da = dot(norm.xyz, sun_dir.xyz);
- float moon_da = dot(norm.xyz, moon_dir.xyz);
+ float sun_da = dot(norm.xyz, sun_dir.xyz);
+ float moon_da = dot(norm.xyz, moon_dir.xyz);
float final_da = max(sun_da, moon_da);
final_da = min(final_da, shadow);
final_da = clamp(final_da, 0.0f, 1.0f);
- final_da = pow(final_da, 1.0/1.3);
+ final_da = pow(final_da, display_gamma);
- vec4 color = vec4(0,0,0,0);
+ vec4 color = vec4(0,0,0,0);
- color.rgb = atmosFragAmbient(color.rgb, amblit);
- color.a = final_alpha;
+ color.rgb = atmosFragAmbient(color.rgb, amblit);
+ color.a = final_alpha;
- float ambient = abs(final_da);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
+ float ambient = abs(final_da);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
- color.rgb *= ambient;
- color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit);
- color.rgb *= gamma_diff.rgb;
+ color.rgb *= ambient;
+ color.rgb += (final_da * sunlit);
+ color.rgb *= diff.rgb;
- //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = mix(diff.rgb, color.rgb, final_alpha);
+
+ color.rgb = atmosFragLighting(color.rgb, additive, atten);
+ color.rgb = scaleSoftClip(color.rgb);
- vec4 light = vec4(0,0,0,0);
+ vec4 light = vec4(0,0,0,0);
- color.rgb = srgb_to_linear(color.rgb);
-
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
-
- // keep it linear
- //
- color.rgb += light.rgb;
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- // straight to display gamma, we're post-deferred
- //
- color.rgb = linear_to_srgb(color.rgb);
+ // keep it linear
+ //
+ color.rgb += light.rgb;
#ifdef WATER_FOG
- color = applyWaterFogView(pos.xyz, color);
+ color = applyWaterFogView(pos.xyz, color);
#endif
#endif
- frag_color = color;
+ frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
new file mode 100644
index 0000000000..3bb59dd7f9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl
@@ -0,0 +1,93 @@
+/**
+ * @file class1/deferred/aoUtil.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 noiseMap;
+
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+vec4 getPosition(vec2 pos_screen);
+
+vec2 getKern(int i)
+{
+ vec2 kern[8];
+ // exponentially (^2) distant occlusion samples spread around origin
+ kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
+ kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
+ kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
+ kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
+ kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
+ kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
+ kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
+ kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
+
+ return kern[i];
+}
+
+//calculate decreases in ambient lighting when crowded out (SSAO)
+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;
+
+ float angle_hidden = 0.0;
+ float points = 0;
+
+ float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
+
+ // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
+ for (int i = 0; i < 8; i++)
+ {
+ vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
+ vec3 samppos_world = getPosition(samppos_screen).xyz;
+
+ vec3 diff = pos_world - samppos_world;
+ float dist2 = dot(diff, diff);
+
+ // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
+ // --> solid angle shrinking by the square of distance
+ //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
+ //(k should vary inversely with # of samples, but this is taken care of later)
+
+ float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
+ angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
+
+ // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
+ float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
+ points = points + diffz_val;
+ }
+
+ angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
+
+ float points_val = (points > 0.0) ? 1.0 : 0.0;
+ ret = (1.0 - (points_val * angle_hidden));
+
+ ret = max(ret, 0.0);
+ return min(ret, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
index b56abb66d1..812f375f42 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl
@@ -33,7 +33,6 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform sampler2DRect lightMap;
@@ -45,85 +44,69 @@ uniform float kern_scale;
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
vec3 decode_normal (vec2 enc);
void main()
{
vec2 tc = vary_fragcoord.xy;
- vec3 norm = texture2DRect(normalMap, tc).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- vec3 pos = getPosition(tc).xyz;
- vec4 ccol = texture2DRect(lightMap, tc).rgba;
-
- vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
- dlt /= max(-pos.z*dist_factor, 1.0);
-
- vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
- vec4 col = defined_weight.xyxx * ccol;
-
- // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
- float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
-
- // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
- float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
- tc_mod -= floor(tc_mod);
- tc_mod *= 2.0;
- tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
-
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = tc + kern[i].z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
-
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
- for (int i = 1; i < 4; i++)
- {
- vec2 samptc = tc - kern[i].z*dlt;
- vec3 samppos = getPosition(samptc).xyz;
-
- float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
-
- if (d*d <= pointplanedist_tolerance_pow2)
- {
- col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
- defined_weight += kern[i].xy;
- }
- }
-
- col /= defined_weight.xyxx;
- col.y *= col.y;
-
- frag_color = col;
+ vec3 norm = getNorm(tc);
+ vec3 pos = getPosition(tc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
+
+ vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
+ dlt /= max(-pos.z*dist_factor, 1.0);
+
+ vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec4 col = defined_weight.xyxx * ccol;
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+ // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+ float tc_mod = 0.5*(tc.x + tc.y); // mod(tc.x+tc.y,2)
+ tc_mod -= floor(tc_mod);
+ tc_mod *= 2.0;
+ tc += ( (tc_mod - 0.5) * kern[1].z * dlt * 0.5 );
+
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
+
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = tc - kern[i].z*dlt;
+ vec3 samppos = getPosition(samptc).xyz;
+
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+
+ col /= defined_weight.xyxx;
+ col.y *= col.y;
+
+ frag_color = col;
#ifdef IS_AMD_CARD
- // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
- vec3 dummy1 = kern[0];
- vec3 dummy2 = kern[3];
+ // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts.
+ vec3 dummy1 = kern[0];
+ vec3 dummy2 = kern[3];
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
new file mode 100644
index 0000000000..fa6926b007
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowF.glsl
@@ -0,0 +1,121 @@
+/**
+ * @file class3/deferred/cloudsF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
+uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 sunlight_color;
+uniform vec4 cloud_color;
+uniform float cloud_shadow;
+uniform float cloud_scale;
+uniform float cloud_variance;
+uniform vec3 ambient;
+uniform vec3 camPosLocal;
+uniform vec3 sun_dir;
+uniform float sun_size;
+uniform float far_z;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return normalize(cloud_noise_sample);
+}
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ float cloudDensity = 2.0 * (cloud_shadow - 0.25);
+
+ vec2 uv4 = vary_texcoord3.xy;
+
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv2 += cloud_pos_density1.xy; //large texture, self shadow
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv4 += cloud_pos_density2.xy; //small texture, self shadow
+
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
+
+ // Compute alpha1, the main cloud opacity
+ float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
+
+ // Compute alpha2, for self shadowing effect
+ // (1 - alpha2) will later be used as percentage of incoming sunlight
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ frag_color = vec4(alpha1, alpha1, alpha1, 1);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
new file mode 100644
index 0000000000..cb27b2c2c5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudShadowV.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file cloudShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
index fef1c5a584..380d382020 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl
@@ -50,14 +50,7 @@ uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
-float getDepth(vec2 pos_screen)
-{
- float z = texture2DRect(depthMap, pos_screen.xy).r;
- z = z*2.0-1.0;
- vec4 ndc = vec4(0.0, 0.0, z, 1.0);
- vec4 p = inv_proj*ndc;
- return p.z/p.w;
-}
+float getDepth(vec2 pos_screen);
float calc_cof(float depth)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index ec05dab57f..9d7a7f6556 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -25,29 +25,6 @@
uniform sampler2DRect normalMap;
uniform sampler2DRect depthMap;
-uniform sampler2D noiseMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-uniform vec2 shadow_res;
-uniform vec2 proj_shadow_res;
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float shadow_bias;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
uniform mat4 inv_proj;
uniform vec2 screen_res;
@@ -87,8 +64,6 @@ vec4 getPosition(vec2 pos_screen)
return pos;
}
-#if USE_DEFERRED_SHADER_API
-
vec4 getPositionWithDepth(vec2 pos_screen, float depth)
{
vec2 sc = getScreenCoordinate(pos_screen);
@@ -98,200 +73,3 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)
pos.w = 1.0;
return pos;
}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias * bias_scale;
-
- stc.x = floor(stc.x*pos_screen.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias * bias_scale;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
- return shadow*0.2;
-}
-
-float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
-{
- float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
- float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
- float dp_directional_light = max(dp_sun,dp_moon);
- dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
-
- vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
- vec3 offset = light_dir * (1.0-dp_directional_light);
- vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
-
- float shadow = 0.0f;
- vec4 spos = vec4(shadow_pos,1.0);
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.5, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.88, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
- shadow /= weight;
- }
- return shadow;
-}
-
-float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
-{
- float shadow = 0.0f;
- pos += norm * spot_shadow_offset;
-
- vec4 spos = vec4(pos,1.0);
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- {
- lpos = shadow_matrix[4 + index]*spos;
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
-
- shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- shadow /= weight;
- }
- return shadow;
-}
-
-vec2 getKern(int i)
-{
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- return kern[i];
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-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;
-
- float angle_hidden = 0.0;
- float points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
- angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
- points = points + diffz_val;
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
-
- float points_val = (points > 0.0) ? 1.0 : 0.0;
- ret = (1.0 - (points_val * angle_hidden));
-
- ret = max(ret, 0.0);
- return min(ret, 1.0);
-}
-
-#endif
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 0e21e5925d..2db737a427 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -45,9 +45,6 @@ VARYING vec2 vary_texcoord0;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
vec3 fullbrightAtmosTransportDeferred(vec3 light)
{
return light;
@@ -81,12 +78,9 @@ void main()
#endif
color.rgb *= vertex_color.rgb;
- color.rgb = srgb_to_linear(color.rgb);
color.rgb = fullbrightAtmosTransportDeferred(color.rgb);
color.rgb = fullbrightScaleSoftClipDeferred(color.rgb);
- color.rgb = linear_to_srgb(color.rgb);
-
#ifdef WATER_FOG
vec3 pos = vary_position;
vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha));
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
index 6ba16b169c..d29e8a9423 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl
@@ -40,8 +40,6 @@ uniform sampler2D specularMap;
VARYING vec2 vary_texcoord0;
-vec3 linear_to_srgb(vec3 cl);
-
void main()
{
vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -54,8 +52,6 @@ void main()
vec4 norm = texture2D(normalMap, vary_texcoord0.xy);
vec4 spec = texture2D(specularMap, vary_texcoord0.xy);
- col.rgb = linear_to_srgb(col.rgb);
-
frag_data[0] = vec4(col.rgb, 0.0);
frag_data[1] = spec;
frag_data[2] = vec4(norm.xy,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 7d5ae7c2e7..0f7c514e94 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -25,9 +25,9 @@
/*[EXTRA_CODE_HERE]*/
-#define DIFFUSE_ALPHA_MODE_IGNORE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
+#define DIFFUSE_ALPHA_MODE_IGNORE 0
+#define DIFFUSE_ALPHA_MODE_BLEND 1
+#define DIFFUSE_ALPHA_MODE_MASK 2
#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
uniform float emissive_brightness;
@@ -37,10 +37,6 @@ uniform float display_gamma;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
-vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -54,40 +50,10 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
-#if HAS_SUN_SHADOW
-
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-#endif
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
uniform samplerCube environmentMap;
-uniform sampler2D lightFunc;
+uniform sampler2D lightFunc;
// Inputs
uniform vec4 morphFactor;
@@ -113,83 +79,70 @@ uniform vec3 light_diffuse[8];
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
-
- vec3 col = vec3(0,0,0);
-
- if (d > 0.0 && la > 0.0 && fa > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
- float lit = max(da * dist_atten, 0.0);
-
- col = light_col*lit*diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
- col += speccol;
-
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- //col += spec.rgb;
- }
- }
- }
-
- return max(col, vec3(0.0,0.0,0.0));
-
-}
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0,0,0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
+
+ col = light_col*lit*diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ col += speccol;
+
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ //col += spec.rgb;
+ }
+ }
+ }
+
+ return max(col, vec3(0.0,0.0,0.0));
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
}
-
#else
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
@@ -234,262 +187,188 @@ vec3 decode_normal (vec2 enc);
void main()
{
- vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
- diffcol.rgb *= vertex_color.rgb;
+ vec2 pos_screen = vary_texcoord0.xy;
+
+ vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);
+ diffcol.rgb *= vertex_color.rgb;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
- if (diffcol.a < minimum_alpha)
- {
- discard;
- }
+ if (diffcol.a < minimum_alpha)
+ {
+ discard;
+ }
#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- vec3 gamma_diff = diffcol.rgb;
- diffcol.rgb = srgb_to_linear(diffcol.rgb);
+ vec3 gamma_diff = diffcol.rgb;
#endif
#if HAS_SPECULAR_MAP
- vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
- spec.rgb *= specular_color.rgb;
+ vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
+ spec.rgb *= specular_color.rgb;
#else
- vec4 spec = vec4(specular_color.rgb, 1.0);
+ vec4 spec = vec4(specular_color.rgb, 1.0);
#endif
#if HAS_NORMAL_MAP
- vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
+ vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
- norm.xyz = norm.xyz * 2 - 1;
+ norm.xyz = norm.xyz * 2 - 1;
- vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
- dot(norm.xyz,vary_mat1),
- dot(norm.xyz,vary_mat2));
+ vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
+ dot(norm.xyz,vary_mat1),
+ dot(norm.xyz,vary_mat2));
#else
- vec4 norm = vec4(0,0,0,1.0);
- vec3 tnorm = vary_normal;
+ vec4 norm = vec4(0,0,0,1.0);
+ vec3 tnorm = vary_normal;
#endif
norm.xyz = tnorm;
norm.xyz = normalize(norm.xyz);
- vec2 abnormal = encode_normal(norm.xyz);
- norm.xyz = decode_normal(abnormal.xy);
+ vec2 abnormal = encode_normal(norm.xyz);
+ norm.xyz = decode_normal(abnormal.xy);
- vec4 final_color = diffcol;
-
+ vec4 final_color = diffcol;
+
#if (DIFFUSE_ALPHA_MODE != DIFFUSE_ALPHA_MODE_EMISSIVE)
- final_color.a = emissive_brightness;
+ final_color.a = emissive_brightness;
#else
- final_color.a = max(final_color.a, emissive_brightness);
+ final_color.a = max(final_color.a, emissive_brightness);
#endif
- vec4 final_specular = spec;
+ vec4 final_specular = spec;
#if HAS_SPECULAR_MAP
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
- final_specular.a = specular_color.a * norm.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity * spec.a, 0.0);
+ final_specular.a = specular_color.a * norm.a;
#else
- vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
- final_specular.a = specular_color.a;
+ vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);
+ final_specular.a = specular_color.a;
#endif
-
+
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- //forward rendering, output just lit RGBA
- vec3 pos = vary_position;
-
-#if HAS_SUN_SHADOW
- float shadow = 0.0;
-
- vec4 spos = vec4(pos,1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos)*w;
- weight += w;
- }
-
-
- shadow /= weight;
- }
- else
- {
- shadow = 1.0;
- }
-#else
- float shadow = 1.0;
-#endif
+ //forward rendering, output just lit RGBA
+ vec3 pos = vary_position;
+
+ float shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, pos_screen);
- spec = final_specular;
- vec4 diffuse = final_color;
- float envIntensity = final_normal.z;
+ spec = final_specular;
+ vec4 diffuse = final_color;
+ float envIntensity = final_normal.z;
vec3 col = vec3(0.0f,0.0f,0.0f);
- float bloom = 0.0;
+ float bloom = 0.0;
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
- calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
-
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+ calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);
+
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sun_da = dot(norm.xyz, sun_dir.xyz);
- float moon_da = dot(norm.xyz, moon_dir.xyz);
+ float sun_da = dot(norm.xyz, sun_dir.xyz);
+ float moon_da = dot(norm.xyz, moon_dir.xyz);
float final_da = max(sun_da,moon_da);
final_da = min(final_da, shadow);
//final_da = max(final_da, diffuse.a);
final_da = max(final_da, 0.0f);
- final_da = min(final_da, 1.0f);
- final_da = pow(final_da, 1.0/1.3);
+ final_da = min(final_da, 1.0f);
+ final_da = pow(final_da, display_gamma);
- col.rgb = atmosFragAmbient(col, amblit);
-
- float ambient = min(abs(final_da), 1.0);
- ambient *= 0.5;
- ambient *= ambient;
- ambient = (1.0-ambient);
+ col.rgb = (col * 0.5) + amblit;
+
+ float ambient = min(abs(final_da), 1.0);
+ ambient *= 0.5;
+ ambient *= ambient;
+ ambient = (1.0-ambient);
- col.rgb *= ambient;
+ col.rgb *= ambient;
- col.rgb = col.rgb + (final_da * sunlit);
+ col.rgb = col.rgb + (final_da * sunlit);
- col.rgb *= gamma_diff.rgb;
-
+ col.rgb *= gamma_diff.rgb;
+
- float glare = 0.0;
+ float glare = 0.0;
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
-
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
-
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
-
- col += spec_contrib;
- }
+ vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ glare = max(spec_contrib.r, spec_contrib.g);
+ glare = max(glare, spec_contrib.b);
- col = mix(col.rgb, diffcol.rgb, diffuse.a);
+ col += spec_contrib;
+ }
- if (envIntensity > 0.0)
- {
- //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
-
- vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol,
- envIntensity);
+ col = mix(col.rgb, diffcol.rgb, diffuse.a);
- float cur_glare = max(refcol.r, refcol.g);
- cur_glare = max(cur_glare, refcol.b);
- cur_glare *= envIntensity*4.0;
- glare += cur_glare;
- }
+ if (envIntensity > 0.0)
+ {
+ //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
+
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- //col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
- //col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
+ col = mix(col.rgb, refcol,
+ envIntensity);
- col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
+ float cur_glare = max(refcol.r, refcol.g);
+ cur_glare = max(cur_glare, refcol.b);
+ cur_glare *= envIntensity*4.0;
+ glare += cur_glare;
+ }
- //convert to linear space before adding local lights
- col = srgb_to_linear(col);
+ col = atmosFragLighting(col, additive, atten);
- vec3 npos = normalize(-pos.xyz);
-
- vec3 light = vec3(0,0,0);
+ vec3 npos = normalize(-pos.xyz);
+
+ vec3 light = vec3(0,0,0);
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare);
- LIGHT_LOOP(1)
- LIGHT_LOOP(2)
- LIGHT_LOOP(3)
- LIGHT_LOOP(4)
- LIGHT_LOOP(5)
- LIGHT_LOOP(6)
- LIGHT_LOOP(7)
+ LIGHT_LOOP(1)
+ LIGHT_LOOP(2)
+ LIGHT_LOOP(3)
+ LIGHT_LOOP(4)
+ LIGHT_LOOP(5)
+ LIGHT_LOOP(6)
+ LIGHT_LOOP(7)
- col.rgb += light.rgb;
+ col.rgb += light.rgb;
- glare = min(glare, 1.0);
- float al = max(diffcol.a,glare)*vertex_color.a;
+ glare = min(glare, 1.0);
+ float al = max(diffcol.a,glare)*vertex_color.a;
- //convert to gamma space for display on screen
- col.rgb = linear_to_srgb(col.rgb);
+ col = scaleSoftClipFrag(col);
#ifdef WATER_FOG
- vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
- col.rgb = temp.rgb;
- al = temp.a;
+ vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al));
+ col.rgb = temp.rgb;
+ al = temp.a;
#endif
- frag_color.rgb = col.rgb;
- frag_color.a = al;
+ frag_color.rgb = col.rgb;
+ frag_color.a = al;
#else
- frag_data[0] = final_color;
- frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
- frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
+ frag_data[0] = final_color;
+ frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
+ frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index d1ac19270d..e8eef9b94b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -59,18 +59,7 @@ uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 1d75322b4c..7438fac8fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -73,13 +73,10 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -99,7 +96,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -117,7 +113,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -128,19 +123,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 13b803e03e..df48a66fab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -57,19 +57,7 @@ uniform mat4 inv_proj;
uniform vec4 viewport;
vec3 decode_normal (vec2 enc);
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = (pos_screen.xy-viewport.xy)*2.0;
- sc /= viewport.zw;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index 8791469675..0b943d2527 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -40,12 +40,10 @@ VARYING vec2 vary_fragcoord;
uniform float display_gamma;
-vec3 linear_to_srgb(vec3 cl);
-
void main()
{
- vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
diff.rgb = pow(diff.rgb, vec3(display_gamma));
- frag_color = diff;
+ frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
index e33254304b..cf994d3547 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl
@@ -49,18 +49,7 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
new file mode 100644
index 0000000000..f626609fc2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -0,0 +1,209 @@
+/**
+ * @file class1/deferred/shadowUtil.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 sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
+uniform sampler2D noiseMap;
+uniform sampler2DShadow shadowMap0;
+uniform sampler2DShadow shadowMap1;
+uniform sampler2DShadow shadowMap2;
+uniform sampler2DShadow shadowMap3;
+uniform sampler2DShadow shadowMap4;
+uniform sampler2DShadow shadowMap5;
+
+uniform float ssao_radius;
+uniform float ssao_max_radius;
+uniform float ssao_factor;
+uniform float ssao_factor_inv;
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 decode_normal(vec2 enc);
+
+float pcfShadowLegacy(sampler2DShadow shadowMap, vec4 stc)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias;
+
+ stc.x = floor(stc.x*shadow_res.x + fract(stc.y*shadow_res.y*12345))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+
+ return shadow*0.2;
+}
+
+float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += shadow_bias * bias_scale;
+
+ stc.x = floor(stc.x*pos_screen.x + fract(stc.y*pos_screen.y*0.666666666))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float bias_scale, vec2 pos_screen)
+{
+ stc.xyz /= stc.w;
+ stc.z += spot_shadow_bias * bias_scale;
+ stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
+
+ float cs = shadow2D(shadowMap, stc.xyz).x;
+ float shadow = cs;
+
+ vec2 off = 1.0/proj_shadow_res;
+ off.y *= 1.5;
+
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
+ shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
+ return shadow*0.2;
+}
+
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
+{
+ float dp_sun = max(0.0, dot(sun_dir.xyz, norm));
+ float dp_moon = max(0.0, dot(moon_dir.xyz, norm));
+ float dp_directional_light = max(dp_sun,dp_moon);
+ dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
+
+ vec3 light_dir = (dp_moon > dp_sun) ? moon_dir : sun_dir;
+ vec3 offset = light_dir * (1.0-dp_directional_light);
+ vec3 shadow_pos = pos.xyz + (offset * shadow_bias);
+
+ float shadow = 0.0f;
+ vec4 spos = vec4(shadow_pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ if (spos.z < near_split.z)
+ {
+ lpos = shadow_matrix[3]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap3, lpos)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ if (spos.z < near_split.y && spos.z > far_split.z)
+ {
+ lpos = shadow_matrix[2]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
+ w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
+ shadow += pcfShadowLegacy(shadowMap2, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z < near_split.x && spos.z > far_split.y)
+ {
+ lpos = shadow_matrix[1]*spos;
+
+ float w = 1.0;
+ w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
+ w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
+ shadow += pcfShadowLegacy(shadowMap1, lpos)*w;
+ weight += w;
+ }
+
+ if (spos.z > far_split.x)
+ {
+ lpos = shadow_matrix[0]*spos;
+
+ float w = 1.0;
+ w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
+
+ shadow += pcfShadowLegacy(shadowMap0, lpos)*w;
+ weight += w;
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
+{
+ float shadow = 0.0f;
+ pos += norm * spot_shadow_offset;
+
+ vec4 spos = vec4(pos,1.0);
+ if (spos.z > -shadow_clip.w)
+ {
+ vec4 lpos;
+
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+ vec4 transition_domain = near_split-far_split;
+ float weight = 0.0;
+
+ {
+ lpos = shadow_matrix[4 + index]*spos;
+ float w = 1.0;
+ w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
+
+ shadow += pcfSpotShadow((index == 0) ? shadowMap4 : shadowMap5, lpos, 0.8, spos.xy)*w;
+ weight += w;
+ shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
+ }
+
+ shadow /= weight;
+ }
+ return shadow;
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 41eb06126b..f0b038cc93 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -66,10 +66,7 @@ uniform vec2 screen_res;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -77,46 +74,26 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
vec3 scaleSoftClip(vec3 l);
vec3 fullbrightScaleSoftClip(vec3 l);
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
-}
-
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);
float final_da = clamp(da, 0.0, 1.0);
- final_da = pow(final_da, global_gamma);
+ final_da = pow(final_da, global_gamma + 0.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
- //convert to gamma space
- //diffuse.rgb = linear_to_srgb(diffuse.rgb);
-
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
float bloom = 0.0;
@@ -173,10 +150,6 @@ void main()
col = fogged.rgb;
bloom = fogged.a;
#endif
-
- //col = srgb_to_linear(col);
- //col = vec3(1,0,1);
- //col.g = envIntensity;
}
frag_color.rgb = col.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 2b6428963d..22488944cd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -71,18 +71,10 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -102,7 +94,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -120,7 +111,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -131,19 +121,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
deleted file mode 100644
index bc3324f543..0000000000
--- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl
+++ /dev/null
@@ -1,61 +0,0 @@
-/**
- * @file srgb.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
- * $/LicenseInfo$
- */
-
-vec3 rgb2hsv(vec3 c)
-{
- vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
- vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
-
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-vec3 hsv2rgb(vec3 c)
-{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
-
-vec3 srgb_to_linear(vec3 cs)
-{
- vec3 low_range = cs / vec3(12.92);
- vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
-
- bvec3 lte = lessThanEqual(cs,vec3(0.04045));
- return mix(high_range, low_range, lte);
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- cl = clamp(cl, vec3(0), vec3(1));
- vec3 low_range = cl * 12.92;
- vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
-
- bvec3 lt = lessThan(cl,vec3(0.0031308));
- return mix(high_range, low_range, lt);
-}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
index 403df87853..e98ab1f2eb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl
@@ -35,88 +35,16 @@ out vec4 frag_color;
//class 1 -- no shadow, SSAO only
-uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
-uniform sampler2D noiseMap;
-
// Inputs
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-
vec3 decode_normal (vec2 enc);
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- float ret = 1.0;
-
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- int points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(kern[i], noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- angle_hidden = angle_hidden + float(dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- points = points + int(diff.z > -1.0);
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/float(points), 1.0);
-
- ret = (1.0 - (float(points != 0) * angle_hidden));
-
- return min(ret, 1.0);
-}
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
void main()
{
@@ -124,13 +52,11 @@ void main()
//try doing an unproject here
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy);
-
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy);
+
frag_color[0] = 1.0;
- frag_color[1] = calcAmbientOcclusion(pos, norm);
+ frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
frag_color[2] = 1.0;
frag_color[3] = 1.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
index db1eab23fb..e95a688e1f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -58,9 +58,6 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
vec2 encode_normal(vec3 n);
vec4 applyWaterFog(vec4 color, vec3 viewVec)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 69543b93ea..9da2548586 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -62,7 +62,6 @@ VARYING vec4 littleWave;
VARYING vec4 view;
VARYING vec4 vary_position;
-vec3 srgb_to_linear(vec3 cs);
vec2 encode_normal(vec3 n);
vec3 scaleSoftClipFrag(vec3 l);
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index f98b3a5edf..4a8b892c3a 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -64,3 +64,21 @@ vec3 ColorFromRadiance(vec3 radiance)
{
return vec3(1.0) - exp(-radiance * 0.0001);
}
+
+vec3 rgb2hsv(vec3 c)
+{
+ vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
+ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
+ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
+
+ float d = q.x - min(q.w, q.y);
+ float e = 1.0e-10;
+ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
+}
+
+vec3 hsv2rgb(vec3 c)
+{
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 8b7c4f2ecf..4f0e2a6cb6 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -1,5 +1,5 @@
/**
- * @file atmosphericsF.glsl
+ * @file class1\windlight\atmosphericsF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
new file mode 100644
index 0000000000..fa6926b007
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -0,0 +1,121 @@
+/**
+ * @file class3/deferred/cloudsF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
+uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 sunlight_color;
+uniform vec4 cloud_color;
+uniform float cloud_shadow;
+uniform float cloud_scale;
+uniform float cloud_variance;
+uniform vec3 ambient;
+uniform vec3 camPosLocal;
+uniform vec3 sun_dir;
+uniform float sun_size;
+uniform float far_z;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return normalize(cloud_noise_sample);
+}
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ float cloudDensity = 2.0 * (cloud_shadow - 0.25);
+
+ vec2 uv4 = vary_texcoord3.xy;
+
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv2 += cloud_pos_density1.xy; //large texture, self shadow
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv4 += cloud_pos_density2.xy; //small texture, self shadow
+
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
+
+ // Compute alpha1, the main cloud opacity
+ float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
+
+ // Compute alpha2, for self shadowing effect
+ // (1 - alpha2) will later be used as percentage of incoming sunlight
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ frag_color = vec4(alpha1, alpha1, alpha1, 1);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
+
+}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
new file mode 100644
index 0000000000..52164e7b80
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl
@@ -0,0 +1,61 @@
+/**
+ * @file cloudShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 864ba4859d..1c5d3901f5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -71,19 +71,11 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
-
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -132,19 +122,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 184ac13b27..c5d317ad37 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -74,37 +74,19 @@ VARYING vec2 vary_fragcoord;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 fullbrightScaleSoftClipFrag(vec3 l);
+vec3 fullbrightScaleSoftClipFrag(vec3 l, vec3 add, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
-vec4 getPosition_d(vec2 pos_screen, float depth)
-{
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- return getPosition_d(pos_screen, depth);
-}
-
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition(vec2 pos_screen);
#ifdef WATER_FOG
vec4 applyWaterFogView(vec3 pos, vec4 color);
@@ -112,32 +94,29 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
- norm.xyz = decode_normal(norm.xy); // unpack norm
-
- float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec4 pos = getPositionWithDepth(tc, depth);
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
+ norm.xyz = decode_normal(norm.xy); // unpack norm
+
+ float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
float da = max(da_sun, da_moon);
da = clamp(da, 0.0, 1.0);
- da = pow(da, global_gamma);
-
- vec4 diffuse = texture2DRect(diffuseRect, tc);
-
- //convert to gamma space
- //diffuse.rgb = linear_to_srgb(diffuse.rgb);
+ da = pow(da, global_gamma + 0.3);
+ vec4 diffuse = texture2DRect(diffuseRect, tc);
+
vec3 col;
float bloom = 0.0;
{
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(global_gamma));
+ scol_ambocc = pow(scol_ambocc, vec2(global_gamma + 0.3));
float scol = max(scol_ambocc.r, diffuse.a);
float ambocc = scol_ambocc.g;
@@ -187,7 +166,7 @@ void main()
if (norm.w < 0.5)
{
col = mix(atmosFragLighting(col, additive, atten), fullbrightAtmosTransportFrag(col, additive, atten), diffuse.a);
- col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col), diffuse.a);
+ col = mix(scaleSoftClipFrag(col), fullbrightScaleSoftClipFrag(col, additive, atten), diffuse.a);
}
#ifdef WATER_FOG
@@ -195,9 +174,6 @@ void main()
col = fogged.rgb;
bloom = fogged.a;
#endif
-
- //col = srgb_to_linear(col);
-
}
frag_color.rgb = col;
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 c840d72784..8b8b338f68 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -36,7 +36,5 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
-
-
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index a7da140b31..36854b0e66 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -72,18 +72,10 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 decode_normal (vec2 enc);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
vec2 dist = tc-vec2(0.5);
@@ -132,19 +122,7 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
return ret;
}
-
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
+vec4 getPosition(vec2 pos_screen);
void main()
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index f2d04c95fe..fc5756beef 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -35,219 +35,27 @@ out vec4 frag_color;
//class 2, shadows, no SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
-uniform vec2 shadow_res;
uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
+vec3 getNorm(vec2 pos_screen);
vec3 decode_normal (vec2 enc);
+vec4 getPosition(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
- float cs = shadow2D(shadowMap, stc.xyz).x;
-
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_sun = dot(norm, normalize(sun_dir.xyz));
- float dp_moon = dot(norm, normalize(moon_dir.xyz));
- float dp_directional_light = max(dp_sun, dp_moon);
- dp_directional_light = clamp(dp_directional_light, 0.0, 1.0);
-
- vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir;
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = light_direction.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
-
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
+
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.g = 1.0f;
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index fd3256e9c8..390f9fc947 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightSSAOF.glsl
+ * @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -34,281 +34,25 @@ out vec4 frag_color;
//class 2 -- shadows and SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
-uniform vec3 sun_dir;
-uniform vec3 moon_dir;
-
-uniform vec2 shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
vec3 decode_normal (vec2 enc);
+vec4 getPosition(vec2 pos_screen);
+vec3 getNorm(vec2 pos_screen);
-vec4 getPosition(vec2 pos_screen)
-{
- float depth = texture2DRect(depthMap, pos_screen.xy).r;
- vec2 sc = pos_screen.xy*2.0;
- sc /= screen_res;
- sc -= vec2(1.0,1.0);
- vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
- vec4 pos = inv_proj * ndc;
- pos /= pos.w;
- pos.w = 1.0;
- return pos;
-}
-
-vec2 getKern(int i)
-{
- vec2 kern[8];
- // exponentially (^2) distant occlusion samples spread around origin
- kern[0] = vec2(-1.0, 0.0) * 0.125*0.125;
- kern[1] = vec2(1.0, 0.0) * 0.250*0.250;
- kern[2] = vec2(0.0, 1.0) * 0.375*0.375;
- kern[3] = vec2(0.0, -1.0) * 0.500*0.500;
- kern[4] = vec2(0.7071, 0.7071) * 0.625*0.625;
- kern[5] = vec2(-0.7071, -0.7071) * 0.750*0.750;
- kern[6] = vec2(-0.7071, 0.7071) * 0.875*0.875;
- kern[7] = vec2(0.7071, -0.7071) * 1.000*1.000;
-
- return kern[i];
-}
-
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm)
-{
- float ret = 1.0;
-
- vec2 pos_screen = vary_fragcoord.xy;
- vec3 pos_world = pos.xyz;
- vec2 noise_reflect = texture2D(noiseMap, vary_fragcoord.xy/128.0).xy;
-
- float angle_hidden = 0.0;
- float points = 0;
-
- float scale = min(ssao_radius / -pos_world.z, ssao_max_radius);
-
- // it was found that keeping # of samples a constant was the fastest, probably due to compiler optimizations (unrolling?)
- for (int i = 0; i < 8; i++)
- {
- vec2 samppos_screen = pos_screen + scale * reflect(getKern(i), noise_reflect);
- vec3 samppos_world = getPosition(samppos_screen).xyz;
-
- vec3 diff = pos_world - samppos_world;
- float dist2 = dot(diff, diff);
-
- // assume each sample corresponds to an occluding sphere with constant radius, constant x-sectional area
- // --> solid angle shrinking by the square of distance
- //radius is somewhat arbitrary, can approx with just some constant k * 1 / dist^2
- //(k should vary inversely with # of samples, but this is taken care of later)
-
- float funky_val = (dot((samppos_world - 0.05*norm - pos_world), norm) > 0.0) ? 1.0 : 0.0;
- angle_hidden = angle_hidden + funky_val * min(1.0/dist2, ssao_factor_inv);
-
- // 'blocked' samples (significantly closer to camera relative to pos_world) are "no data", not "no occlusion"
- float diffz_val = (diff.z > -1.0) ? 1.0 : 0.0;
- points = points + diffz_val;
- }
-
- angle_hidden = min(ssao_factor*angle_hidden/points, 1.0);
-
- float points_val = (points > 0.0) ? 1.0 : 0.0;
- ret = (1.0 - (points_val * angle_hidden));
-
- ret = max(ret, 0.0);
- return min(ret, 1.0);
-}
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
- float cs = shadow2D(shadowMap, stc.xyz).x;
-
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
-
- //try doing an unproject here
-
- vec4 pos = getPosition(pos_screen);
-
- vec3 norm = texture2DRect(normalMap, pos_screen).xyz;
- norm = decode_normal(norm.xy); // unpack norm
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_sun = dot(norm, normalize(sun_dir.xyz));
- float dp_moon = dot(norm, normalize(moon_dir.xyz));
- float dp_directional_light = max(dp_sun, dp_moon);
- dp_directional_light = max(0.0, dp_directional_light);
-
- vec3 light_direction = (dp_moon > dp_sun) ? moon_dir : sun_dir;
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = light_direction.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm);
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
-
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ vec2 pos_screen = vary_fragcoord.xy;
+ vec4 pos = getPosition(pos_screen);
+ vec3 norm = getNorm(pos_screen);
+
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.g = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index ac7c57747e..143bafc9c9 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -47,7 +47,7 @@ vec3 scaleSoftClip(vec3 light)
return scaleSoftClipFrag(light);
}
-vec3 fullbrightScaleSoftClipFrag(vec3 light) {
+vec3 fullbrightScaleSoftClipFrag(vec3 light, vec3 add, vec3 atten) {
return scaleSoftClipFrag(light.rgb);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl
new file mode 100644
index 0000000000..d973326f93
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowF.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file avatarShadowF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING vec2 vary_texcoord0;
+
+vec4 computeMoments(float depth, float a);
+
+void main()
+{
+ frag_color = computeMoments(length(pos), 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
new file mode 100644
index 0000000000..3be9cb3de8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/attachmentShadowV.glsl
@@ -0,0 +1,51 @@
+/**
+ * @file attachmentShadowV.glsl
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+uniform mat4 projection_matrix;
+uniform mat4 modelview_matrix;
+uniform mat4 texture_matrix0;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+mat4 getObjectSkinnedTransform();
+
+VARYING vec4 pos;
+
+void main()
+{
+ //transform vertex
+ mat4 mat = getObjectSkinnedTransform();
+
+ mat = modelview_matrix * mat;
+ pos = (mat*vec4(position.xyz, 1.0));
+ pos = projection_matrix * vec4(pos.xyz, 1.0);
+
+#if !DEPTH_CLAMP
+ pos.z = max(pos.z, -pos.w+0.01);
+ gl_Position = pos;
+#else
+ gl_Position = pos;
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
index 709d9cbc0a..f4e5a61e36 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowF.glsl
@@ -1,5 +1,5 @@
/**
- * @file gammaF.glsl
+ * @file avatarShadowF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -22,33 +22,31 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+/*[EXTRA_CODE_HERE]*/
-uniform vec4 gamma;
-uniform int no_atmo;
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
-vec3 scaleSoftClipFrag(vec3 light) {
- if (no_atmo == 1)
- {
- return light;
- }
- light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
- return light;
-}
+uniform sampler2D diffuseMap;
-/// Soft clips the light with a gamma correction
-vec3 scaleSoftClip(vec3 light) {
- return scaleSoftClipFrag(light);
-}
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+VARYING vec4 pos;
-vec3 fullbrightScaleSoftClipFrag(vec3 light)
+vec4 computeMoments(float depth, float a);
+
+void main()
{
- return scaleSoftClipFrag(light.rgb);
-}
+ frag_color = computeMoments(length(pos), 1.0);
-vec3 fullbrightScaleSoftClip(vec3 light) {
- return fullbrightScaleSoftClipFrag(light.rgb);
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(post_pos.z/post_pos.w*0.5+0.5, 0.0);
+#endif
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
new file mode 100644
index 0000000000..96ca2fd707
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/avatarShadowV.glsl
@@ -0,0 +1,68 @@
+/**
+ * @file avatarShadowV.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;
+
+mat4 getSkinnedTransform();
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec3 normal;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+VARYING vec4 pos;
+
+void main()
+{
+ vec3 norm;
+
+ vec4 pos_in = vec4(position.xyz, 1.0);
+ mat4 trans = getSkinnedTransform();
+
+ pos.x = dot(trans[0], pos_in);
+ pos.y = dot(trans[1], pos_in);
+ pos.z = dot(trans[2], pos_in);
+ pos.w = 1.0;
+
+ norm.x = dot(trans[0].xyz, normal);
+ norm.y = dot(trans[1].xyz, normal);
+ norm.z = dot(trans[2].xyz, normal);
+ norm = normalize(norm);
+
+ pos = projection_matrix * pos;
+
+#if !DEPTH_CLAMP
+ post_pos = pos;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+}
+
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
new file mode 100644
index 0000000000..65af2821be
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
@@ -0,0 +1,114 @@
+/**
+ * @file class3/deferred/cloudsF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING float vary_CloudDensity;
+VARYING vec2 vary_texcoord0;
+VARYING vec2 vary_texcoord1;
+VARYING vec2 vary_texcoord2;
+VARYING vec2 vary_texcoord3;
+
+uniform sampler2D cloud_noise_texture;
+uniform sampler2D cloud_noise_texture_next;
+uniform float blend_factor;
+uniform vec4 cloud_pos_density1;
+uniform vec4 cloud_pos_density2;
+uniform vec4 sunlight_color;
+uniform vec4 cloud_color;
+uniform float cloud_shadow;
+uniform float cloud_scale;
+uniform float cloud_variance;
+uniform vec3 ambient;
+uniform vec3 camPosLocal;
+uniform vec3 sun_dir;
+uniform float sun_size;
+uniform float far_z;
+
+vec4 cloudNoise(vec2 uv)
+{
+ vec4 a = texture2D(cloud_noise_texture, uv);
+ vec4 b = texture2D(cloud_noise_texture_next, uv);
+ vec4 cloud_noise_sample = mix(a, b, blend_factor);
+ return normalize(cloud_noise_sample);
+}
+
+vec4 computeMoments(float depth, float alpha);
+
+void main()
+{
+ // Set variables
+ vec2 uv1 = vary_texcoord0.xy;
+ vec2 uv2 = vary_texcoord1.xy;
+ vec2 uv3 = vary_texcoord2.xy;
+ float cloudDensity = 2.0 * (cloud_shadow - 0.25);
+
+ vec2 uv4 = vary_texcoord3.xy;
+
+ vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+ vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
+
+ // Offset texture coords
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv2 += cloud_pos_density1.xy; //large texture, self shadow
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
+ uv4 += cloud_pos_density2.xy; //small texture, self shadow
+
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+
+ cloudDensity *= 1.0 - (density_variance * density_variance);
+
+ // Compute alpha1, the main cloud opacity
+ float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z;
+ alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha1 = 1. - alpha1 * alpha1;
+ alpha1 = 1. - alpha1 * alpha1;
+
+ if (alpha1 < 0.001f)
+ {
+ discard;
+ }
+
+ // Compute alpha2, for self shadowing effect
+ // (1 - alpha2) will later be used as percentage of incoming sunlight
+ float alpha2 = (cloudNoise(uv2).x - 0.5);
+ alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.);
+
+ // And smooth
+ alpha2 = 1. - alpha2;
+ alpha2 = 1. - alpha2 * alpha2;
+
+ frag_color = computeMoments(length(pos), alpha1);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl
new file mode 100644
index 0000000000..cb27b2c2c5
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowV.glsl
@@ -0,0 +1,63 @@
+/**
+ * @file cloudShadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec2 vary_texcoord0;
+VARYING vec4 vertex_color;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index f8373215f0..015caad749 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -138,9 +138,23 @@ void main()
// Combine
vec4 color;
+ vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
+
+ vec4 l1r = texture2D(sh_input_r, vec2(0,0));
+ vec4 l1g = texture2D(sh_input_g, vec2(0,0));
+ vec4 l1b = texture2D(sh_input_b, vec2(0,0));
+
+ vec3 sun_indir = vec3(-view_direction.xy, view_direction.z);
+ vec3 amb = vec3(dot(l1r, l1tap * vec4(1, sun_indir)),
+ dot(l1g, l1tap * vec4(1, sun_indir)),
+ dot(l1b, l1tap * vec4(1, sun_indir)));
+
+
+ amb = max(vec3(0), amb);
+
color.rgb = sun_color * cloud_color.rgb * (1. - alpha2);
color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
- color.rgb += ambient;
+ color.rgb += amb;
frag_data[0] = vec4(color.rgb, alpha1);
frag_data[1] = vec4(0);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
new file mode 100644
index 0000000000..cccd01e0d7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/deferredUtil.glsl
@@ -0,0 +1,75 @@
+/**
+ * @file class3/deferred/deferredUtil.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 sampler2DRect normalMap;
+uniform sampler2DRect depthMap;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 decode_normal(vec2 enc);
+
+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);
+}
+
+vec3 getNorm(vec2 screenpos)
+{
+ vec2 enc_norm = texture2DRect(normalMap, screenpos.xy).xy;
+ return decode_normal(enc_norm);
+}
+
+float getDepth(vec2 pos_screen)
+{
+ float depth = texture2DRect(depthMap, pos_screen).r;
+ return depth;
+}
+
+vec4 getPosition(vec2 pos_screen)
+{
+ float depth = getDepth(pos_screen);
+ vec2 sc = getScreenCoordinate(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+vec4 getPositionWithDepth(vec2 pos_screen, float depth)
+{
+ vec2 sc = getScreenCoordinate(pos_screen);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl
new file mode 100644
index 0000000000..5734e2abb2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/depthToShadowVolumeG.glsl
@@ -0,0 +1,202 @@
+/**
+ * @file depthToShadowVolumeG.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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_geometry_shader4 : enable
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+layout (triangles) in;
+layout (triangle_strip, max_vertices = 128) out;
+
+uniform sampler2DRect depthMap;
+uniform mat4 shadowMatrix[6];
+uniform vec4 lightpos;
+
+VARYING vec2 vary_texcoord0;
+
+out vec3 to_vec;
+
+void cross_products(out vec4 ns[3], int a, int b, int c)
+{
+ ns[0] = cross(gl_PositionIn[b].xyz - gl_PositionIn[a].xyz, gl_PositionIn[c].xyz - gl_PositionIn[a].xyz);
+ ns[1] = cross(gl_PositionIn[c].xyz - gl_PositionIn[b].xyz, gl_PositionIn[a].xyz - gl_PositionIn[b].xyz);
+ ns[2] = cross(gl_PositionIn[a].xyz - gl_PositionIn[c].xyz, gl_PositionIn[b].xyz - gl_PositionIn[c].xyz);
+}
+
+vec3 getLightDirection(vec4 lightpos, vec3 pos)
+{
+
+ vec3 lightdir = lightpos.xyz - lightpos.w * pos;
+ return lightdir;
+}
+
+void emitTri(vec4 v[3])
+{
+ gl_Position = proj_matrix * v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix * v[2];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitQuad(vec4 v[4]
+{
+ // Emit a quad as a triangle strip.
+ gl_Position = proj_matrix*v[0];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[1];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[2];
+ EmitVertex();
+
+ gl_Position = proj_matrix*v[3];
+ EmitVertex();
+
+ EndPrimitive();
+}
+
+void emitPrimitives(int layer)
+{
+ int i = layer;
+ gl_Layer = i;
+
+ vec4 depth1 = vec4(texture2DRect(depthMap, tc0).rg, texture2DRect(depthMap, tc1).rg));
+ vec3 depth2 = vec4(texture2DRect(depthMap, tc2).rg, texture2DRect(depthMap, tc3).rg));
+ vec3 depth3 = vec4(texture2DRect(depthMap, tc4).rg, texture2DRect(depthMap, tc5).rg));
+ vec3 depth4 = vec4(texture2DRect(depthMap, tc6).rg, texture2DRect(depthMap, tc7).rg));
+
+ depth1 = min(depth1, depth2);
+ depth1 = min(depth1, depth3);
+ depth1 = min(depth1, depth4);
+
+ vec2 depth = min(depth1.xy, depth1.zw);
+
+ int side = sqrt(gl_VerticesIn);
+
+ for (int j = 0; j < side; j++)
+ {
+ for (int k = 0; k < side; ++k)
+ {
+ vec3 pos = gl_PositionIn[(j * side) + k].xyz;
+ vec4 v = shadowMatrix[i] * vec4(pos, 1.0);
+ gl_Position = v;
+ to_vec = pos - light_position.xyz * depth;
+ EmitVertex();
+ }
+
+ EndPrimitive();
+ }
+
+ vec3 norms[3]; // Normals
+ vec3 lightdir3]; // Directions toward light
+
+ vec4 v[4]; // Temporary vertices
+
+ vec4 or_pos[3] =
+ { // Triangle oriented toward light source
+ gl_PositionIn[0],
+ gl_PositionIn[2],
+ gl_PositionIn[4]
+ };
+
+ // Compute normal at each vertex.
+ cross_products(n, 0, 2, 4);
+
+ // Compute direction from vertices to light.
+ lightdir[0] = getLightDirection(lightpos, gl_PositionIn[0].xyz);
+ lightdir[1] = getLightDirection(lightpos, gl_PositionIn[2].xyz);
+ lightdir[2] = getLightDirection(lightpos, gl_PositionIn[4].xyz);
+
+ // Check if the main triangle faces the light.
+ bool faces_light = true;
+ if (!(dot(ns[0],d[0]) > 0
+ |dot(ns[1],d[1]) > 0
+ |dot(ns[2],d[2]) > 0))
+ {
+ // Flip vertex winding order in or_pos.
+ or_pos[1] = gl_PositionIn[4];
+ or_pos[2] = gl_PositionIn[2];
+ faces_light = false;
+ }
+
+ // Near cap: simply render triangle.
+ emitTri(or_pos);
+
+ // Far cap: extrude positions to infinity.
+ v[0] =vec4(lightpos.w * or_pos[0].xyz - lightpos.xyz,0);
+ v[1] =vec4(lightpos.w * or_pos[2].xyz - lightpos.xyz,0);
+ v[2] =vec4(lightpos.w * or_pos[1].xyz - lightpos.xyz,0);
+
+ emitTri(v);
+
+ // Loop over all edges and extrude if needed.
+ for ( int i=0; i<3; i++ )
+ {
+ // Compute indices of neighbor triangle.
+ int v0 = i*2;
+ int nb = (i*2+1);
+ int v1 = (i*2+2) % 6;
+ cross_products(n, v0, nb, v1);
+
+ // Compute direction to light, again as above.
+ d[0] =lightpos.xyz-lightpos.w*gl_PositionIn[v0].xyz;
+ d[1] =lightpos.xyz-lightpos.w*gl_PositionIn[nb].xyz;
+ d[2] =lightpos.xyz-lightpos.w*gl_PositionIn[v1].xyz;
+
+ bool is_parallel = gl_PositionIn[nb].w < 1e-5;
+
+ // Extrude the edge if it does not have a
+ // neighbor, or if it's a possible silhouette.
+ if (is_parallel ||
+ ( faces_light != (dot(ns[0],d[0])>0 ||
+ dot(ns[1],d[1])>0 ||
+ dot(ns[2],d[2])>0) ))
+ {
+ // Make sure sides are oriented correctly.
+ int i0 = faces_light ? v0 : v1;
+ int i1 = faces_light ? v1 : v0;
+
+ v[0] = gl_PositionIn[i0];
+ v[1] = vec4(lightpos.w*gl_PositionIn[i0].xyz - lightpos.xyz, 0);
+ v[2] = gl_PositionIn[i1];
+ v[3] = vec4(lightpos.w*gl_PositionIn[i1].xyz - lightpos.xyz, 0);
+
+ emitQuad(v);
+ }
+ }
+}
+
+void main()
+{
+ // Output
+ emitPrimitives(0);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl
new file mode 100644
index 0000000000..34d26cddea
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShF.glsl
@@ -0,0 +1,70 @@
+/**
+ * @file class3/deferred/gatherSkyShF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec2 vary_frag;
+
+uniform vec2 screen_res;
+uniform sampler2D sh_input_r;
+uniform sampler2D sh_input_g;
+uniform sampler2D sh_input_b;
+
+void main()
+{
+ vec2 offset = vec2(2.0) / screen_res;
+
+ vec4 r = vec4(0);
+ vec4 g = vec4(0);
+ vec4 b = vec4(0);
+
+ vec2 tc = vary_frag * 2.0;
+
+ r += texture2D(sh_input_r, tc + vec2(0, 0));
+ r += texture2D(sh_input_r, tc + vec2(offset.x, 0));
+ r += texture2D(sh_input_r, tc + vec2(0, offset.y));
+ r += texture2D(sh_input_r, tc + vec2(offset.x, offset.y));
+ r /= 4.0f;
+
+ g += texture2D(sh_input_g, tc + vec2(0, 0));
+ g += texture2D(sh_input_g, tc + vec2(offset.x, 0));
+ g += texture2D(sh_input_g, tc + vec2(0, offset.y));
+ g += texture2D(sh_input_g, tc + vec2(offset.x, offset.y));
+ g /= 4.0f;
+
+ b += texture2D(sh_input_b, tc + vec2(0, 0));
+ b += texture2D(sh_input_b, tc + vec2(offset.x, 0));
+ b += texture2D(sh_input_b, tc + vec2(0, offset.y));
+ b += texture2D(sh_input_b, tc + vec2(offset.x, offset.y));
+ b /= 4.0f;
+
+ frag_data[0] = r;
+ frag_data[1] = g;
+ frag_data[2] = b;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl
new file mode 100644
index 0000000000..337c8a50fe
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/gatherSkyShV.glsl
@@ -0,0 +1,40 @@
+/**
+ * @file gatherSkyShV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_frag;
+uniform vec2 screen_res;
+
+void main()
+{
+ // pass through untransformed fullscreen pos
+ float oo_divisor = screen_res.x / 64.0;
+ vec3 pos = (position.xyz * oo_divisor) + vec3(oo_divisor - 1, oo_divisor - 1, 0);
+ gl_Position = vec4(pos.xyz, 1.0);
+ vary_frag = texcoord0 * oo_divisor;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
new file mode 100644
index 0000000000..c02e6d1e57
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl
@@ -0,0 +1,112 @@
+/**
+ * @file class3/deferred/genSkyShF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+VARYING vec2 vary_frag;
+
+uniform vec3 sun_dir;
+
+uniform sampler2D transmittance_texture;
+uniform sampler3D scattering_texture;
+uniform sampler3D single_mie_scattering_texture;
+uniform sampler2D irradiance_texture;
+uniform vec4 gamma;
+
+vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
+
+vec3 calcDirection(vec2 tc)
+{
+ float phi = tc.y * 2.0 * 3.14159265;
+ float cosTheta = sqrt(1.0 - tc.x);
+ float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
+ return vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
+}
+
+// reverse mapping above to convert a hemisphere direction into phi/theta values
+void getPhiAndThetaFromDirection(vec3 dir, out float phi, out float theta)
+{
+ float sin_theta;
+ float cos_theta;
+ cos_theta = dir.z;
+ theta = acos(cos_theta);
+ sin_theta = sin(theta);
+ phi = abs(sin_theta) > 0.0001 ? acos(dir.x / sin_theta) : 1.0;
+}
+
+// reverse mapping above to convert a hemisphere direction into an SH texture sample pos
+vec2 calcShUvFromDirection(vec3 dir)
+{
+ vec2 uv;
+ float phi;
+ float theta;
+ getPhiAndThetaFromDirection(dir, phi, theta);
+ uv.y = phi / 2.0 * 3.14159265;
+ uv.x = theta / 2.0 * 3.14159265;
+ return uv;
+}
+
+void projectToL1(vec3 n, vec3 c, vec4 basis, out vec4 coeffs[3])
+{
+ coeffs[0] = vec4(basis.x, n * basis.yzw * c.r);
+ coeffs[1] = vec4(basis.x, n * basis.yzw * c.g);
+ coeffs[2] = vec4(basis.x, n * basis.yzw * c.b);
+}
+
+void main()
+{
+ float Y00 = sqrt(1.0 / 3.14159265) * 0.5;
+ float Y1x = sqrt(3.0 / 3.14159265) * 0.5;
+ float Y1y = Y1x;
+ float Y1z = Y1x;
+
+ vec4 L1 = vec4(Y00, Y1x, Y1y, Y1z);
+
+ vec3 view_direction = calcDirection(vary_frag);
+ vec3 sun_direction = normalize(sun_dir);
+ vec3 cam_pos = vec3(0, 0, 6360);
+
+ vec3 transmittance;
+ vec3 radiance = GetSkyLuminance(cam_pos, view_direction, 0.0f, sun_direction, transmittance);
+
+ vec3 color = vec3(1.0) - exp(-radiance * 0.0001);
+
+ color = pow(color, vec3(1.0/2.2));
+
+ vec4 coeffs[3];
+ coeffs[0] = vec4(0);
+ coeffs[1] = vec4(0);
+ coeffs[2] = vec4(0);
+
+ projectToL1(view_direction, color.rgb, L1, coeffs);
+
+ frag_data[0] = coeffs[0];
+ frag_data[1] = coeffs[1];
+ frag_data[2] = coeffs[2];
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl
new file mode 100644
index 0000000000..b466883dc7
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShV.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file genSkyShV.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec2 vary_frag;
+
+void main()
+{
+ // pass through untransformed fullscreen pos
+ gl_Position = vec4(position.xyz, 1.0);
+ vary_frag = texcoord0;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl
new file mode 100644
index 0000000000..33c5667cae
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/indirect.glsl
@@ -0,0 +1,44 @@
+/**
+ * @file class3/deferred/indirect.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+uniform sampler2D sh_input_r;
+uniform sampler2D sh_input_g;
+uniform sampler2D sh_input_b;
+
+vec3 GetIndirect(vec3 norm)
+{
+ vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
+ vec4 l1r = texture2D(sh_input_r, vec2(0,0));
+ vec4 l1g = texture2D(sh_input_g, vec2(0,0));
+ vec4 l1b = texture2D(sh_input_b, vec2(0,0));
+ vec3 indirect = vec3(dot(l1r, l1tap * vec4(1, norm.xyz)),
+ dot(l1g, l1tap * vec4(1, norm.xyz)),
+ dot(l1b, l1tap * vec4(1, norm.xyz)));
+ indirect = clamp(indirect, vec3(0), vec3(1.0));
+ return indirect;
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl
new file mode 100644
index 0000000000..8bb3f07fc6
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/lightUtil.glsl
@@ -0,0 +1,117 @@
+/**
+ * @file lightInfo.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
+ * $/LicenseInfo$
+ */
+
+struct DirectionalLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedLightDirection;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ vec3 lightDiffuseColor;
+ float specExponent;
+ float shadow;
+};
+
+struct SpotLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedLightDirection;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ float attenuation;
+ float distanceToLight;
+ vec3 lightDiffuseColor;
+ float innerHalfAngleCos;
+ float outerHalfAngleCos;
+ float spotExponent;
+ float specExponent;
+ float shadow;
+};
+
+struct PointLightInfo
+{
+ vec4 pos;
+ float depth;
+ vec4 normal;
+ vec3 normalizedToLight;
+ float lightIntensity;
+ float attenuation;
+ float distanceToLight;
+ vec3 lightDiffuseColor;
+ float lightRadius;
+ float specExponent;
+ vec3 worldspaceLightDirection;
+ float shadow;
+};
+
+float attenuate(float attenuationSelection, float distanceToLight)
+{
+// LLRENDER_REVIEW
+// sh/could eventually consume attenuation func defined in texture
+ return (attenuationSelection == 0.0f) ? 1.0f : // none
+ (attenuationSelection < 1.0f) ? (1.0f / distanceToLight) : // linear atten
+ (attenuationSelection < 2.0f) ? (1.0f / (distanceToLight*distanceToLight)) // quadratic atten
+ : (1.0f / (distanceToLight*distanceToLight*distanceToLight)); // cubic atten
+}
+
+
+vec3 lightDirectional(struct DirectionalLightInfo dli)
+{
+ float lightIntensity = dli.lightIntensity;
+ lightIntensity *= dot(dli.normal.xyz, dli.normalizedLightDirection);
+ //lightIntensity *= directionalShadowSample(vec4(dli.pos.xyz, 1.0f), dli.depth, dli.directionalShadowMap, dli.directionalShadowMatrix);
+ return lightIntensity * dli.lightDiffuseColor;
+}
+
+
+vec3 lightSpot(struct SpotLightInfo sli)
+{
+ float penumbraRange = (sli.outerHalfAngleCos - sli.innerHalfAngleCos);
+ float coneAngleCos = max(dot(sli.normalizedLightDirection, sli.normalizedToLight), 0.0);
+ float coneAttenFactor = (coneAngleCos <= sli.outerHalfAngleCos) ? 1.0f : pow(smoothstep(1,0, sli.outerHalfAngleCos / penumbraRange), sli.spotExponent);
+ float distanceAttenuation = attenuate(sli.attenuation, sli.distanceToLight);
+ float lightIntensity = sli.lightIntensity;
+ lightIntensity *= distanceAttenuation;
+ lightIntensity *= max(dot(sli.normal.xyz, sli.normalizedLightDirection), 0.0);
+ lightIntensity *= coneAttenFactor;
+ lightIntensity *= sli.shadow;
+ return lightIntensity * sli.lightDiffuseColor;
+}
+
+vec3 lightPoint(struct PointLightInfo pli)
+{
+ float padRadius = pli.lightRadius * 0.1; // distance for which to perform smoothed dropoff past light radius
+ float distanceAttenuation = attenuate(pli.attenuation, pli.distanceToLight);
+ float lightIntensity = pli.lightIntensity;
+ lightIntensity*= distanceAttenuation;
+ lightIntensity *= clamp((padRadius - pli.distanceToLight + pli.lightRadius) / padRadius, 0.0, 1.0);
+ lightIntensity *= pli.shadow;
+ lightIntensity *= max(dot(pli.normal.xyz, pli.normalizedToLight), 0.0);
+ return lightIntensity * pli.lightDiffuseColor;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl
new file mode 100644
index 0000000000..ca9ce3a2e1
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointShadowBlurF.glsl
@@ -0,0 +1,37 @@
+/**
+ * @file pointShadowBlur.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 samplerCube cube_map;
+
+in vec3 to_vec;
+
+out vec4 fragColor;
+
+void main()
+{
+ vec4 vcol = texture(cube_map, to_vec);
+ fragColor = vec4(vcol.rgb, 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl
new file mode 100644
index 0000000000..c8991f7a18
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shVisF.glsl
@@ -0,0 +1,73 @@
+/**
+ * @file class3/deferred/shVisF.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
+
+/////////////////////////////////////////////////////////////////////////
+// Fragment shader for L1 SH debug rendering
+/////////////////////////////////////////////////////////////////////////
+
+uniform sampler2D sh_input_r;
+uniform sampler2D sh_input_g;
+uniform sampler2D sh_input_b;
+
+uniform mat3 inv_modelviewprojection;
+
+VARYING vec4 vary_pos;
+
+void main(void)
+{
+ vec2 coord = vary_pos.xy + vec2(0.5,0.5);
+
+ coord.x *= (1.6/0.9);
+
+ if (dot(coord, coord) > 0.25)
+ {
+ discard;
+ }
+
+ vec4 n = vec4(coord*2.0, 0.0, 1);
+ //n.y = -n.y;
+ n.z = sqrt(max(1.0-n.x*n.x-n.y*n.y, 0.0));
+ //n.xyz = inv_modelviewprojection * n.xyz;
+
+ vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
+ vec4 l1r = texture2D(sh_input_r, vec2(0,0));
+ vec4 l1g = texture2D(sh_input_g, vec2(0,0));
+ vec4 l1b = texture2D(sh_input_b, vec2(0,0));
+ vec3 indirect = vec3(
+ dot(l1r, l1tap * n),
+ dot(l1g, l1tap * n),
+ dot(l1b, l1tap * n));
+
+ //indirect = pow(indirect, vec3(0.45));
+ indirect *= 3.0;
+
+ frag_color = vec4(indirect, 1.0);
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl
new file mode 100644
index 0000000000..8f32dfde79
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shVisV.glsl
@@ -0,0 +1,33 @@
+/**
+ * @file class3/deferred/shVisV.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;
+VARYING vec4 vary_pos;
+
+void main()
+{
+ // Output
+ vary_pos = vec4(position, 1);
+ gl_Position = vary_pos;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl
new file mode 100644
index 0000000000..01599d81c4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendF.glsl
@@ -0,0 +1,58 @@
+/**
+ * @file shadowAlphaMaskF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING float pos_w;
+
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+VARYING vec3 pos;
+
+vec4 computeMoments(float depth, float a);
+
+void main()
+{
+ float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
+
+ frag_color = computeMoments(length(pos), float a);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl
new file mode 100644
index 0000000000..3fb2bafca4
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaBlendV.glsl
@@ -0,0 +1,66 @@
+/**
+ * @file shadowAlphaMaskV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING float target_pos_x;
+VARYING vec4 pos;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+ vec4 pos = modelview_projection_matrix * pre_pos;
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+ pos_w = pos.w;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
new file mode 100644
index 0000000000..d6ed5b6bb0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskF.glsl
@@ -0,0 +1,74 @@
+/**
+ * @file class3/deferred/shadowAlphaMaskF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING float pos_w;
+
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec4 getPosition(vec2 screen_coord);
+vec4 computeMoments(float depth, float a);
+
+void main()
+{
+ vec4 pos = getPosition(vary_texcoord0.xy);
+
+ float alpha = diffuseLookup(vary_texcoord0.xy).a * vertex_color.a;
+
+ if (alpha < 0.05) // treat as totally transparent
+ {
+ discard;
+ }
+
+ if (alpha < 0.88) // treat as semi-transparent
+ {
+ if (fract(0.5*floor(target_pos_x / pos_w )) < 0.25)
+ {
+ discard;
+ }
+ }
+
+ frag_color = computeMoments(length(pos.xyz), alpha);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(pos_zd2/pos_w+0.5, 0.0);
+#endif
+
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
new file mode 100644
index 0000000000..bc7fe003f2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowAlphaMaskV.glsl
@@ -0,0 +1,67 @@
+/**
+ * @file class3/deferred/shadowAlphaMaskV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+uniform float shadow_target_width;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec4 diffuse_color;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+
+ pos = modelview_projection_matrix * pre_pos;
+
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ passTextureIndex();
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+
+ vertex_color = diffuse_color;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
new file mode 100644
index 0000000000..923de09ada
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowCubeV.glsl
@@ -0,0 +1,50 @@
+/**
+ * @file class3/deferred/shadowCubeV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * 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 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+#if !DEPTH_CLAMP
+VARYING vec4 post_pos;
+#endif
+
+uniform vec3 box_center;
+uniform vec3 box_size;
+
+void main()
+{
+ //transform vertex
+ vec3 p = position*box_size+box_center;
+ vec4 pos = modelview_projection_matrix*vec4(p.xyz, 1.0);
+
+#if !DEPTH_CLAMP
+ post_pos = pos;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
new file mode 100644
index 0000000000..5a6c8728c0
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowF.glsl
@@ -0,0 +1,49 @@
+/**
+ * @file class3/deferred/shadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2D diffuseMap;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+
+vec4 computeMoments(float depth, float a);
+
+void main()
+{
+ frag_color = computeMoments(length(pos), 1.0);
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl
new file mode 100644
index 0000000000..2f69a353e8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowUtil.glsl
@@ -0,0 +1,157 @@
+/**
+ * @file class3/deferred/shadowUtil.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 shadowMap0;
+uniform sampler2D shadowMap1;
+uniform sampler2D shadowMap2;
+uniform sampler2D shadowMap3;
+uniform sampler2D shadowMap4;
+uniform sampler2D shadowMap5;
+
+uniform vec3 sun_dir;
+uniform vec3 moon_dir;
+uniform vec2 shadow_res;
+uniform vec2 proj_shadow_res;
+uniform mat4 shadow_matrix[6];
+uniform vec4 shadow_clip;
+uniform float shadow_bias;
+
+uniform float spot_shadow_bias;
+uniform float spot_shadow_offset;
+
+float getDepth(vec2 screenpos);
+vec3 getNorm(vec2 screenpos);
+vec4 getPosition(vec2 pos_screen);
+
+float ReduceLightBleeding(float p_max, float Amount)
+{
+ return smoothstep(Amount, 1, p_max);
+}
+
+float ChebyshevUpperBound(vec2 m, float t, float min_v, float Amount)
+{
+ float p = (t <= m.x) ? 1.0 : 0.0;
+
+ float v = m.y - (m.x*m.x);
+ v = max(v, min_v);
+
+ float d = t - m.x;
+
+ float p_max = v / (v + d*d);
+
+ p_max = ReduceLightBleeding(p_max, Amount);
+
+ return max(p, p_max);
+}
+
+vec4 computeMoments(float depth, float a)
+{
+ float m1 = depth;
+ float dx = dFdx(depth);
+ float dy = dFdy(depth);
+ float m2 = m1*m1 + 0.25 * a * (dx*dx + dy*dy);
+ return vec4(m1, m2, a, max(dx, dy));
+}
+
+float vsmDirectionalSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix)
+{
+ vec4 lpos = shadowMatrix * stc;
+ vec4 moments = texture2D(shadowMap, lpos.xy);
+ return ChebyshevUpperBound(moments.rg, depth - shadow_bias * 256.0f, 0.125, 0.9);
+}
+
+float vsmSpotSample(vec4 stc, float depth, sampler2D shadowMap, mat4 shadowMatrix)
+{
+ vec4 lpos = shadowMatrix * stc;
+ vec4 moments = texture2D(shadowMap, lpos.xy);
+ lpos.xyz /= lpos.w;
+ lpos.xy *= 0.5;
+ lpos.xy += 0.5;
+ return ChebyshevUpperBound(moments.rg, depth - spot_shadow_bias * 16.0f, 0.125, 0.9);
+}
+
+#if VSM_POINT_SHADOWS
+float vsmPointSample(float lightDistance, vec3 lightDirection, samplerCube shadow_cube_map)
+{
+ vec4 moments = textureCube(shadow_cube_map, light_direction);
+ return ChebyshevUpperBound(moments.rg, light_distance, 0.01, 0.25);
+}
+#endif
+
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen)
+{
+ if (pos.z < -shadow_clip.w)
+ {
+ discard;
+ }
+
+ float depth = getDepth(pos_screen);
+
+ vec4 spos = vec4(pos,1.0);
+ vec4 near_split = shadow_clip*-0.75;
+ vec4 far_split = shadow_clip*-1.25;
+
+ float shadow = 0.0f;
+ float weight = 1.0;
+
+ if (spos.z < near_split.z)
+ {
+ shadow += vsmDirectionalSample(spos, depth, shadowMap3, shadow_matrix[3]);
+ weight += 1.0f;
+ }
+ if (spos.z < near_split.y)
+ {
+ shadow += vsmDirectionalSample(spos, depth, shadowMap2, shadow_matrix[2]);
+ weight += 1.0f;
+ }
+ if (spos.z < near_split.x)
+ {
+ shadow += vsmDirectionalSample(spos, depth, shadowMap1, shadow_matrix[1]);
+ weight += 1.0f;
+ }
+ if (spos.z > far_split.x)
+ {
+ shadow += vsmDirectionalSample(spos, depth, shadowMap0, shadow_matrix[0]);
+ weight += 1.0f;
+ }
+
+ shadow /= weight;
+
+ return shadow;
+}
+
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen)
+{
+ if (pos.z < -shadow_clip.w)
+ {
+ discard;
+ }
+
+ float depth = getDepth(pos_screen);
+
+ pos += norm * spot_shadow_offset;
+ return vsmSpotSample(vec4(pos, 1.0), depth, (index == 0) ? shadowMap4 : shadowMap5, shadow_matrix[4 + index]);
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
new file mode 100644
index 0000000000..9a5edaf091
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/shadowV.glsl
@@ -0,0 +1,62 @@
+/**
+ * @file class3/deferred/shadowV.glsl
+ *
+ * $LicenseInfo:firstyear=2011&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2011, 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 modelview_projection_matrix;
+uniform float shadow_target_width;
+uniform mat4 texture_matrix0;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+#if !DEPTH_CLAMP
+VARYING float pos_zd2;
+#endif
+
+VARYING vec4 pos;
+VARYING float target_pos_x;
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+void passTextureIndex();
+
+void main()
+{
+ //transform vertex
+ vec4 pre_pos = vec4(position.xyz, 1.0);
+
+ pos = modelview_projection_matrix * pre_pos;
+
+ target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x;
+
+#if !DEPTH_CLAMP
+ pos_zd2 = pos.z * 0.5;
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+#else
+ gl_Position = pos;
+#endif
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ecf6858136..9411e905d3 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -40,15 +40,13 @@ uniform sampler2DRect lightMap;
uniform sampler2DRect depthMap;
uniform sampler2D lightFunc;
-uniform float blur_size;
uniform samplerCube environmentMap;
-
+uniform float blur_size;
uniform float blur_fidelity;
// Inputs
uniform vec4 morphFactor;
uniform vec3 camPosLocal;
-uniform vec4 gamma;
uniform float cloud_shadow;
uniform float max_y;
uniform vec4 glow;
@@ -78,12 +76,7 @@ vec3 GetSunAndSkyIrradiance(vec3 camPos, vec3 norm, vec3 dir, out vec3 sky_irrad
vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance);
vec3 GetSkyLuminanceToPoint(vec3 camPos, vec3 pos, float shadow_length, vec3 dir, out vec3 transmittance);
-vec3 scaleSoftClipFrag(vec3 c);
-vec3 fullbrightScaleSoftClipFrag(vec3 c);
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-vec3 decode_normal (vec2 enc);
-
+vec3 decode_normal(vec2 xy);
vec3 ColorFromRadiance(vec3 radiance);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
vec4 getPosition(vec2 pos_screen);
@@ -95,32 +88,31 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
void main()
{
- vec2 tc = vary_fragcoord.xy;
- float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPositionWithDepth(tc, depth).xyz;
- vec4 norm = texture2DRect(normalMap, tc);
- float envIntensity = norm.z;
+ vec2 tc = vary_fragcoord.xy;
+ float depth = texture2DRect(depthMap, tc.xy).r;
+ vec3 pos = getPositionWithDepth(tc, depth).xyz;
+ vec4 norm = texture2DRect(normalMap, tc);
+ float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy);
- float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- float light_gamma = 1.0/1.3;
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+ da = pow(da, global_gamma + 0.3);
- vec4 diffuse = texture2DRect(diffuseRect, tc); // linear
+ vec4 diffuse = texture2DRect(diffuseRect, tc); // linear
- vec3 col;
- float bloom = 0.0;
- {
+ vec3 col;
+ float bloom = 0.0;
+ {
vec3 camPos = (camPosLocal / 1000.0f) + vec3(0, 0, 6360.0f);
- vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
+
+ vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
+// scol_ambocc = pow(scol_ambocc, vec3(global_gamma + 0.3));
- float scol = max(scol_ambocc.r, diffuse.a);
+ float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
+ float ambocc = scol_ambocc.g;
vec4 l1tap = vec4(1.0/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265), sqrt(3)/sqrt(4*3.14159265));
vec4 l1r = texture2D(sh_input_r, vec2(0,0));
@@ -145,46 +137,44 @@ void main()
col *= transmittance;
col *= diffuse.rgb;
- vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
-
- if (spec.a > 0.0) // specular reflection
- {
- // the old infinite-sky shiny reflection
- //
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
- col += spec_contrib;
- }
-
- col = mix(col, diffuse.rgb, diffuse.a);
-
- if (envIntensity > 0.0)
- { //add environmentmap
- vec3 env_vec = env_mat * refnormpersp;
+ vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
+
+ if (spec.a > 0.0) // specular reflection
+ {
+ // the old infinite-sky shiny reflection
+ //
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = scol * texture2D(lightFunc, vec2(sa, spec.a)).r * atmo_color;
+
+ // add the two types of shiny together
+ vec3 spec_contrib = dumbshiny * spec.rgb;
+ bloom = dot(spec_contrib, spec_contrib) / 6;
+ col += spec_contrib;
+ }
+
+ col = mix(col, diffuse.rgb, diffuse.a);
+
+ if (envIntensity > 0.0)
+ { //add environmentmap
+ vec3 env_vec = env_mat * refnormpersp;
vec3 sun_direction = (inv_modelview * vec4(sun_dir, 1.0)).xyz;
vec3 radiance_sun = GetSkyLuminance(camPos, env_vec, 0.0f, sun_direction, transmittance);
vec3 refcol = ColorFromRadiance(radiance_sun);
- col = mix(col.rgb, refcol, envIntensity);
- }
-
- /*if (norm.w < 0.5)
- {
- col = scaleSoftClipFrag(col);
- }*/
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
- col = fogged.rgb;
- bloom = fogged.a;
- #endif
-
- col = pow(col, vec3(light_gamma));
- }
-
- frag_color.rgb = col;
- frag_color.a = bloom;
+ col = mix(col.rgb, refcol, envIntensity);
+ }
+
+ /*if (norm.w < 0.5)
+ {
+ col = scaleSoftClipFrag(col);
+ }*/
+
+ #ifdef WATER_FOG
+ vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
+ col = fogged.rgb;
+ bloom = fogged.a;
+ #endif
+ }
+
+ frag_color.rgb = col;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
index 894534b105..e230ebb71c 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightF.glsl
+ * @file class3\deferred\sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -35,197 +35,24 @@ out vec4 frag_color;
//class 2, shadows, no SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
-uniform vec3 sun_dir;
-
-uniform vec2 shadow_res;
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
vec3 decode_normal (vec2 enc);
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
-
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x; // add some jitter to X sample pos according to Y to disguise the snapping going on here
- float cs = shadow2D(shadowMap, stc.xyz).x;
-
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
vec3 norm = getNorm(pos_screen);
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = 1.0;
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.g = 1.0f;
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
index 0870a80a32..342a2ff3ed 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/sunLightSSAOF.glsl
@@ -1,5 +1,5 @@
/**
- * @file sunLightSSAOF.glsl
+ * @file class3\deferred\sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, Linden Research, Inc.
@@ -34,200 +34,28 @@ out vec4 frag_color;
//class 2 -- shadows and SSAO
-uniform sampler2DRect depthMap;
-uniform sampler2DRect normalMap;
-uniform sampler2DShadow shadowMap0;
-uniform sampler2DShadow shadowMap1;
-uniform sampler2DShadow shadowMap2;
-uniform sampler2DShadow shadowMap3;
-uniform sampler2DShadow shadowMap4;
-uniform sampler2DShadow shadowMap5;
-uniform sampler2D noiseMap;
-
-
// Inputs
-uniform mat4 shadow_matrix[6];
-uniform vec4 shadow_clip;
-uniform float ssao_radius;
-uniform float ssao_max_radius;
-uniform float ssao_factor;
-uniform float ssao_factor_inv;
-
VARYING vec2 vary_fragcoord;
-uniform mat4 inv_proj;
-uniform vec2 screen_res;
-uniform vec2 proj_shadow_res;
uniform vec3 sun_dir;
-uniform vec2 shadow_res;
-
-uniform float shadow_bias;
-uniform float shadow_offset;
-
-uniform float spot_shadow_bias;
-uniform float spot_shadow_offset;
-
vec4 getPosition(vec2 pos_screen);
vec3 getNorm(vec2 pos_screen);
-//calculate decreases in ambient lighting when crowded out (SSAO)
-float calcAmbientOcclusion(vec4 pos, vec3 norm, pos_screen);
-
-float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += shadow_bias;
+float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
+float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
- stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*0.666666666))/shadow_res.x;
- float cs = shadow2D(shadowMap, stc.xyz).x;
-
- float shadow = cs;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(2.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(1.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-1.0/shadow_res.x, 1.5/shadow_res.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-2.0/shadow_res.x, -1.5/shadow_res.y, 0.0)).x;
-
- return shadow*0.2;
-}
-
-float pcfSpotShadow(sampler2DShadow shadowMap, vec4 stc, float scl, vec2 pos_screen)
-{
- stc.xyz /= stc.w;
- stc.z += spot_shadow_bias*scl;
- stc.x = floor(proj_shadow_res.x * stc.x + fract(pos_screen.y*0.666666666)) / proj_shadow_res.x; // snap
-
- float cs = shadow2D(shadowMap, stc.xyz).x;
- float shadow = cs;
-
- vec2 off = 1.0/proj_shadow_res;
- off.y *= 1.5;
-
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x*2.0, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x;
- shadow += shadow2D(shadowMap, stc.xyz+vec3(-off.x*2.0, -off.y, 0.0)).x;
-
- return shadow*0.2;
-}
+//calculate decreases in ambient lighting when crowded out (SSAO)
+float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
void main()
{
- vec2 pos_screen = vary_fragcoord.xy;
+ vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
vec3 norm = getNorm(pos_screen);
-
- /*if (pos.z == 0.0) // do nothing for sky *FIX: REMOVE THIS IF/WHEN THE POSITION MAP IS BEING USED AS A STENCIL
- {
- frag_color = vec4(0.0); // doesn't matter
- return;
- }*/
-
- float shadow = 0.0;
- float dp_directional_light = max(0.0, dot(norm, sun_dir.xyz));
-
- vec3 shadow_pos = pos.xyz;
- vec3 offset = sun_dir.xyz * (1.0-dp_directional_light);
-
- vec4 spos = vec4(shadow_pos+offset*shadow_offset, 1.0);
-
- if (spos.z > -shadow_clip.w)
- {
- if (dp_directional_light == 0.0)
- {
- // if we know this point is facing away from the sun then we know it's in shadow without having to do a squirrelly shadow-map lookup
- shadow = 0.0;
- }
- else
- {
- vec4 lpos;
-
- vec4 near_split = shadow_clip*-0.75;
- vec4 far_split = shadow_clip*-1.25;
- vec4 transition_domain = near_split-far_split;
- float weight = 0.0;
-
- if (spos.z < near_split.z)
- {
- lpos = shadow_matrix[3]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap3, lpos, 0.25, pos_screen)*w;
- weight += w;
- shadow += max((pos.z+shadow_clip.z)/(shadow_clip.z-shadow_clip.w)*2.0-1.0, 0.0);
- }
-
- if (spos.z < near_split.y && spos.z > far_split.z)
- {
- lpos = shadow_matrix[2]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.y, 0.0)/transition_domain.y;
- w -= max(near_split.z-spos.z, 0.0)/transition_domain.z;
- shadow += pcfShadow(shadowMap2, lpos, 0.5, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z < near_split.x && spos.z > far_split.y)
- {
- lpos = shadow_matrix[1]*spos;
-
- float w = 1.0;
- w -= max(spos.z-far_split.x, 0.0)/transition_domain.x;
- w -= max(near_split.y-spos.z, 0.0)/transition_domain.y;
- shadow += pcfShadow(shadowMap1, lpos, 0.75, pos_screen)*w;
- weight += w;
- }
-
- if (spos.z > far_split.x)
- {
- lpos = shadow_matrix[0]*spos;
-
- float w = 1.0;
- w -= max(near_split.x-spos.z, 0.0)/transition_domain.x;
-
- shadow += pcfShadow(shadowMap0, lpos, 1.0, pos_screen)*w;
- weight += w;
- }
-
-
- shadow /= weight;
-
- // take the most-shadowed value out of these two:
- // * the blurred sun shadow in the light (shadow) map
- // * an unblurred dot product between the sun and this norm
- // the goal is to err on the side of most-shadow to fill-in shadow holes and reduce artifacting
- shadow = min(shadow, dp_directional_light);
-
- //lpos.xy /= lpos.w*32.0;
- //if (fract(lpos.x) < 0.1 || fract(lpos.y) < 0.1)
- //{
- // shadow = 0.0;
- //}
-
- }
- }
- else
- {
- // more distant than the shadow map covers
- shadow = 1.0;
- }
-
- frag_color[0] = shadow;
- frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen);
-
- spos = vec4(shadow_pos+norm*spot_shadow_offset, 1.0);
-
- //spotlight shadow 1
- vec4 lpos = shadow_matrix[4]*spos;
- frag_color[2] = pcfSpotShadow(shadowMap4, lpos, 0.8, pos_screen);
-
- //spotlight shadow 2
- lpos = shadow_matrix[5]*spos;
- frag_color[3] = pcfSpotShadow(shadowMap5, lpos, 0.8, pos_screen);
- //frag_color.rgb = pos.xyz;
- //frag_color.b = shadow;
+ frag_color.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
+ frag_color.b = calcAmbientOcclusion(pos, norm, pos_screen);
+ frag_color.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ frag_color.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
new file mode 100644
index 0000000000..693af31bf2
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeShadowF.glsl
@@ -0,0 +1,59 @@
+/**
+ * @file treeShadowF.glsl
+ *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2005, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform float minimum_alpha;
+
+uniform sampler2D diffuseMap;
+
+VARYING vec4 pos;
+VARYING vec2 vary_texcoord0;
+
+vec4 computeMoments(float d, float a);
+
+void main()
+{
+ float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a;
+
+ if (alpha < minimum_alpha)
+ {
+ discard;
+ }
+
+ frag_color = computeMoments(length(pos), 1.0);
+
+#if !DEPTH_CLAMP
+ gl_FragDepth = max(pos.z/pos.w*0.5+0.5, 0.0);
+#endif
+
+}
+
diff --git a/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl
new file mode 100644
index 0000000000..15e769ac10
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/treeShadowV.glsl
@@ -0,0 +1,43 @@
+/**
+ * @file treeShadowV.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 texture_matrix0;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+ATTRIBUTE vec2 texcoord0;
+
+VARYING vec4 pos;
+VARYING vec2 vary_texcoord0;
+
+void main()
+{
+ //transform vertex
+ pos = modelview_projection_matrix*vec4(position.xyz, 1.0);
+
+ gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w);
+
+ vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
new file mode 100644
index 0000000000..9d18d1afd8
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/underWaterF.glsl
@@ -0,0 +1,118 @@
+/**
+ * @file underWaterF.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
+ * $/LicenseInfo$
+ */
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+uniform sampler2D diffuseMap;
+uniform sampler2D bumpMap;
+uniform sampler2D screenTex;
+uniform sampler2D refTex;
+uniform sampler2D screenDepth;
+
+uniform vec4 fogCol;
+uniform vec3 lightDir;
+uniform vec3 specular;
+uniform float lightExp;
+uniform vec2 fbScale;
+uniform float refScale;
+uniform float znear;
+uniform float zfar;
+uniform float kd;
+uniform vec4 waterPlane;
+uniform vec3 eyeVec;
+uniform vec4 waterFogColor;
+uniform float waterFogDensity;
+uniform float waterFogKS;
+uniform vec2 screenRes;
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
+
+vec2 encode_normal(vec3 n);
+
+vec4 applyWaterFog(vec4 color, vec3 viewVec)
+{
+ //normalize view vector
+ vec3 view = normalize(viewVec);
+ float es = -view.z;
+
+ //find intersection point with water plane and eye vector
+
+ //get eye depth
+ float e0 = max(-waterPlane.w, 0.0);
+
+ //get object depth
+ float depth = length(viewVec);
+
+ //get "thickness" of water
+ float l = max(depth, 0.1);
+
+ float kd = waterFogDensity;
+ float ks = waterFogKS;
+ vec4 kc = waterFogColor;
+
+ float F = 0.98;
+
+ float t1 = -kd * pow(F, ks * e0);
+ float t2 = kd + ks * es;
+ float t3 = pow(F, t2*l) - 1.0;
+
+ float L = min(t1/t2*t3, 1.0);
+
+ float D = pow(0.98, l*kd);
+ return color * D + kc * L;
+}
+
+void main()
+{
+ vec4 color;
+
+ //get detail normals
+ vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0;
+ vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wavef = normalize(wave1+wave2+wave3);
+
+ //figure out distortion vector (ripply)
+ vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
+ distort = distort+wavef.xy*refScale;
+
+ vec4 fb = texture2D(screenTex, distort);
+
+ frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
+ frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
+ frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
new file mode 100644
index 0000000000..2a144ba23a
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterF.glsl
@@ -0,0 +1,175 @@
+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+/*[EXTRA_CODE_HERE]*/
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_data[3];
+#else
+#define frag_data gl_FragData
+#endif
+
+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
+
+//bigWave is (refCoord.w, view.w);
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+VARYING vec4 vary_position;
+
+vec3 scaleSoftClip(vec3 c);
+vec3 srgb_to_linear(vec3 cs);
+vec2 encode_normal(vec3 n);
+
+vec3 BlendNormal(vec3 bump1, vec3 bump2)
+{
+ //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0);
+ //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0);
+ //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z));
+ vec3 n = normalize(mix(bump1, bump2, blend_factor));
+ return n;
+}
+
+void main()
+{
+ vec4 color;
+ float dist = length(view.xy);
+
+ //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 * 0.99999);
+
+ color.rgb *= 2.0f;
+ color.rgb = scaleSoftClip(color.rgb);
+
+ vec4 pos = vary_position;
+
+ color.rgb += spec * specular;
+ color.a = spec * sunAngle2;
+
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+
+ frag_data[0] = vec4(color.rgb, color); // diffuse
+ frag_data[1] = vec4(spec * specular, spec); // speccolor, spec
+ frag_data[2] = vec4(encode_normal(wavef.xyz), 0.05, 0);// normalxy, 0, 0
+}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl
new file mode 100644
index 0000000000..02000d90ca
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterV.glsl
@@ -0,0 +1,95 @@
+/**
+ * @file waterV.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 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+ATTRIBUTE vec3 position;
+
+
+uniform vec2 d1;
+uniform vec2 d2;
+uniform float time;
+uniform vec3 eyeVec;
+uniform float waterHeight;
+
+VARYING vec4 refCoord;
+VARYING vec4 littleWave;
+VARYING vec4 view;
+
+VARYING vec4 vary_position;
+
+float wave(vec2 v, float t, float f, vec2 d, float s)
+{
+ return (dot(d, v)*f + t*s)*f;
+}
+
+void main()
+{
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ mat4 modelViewProj = modelview_projection_matrix;
+
+ vec4 oPosition;
+
+ //get view vector
+ vec3 oEyeVec;
+ oEyeVec.xyz = pos.xyz-eyeVec;
+
+ float d = length(oEyeVec.xy);
+ float ld = min(d, 2560.0);
+
+ 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);
+ vary_position = modelview_matrix * oPosition;
+ oPosition = modelViewProj * oPosition;
+
+ refCoord.xyz = oPosition.xyz + vec3(0,0,0.2);
+
+ //get wave position parameter (create sweeping horizontal waves)
+ vec3 v = pos.xyz;
+ v.x += (cos(v.x*0.08/*+time*0.01*/)+sin(v.y*0.02))*6.0;
+
+ //push position for further horizon effect.
+ pos.xyz = oEyeVec.xyz*(waterHeight/oEyeVec.z);
+ pos.w = 1.0;
+ pos = modelview_matrix*pos;
+
+ //pass wave parameters to pixel shader
+ vec2 bigWave = (v.xy) * vec2(0.04,0.04) + d1 * time * 0.055;
+ //get two normal map (detail map) texture coordinates
+ littleWave.xy = (v.xy) * vec2(0.45, 0.9) + d2 * time * 0.13;
+ littleWave.zw = (v.xy) * vec2(0.1, 0.2) + d1 * time * 0.1;
+ view.w = bigWave.y;
+ refCoord.w = bigWave.x;
+
+ gl_Position = oPosition;
+}
diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
index 9c050256dc..90ab5d2793 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl
@@ -61,14 +61,17 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)
return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);
}
-vec3 atmosTransport(vec3 light) {
- return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+vec3 atmosTransport(vec3 light)
+{
+ return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
-vec3 fullbrightAtmosTransport(vec3 light) {
- return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation());
+vec3 fullbrightAtmosTransport(vec3 light)
+{
+ return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
-vec3 fullbrightShinyAtmosTransport(vec3 light) {
- return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
+vec3 fullbrightShinyAtmosTransport(vec3 light)
+{
+ return fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());
}
diff --git a/indra/newview/lldrawpool.cpp b/indra/newview/lldrawpool.cpp
index 82888b2df6..00493c83df 100644
--- a/indra/newview/lldrawpool.cpp
+++ b/indra/newview/lldrawpool.cpp
@@ -127,7 +127,7 @@ LLDrawPool::LLDrawPool(const U32 type)
mType = type;
sNumDrawPools++;
mId = sNumDrawPools;
- mVertexShaderLevel = 0;
+ mShaderLevel = 0;
mSkipRender = false;
}
@@ -141,7 +141,7 @@ LLViewerTexture *LLDrawPool::getDebugTexture()
return NULL;
}
-//virtuals
+//virtual
void LLDrawPool::beginRenderPass( S32 pass )
{
}
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index bc299cc89f..df86d78a89 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -107,7 +107,7 @@ public:
virtual void prerender() = 0;
virtual U32 getVertexDataMask() = 0;
virtual BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
- virtual S32 getVertexShaderLevel() const { return mVertexShaderLevel; }
+ virtual S32 getShaderLevel() const { return mShaderLevel; }
static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
virtual LLDrawPool *instancePool() = 0; // Create an empty new instance of the pool.
@@ -116,7 +116,7 @@ public:
virtual void resetDrawOrders() = 0;
protected:
- S32 mVertexShaderLevel;
+ S32 mShaderLevel;
S32 mId;
U32 mType; // Type of draw pool
BOOL mSkipRender;
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 7679d44826..73582e2345 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -69,7 +69,7 @@ LLDrawPoolAlpha::~LLDrawPoolAlpha()
void LLDrawPoolAlpha::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
@@ -160,7 +160,7 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
}
deferred_render = TRUE;
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
@@ -209,7 +209,7 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
emissive_shader = &gObjectEmissiveProgram;
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
// Start out with no shaders.
current_shader = target_shader = NULL;
@@ -264,7 +264,7 @@ void LLDrawPoolAlpha::render(S32 pass)
mAlphaDFactor = LLRender::BF_ONE_MINUS_SOURCE_ALPHA; // }
gGL.blendFunc(mColorSFactor, mColorDFactor, mAlphaSFactor, mAlphaDFactor);
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
if (LLPipeline::sImpostorRender)
{
@@ -326,7 +326,7 @@ void LLDrawPoolAlpha::render(S32 pass)
}
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
renderAlpha(getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX | LLVertexBuffer::MAP_TANGENT | LLVertexBuffer::MAP_TEXCOORD1 | LLVertexBuffer::MAP_TEXCOORD2, pass);
}
@@ -432,7 +432,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, S32 pass)
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
- bool draw_glow_for_this_partition = mVertexShaderLevel > 0; // no shaders = no glow.
+ bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_GROUP_LOOP);
diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp
index d4dc6f3558..996c7eed4b 100644
--- a/indra/newview/lldrawpoolavatar.cpp
+++ b/indra/newview/lldrawpoolavatar.cpp
@@ -144,16 +144,16 @@ LLDrawPool *LLDrawPoolAvatar::instancePool()
}
-S32 LLDrawPoolAvatar::getVertexShaderLevel() const
+S32 LLDrawPoolAvatar::getShaderLevel() const
{
- return (S32) LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
+ return (S32) LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
}
void LLDrawPoolAvatar::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR);
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
if (sShaderLevel > 0)
{
@@ -304,7 +304,7 @@ void LLDrawPoolAvatar::beginPostDeferredPass(S32 pass)
void LLDrawPoolAvatar::beginPostDeferredAlpha()
{
sSkipOpaque = TRUE;
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarAlphaProgram;
sRenderingSkinned = TRUE;
@@ -395,7 +395,7 @@ void LLDrawPoolAvatar::endPostDeferredAlpha()
gPipeline.unbindDeferredShader(*sVertexProgram);
sDiffuseChannel = 0;
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
}
void LLDrawPoolAvatar::renderPostDeferred(S32 pass)
@@ -493,7 +493,7 @@ void LLDrawPoolAvatar::renderShadow(S32 pass)
}
LLVOAvatar *avatarp = (LLVOAvatar *)facep->getDrawable()->getVObj().get();
- if (avatarp->isDead() || avatarp->isUIAvatar() || avatarp->mDrawable.isNull())
+ if (avatarp->isDead() || avatarp->mIsDummy || avatarp->mDrawable.isNull())
{
return;
}
@@ -714,7 +714,7 @@ void LLDrawPoolAvatar::beginRigid()
void LLDrawPoolAvatar::endRigid()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
if (sVertexProgram != NULL)
{
sVertexProgram->unbind();
@@ -739,7 +739,7 @@ void LLDrawPoolAvatar::beginDeferredImpostor()
void LLDrawPoolAvatar::endDeferredImpostor()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DEFERRED_NORMAL);
sVertexProgram->disableTexture(LLViewerShaderMgr::SPECULAR_MAP);
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
@@ -766,7 +766,7 @@ void LLDrawPoolAvatar::beginDeferredRigid()
void LLDrawPoolAvatar::endDeferredRigid()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
sVertexProgram->unbind();
gGL.getTexUnit(0)->activate();
@@ -848,7 +848,7 @@ void LLDrawPoolAvatar::endSkinned()
sVertexProgram->disableTexture(LLViewerShaderMgr::BUMP_MAP);
gGL.getTexUnit(0)->activate();
sVertexProgram->unbind();
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
}
else
{
@@ -1281,7 +1281,7 @@ void LLDrawPoolAvatar::endDeferredRiggedMaterial(S32 pass)
void LLDrawPoolAvatar::beginDeferredSkinned()
{
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
sVertexProgram = &gDeferredAvatarProgram;
sRenderingSkinned = TRUE;
@@ -1308,7 +1308,7 @@ void LLDrawPoolAvatar::endDeferredSkinned()
sVertexProgram->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
- sShaderLevel = mVertexShaderLevel;
+ sShaderLevel = mShaderLevel;
gGL.getTexUnit(0)->activate();
}
@@ -1820,7 +1820,7 @@ void LLDrawPoolAvatar::updateRiggedFaceVertexBuffer(
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
- if (!avatar->shouldRenderRigged())
+ if (avatar->isSelf() && !gAgent.needsRenderAvatar())
{
return;
}
@@ -2196,6 +2196,7 @@ void LLDrawPoolAvatar::addRiggedFace(LLFace* facep, U32 type)
{
LL_ERRS() << "Invalid rigged face type." << LL_ENDL;
}
+
if (facep->getRiggedIndex(type) != -1)
{
LL_ERRS() << "Tried to add a rigged face that's referenced elsewhere." << LL_ENDL;
diff --git a/indra/newview/lldrawpoolavatar.h b/indra/newview/lldrawpoolavatar.h
index 45b6d71110..8292279042 100644
--- a/indra/newview/lldrawpoolavatar.h
+++ b/indra/newview/lldrawpoolavatar.h
@@ -57,7 +57,7 @@ public:
virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
- virtual S32 getVertexShaderLevel() const;
+ virtual S32 getShaderLevel() const;
LLDrawPoolAvatar();
~LLDrawPoolAvatar();
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index e27b6867b9..14069fa6c2 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -193,7 +193,7 @@ LLDrawPoolBump::LLDrawPoolBump()
void LLDrawPoolBump::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
// static
@@ -201,7 +201,7 @@ S32 LLDrawPoolBump::numBumpPasses()
{
if (gSavedSettings.getBOOL("RenderObjectBump"))
{
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{
if (LLPipeline::sImpostorRender)
{
@@ -241,7 +241,7 @@ void LLDrawPoolBump::beginRenderPass(S32 pass)
beginShiny();
break;
case 1:
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{
beginFullbrightShiny();
}
@@ -274,7 +274,7 @@ void LLDrawPoolBump::render(S32 pass)
renderShiny();
break;
case 1:
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{
renderFullbrightShiny();
}
@@ -301,7 +301,7 @@ void LLDrawPoolBump::endRenderPass(S32 pass)
endShiny();
break;
case 1:
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{
endFullbrightShiny();
}
@@ -335,12 +335,12 @@ void LLDrawPoolBump::beginShiny(bool invisible)
mShiny = TRUE;
sVertexMask = VERTEX_MASK_SHINY;
// Second pass: environment map
- if (!invisible && mVertexShaderLevel > 1)
+ if (!invisible && mShaderLevel > 1)
{
sVertexMask = VERTEX_MASK_SHINY | LLVertexBuffer::MAP_TEXCOORD0;
}
- if (getVertexShaderLevel() > 0)
+ if (getShaderLevel() > 0)
{
if (LLPipeline::sUnderWaterRender)
{
@@ -365,9 +365,9 @@ void LLDrawPoolBump::beginShiny(bool invisible)
shader = NULL;
}
- bindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible);
+ bindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible);
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{ //indexed texture rendering, channel 0 is always diffuse
diffuse_channel = 0;
}
@@ -436,7 +436,7 @@ void LLDrawPoolBump::renderShiny(bool invisible)
if( gSky.mVOSkyp->getCubeMap() )
{
LLGLEnable blend_enable(GL_BLEND);
- if (!invisible && mVertexShaderLevel > 1)
+ if (!invisible && mShaderLevel > 1)
{
LLRenderPass::pushBatches(LLRenderPass::PASS_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
@@ -461,7 +461,7 @@ void LLDrawPoolBump::unbindCubeMap(LLGLSLShader* shader, S32 shader_level, S32&
{
shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
{
if (diffuse_channel != 0)
{
@@ -494,7 +494,7 @@ void LLDrawPoolBump::endShiny(bool invisible)
return;
}
- unbindCubeMap(shader, mVertexShaderLevel, diffuse_channel, cube_channel, invisible);
+ unbindCubeMap(shader, mShaderLevel, diffuse_channel, cube_channel, invisible);
if (shader)
{
shader->unbind();
@@ -568,7 +568,7 @@ void LLDrawPoolBump::beginFullbrightShiny()
gGL.getTexUnit(0)->activate();
}
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{ //indexed texture rendering, channel 0 is always diffuse
diffuse_channel = 0;
}
@@ -588,7 +588,7 @@ void LLDrawPoolBump::renderFullbrightShiny()
{
LLGLEnable blend_enable(GL_BLEND);
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{
LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
}
@@ -1541,7 +1541,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
tex_setup = true;
}
- if (mShiny && mVertexShaderLevel > 1 && texture)
+ if (mShiny && mShaderLevel > 1 && texture)
{
if (params.mTexture.notNull())
{
diff --git a/indra/newview/lldrawpoolground.cpp b/indra/newview/lldrawpoolground.cpp
index bae07a171b..6bd2631d3b 100644
--- a/indra/newview/lldrawpoolground.cpp
+++ b/indra/newview/lldrawpoolground.cpp
@@ -53,7 +53,7 @@ LLDrawPool *LLDrawPoolGround::instancePool()
void LLDrawPoolGround::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
}
void LLDrawPoolGround::render(S32 pass)
diff --git a/indra/newview/lldrawpoolmaterials.cpp b/indra/newview/lldrawpoolmaterials.cpp
index 113c198a9a..05b0c1f1a9 100644
--- a/indra/newview/lldrawpoolmaterials.cpp
+++ b/indra/newview/lldrawpoolmaterials.cpp
@@ -42,7 +42,7 @@ LLDrawPoolMaterials::LLDrawPoolMaterials()
void LLDrawPoolMaterials::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
S32 LLDrawPoolMaterials::getNumDeferredPasses()
@@ -203,7 +203,7 @@ void LLDrawPoolMaterials::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture,
tex_setup = true;
}
- if (mVertexShaderLevel > 1 && texture)
+ if (mShaderLevel > 1 && texture)
{
if (params.mTexture.notNull())
{
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index bb50ad8e3e..f653920662 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -90,7 +90,7 @@ void LLDrawPoolGlow::endPostDeferredPass(S32 pass)
S32 LLDrawPoolGlow::getNumPasses()
{
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
{
return 1;
}
@@ -111,7 +111,7 @@ void LLDrawPoolGlow::render(S32 pass)
glPolygonOffset(-1.0f, -1.0f);
gGL.setSceneBlendType(LLRender::BT_ADD);
- U32 shader_level = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ U32 shader_level = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
//should never get here without basic shaders enabled
llassert(shader_level > 0);
@@ -164,7 +164,7 @@ LLDrawPoolSimple::LLDrawPoolSimple() :
void LLDrawPoolSimple::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolSimple::beginRenderPass(S32 pass)
@@ -184,7 +184,7 @@ void LLDrawPoolSimple::beginRenderPass(S32 pass)
simple_shader = &gObjectSimpleProgram;
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->bind();
@@ -213,7 +213,7 @@ void LLDrawPoolSimple::endRenderPass(S32 pass)
stop_glerror();
LLRenderPass::endRenderPass(pass);
stop_glerror();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->unbind();
}
@@ -227,7 +227,7 @@ void LLDrawPoolSimple::render(S32 pass)
LL_RECORD_BLOCK_TIME(FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
@@ -270,7 +270,7 @@ LLDrawPoolAlphaMask::LLDrawPoolAlphaMask() :
void LLDrawPoolAlphaMask::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolAlphaMask::beginRenderPass(S32 pass)
@@ -286,7 +286,7 @@ void LLDrawPoolAlphaMask::beginRenderPass(S32 pass)
simple_shader = &gObjectSimpleAlphaMaskProgram;
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->bind();
@@ -315,7 +315,7 @@ void LLDrawPoolAlphaMask::endRenderPass(S32 pass)
stop_glerror();
LLRenderPass::endRenderPass(pass);
stop_glerror();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->unbind();
}
@@ -326,7 +326,7 @@ void LLDrawPoolAlphaMask::render(S32 pass)
LLGLDisable blend(GL_BLEND);
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->bind();
simple_shader->setMinimumAlpha(0.33f);
@@ -361,7 +361,7 @@ LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() :
void LLDrawPoolFullbrightAlphaMask::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass)
@@ -377,7 +377,7 @@ void LLDrawPoolFullbrightAlphaMask::beginRenderPass(S32 pass)
simple_shader = &gObjectFullbrightAlphaMaskProgram;
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->bind();
@@ -406,7 +406,7 @@ void LLDrawPoolFullbrightAlphaMask::endRenderPass(S32 pass)
stop_glerror();
LLRenderPass::endRenderPass(pass);
stop_glerror();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->unbind();
}
@@ -416,7 +416,7 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_ALPHA_MASK);
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
if (simple_shader)
{
@@ -533,7 +533,7 @@ LLDrawPoolGrass::LLDrawPoolGrass() :
void LLDrawPoolGrass::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
@@ -551,7 +551,7 @@ void LLDrawPoolGrass::beginRenderPass(S32 pass)
simple_shader = &gObjectAlphaMaskNonIndexedProgram;
}
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->bind();
simple_shader->setMinimumAlpha(0.5f);
@@ -580,7 +580,7 @@ void LLDrawPoolGrass::endRenderPass(S32 pass)
LL_RECORD_BLOCK_TIME(FTM_RENDER_GRASS);
LLRenderPass::endRenderPass(pass);
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
simple_shader->unbind();
}
@@ -643,7 +643,7 @@ LLDrawPoolFullbright::LLDrawPoolFullbright() :
void LLDrawPoolFullbright::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolFullbright::beginPostDeferredPass(S32 pass)
@@ -711,7 +711,7 @@ void LLDrawPoolFullbright::endRenderPass(S32 pass)
stop_glerror();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
fullbright_shader->unbind();
}
@@ -726,7 +726,7 @@ void LLDrawPoolFullbright::render(S32 pass)
stop_glerror();
- if (mVertexShaderLevel > 0)
+ if (mShaderLevel > 0)
{
fullbright_shader->bind();
fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp
index 4d4711d7c9..516302676d 100644
--- a/indra/newview/lldrawpoolsky.cpp
+++ b/indra/newview/lldrawpoolsky.cpp
@@ -55,7 +55,7 @@ LLDrawPool *LLDrawPoolSky::instancePool()
void LLDrawPoolSky::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
}
@@ -75,7 +75,7 @@ void LLDrawPoolSky::render(S32 pass)
}
// don't render sky under water (background just gets cleared to fog color)
- if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
+ if(mShaderLevel > 0 && LLPipeline::sUnderWaterRender)
{
return;
}
@@ -100,8 +100,8 @@ void LLDrawPoolSky::render(S32 pass)
LLGLSPipelineDepthTestSkyBox gls_skybox(true, false);
- LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
-
+ LLGLEnable fog_enable( (mShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
+
gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index b716a76543..593636b14a 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -110,7 +110,7 @@ U32 LLDrawPoolTerrain::getVertexDataMask()
void LLDrawPoolTerrain::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
}
@@ -123,7 +123,7 @@ void LLDrawPoolTerrain::beginRenderPass( S32 pass )
&gTerrainWaterProgram :
&gTerrainProgram;
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
+ if (mShaderLevel > 1 && sShader->mShaderLevel > 0)
{
sShader->bind();
}
@@ -134,7 +134,7 @@ void LLDrawPoolTerrain::endRenderPass( S32 pass )
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
//LLFacePool::endRenderPass(pass);
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) {
+ if (mShaderLevel > 1 && sShader->mShaderLevel > 0) {
sShader->unbind();
}
}
@@ -180,7 +180,7 @@ void LLDrawPoolTerrain::render(S32 pass)
LLGLSPipeline gls;
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
+ if (mShaderLevel > 1 && sShader->mShaderLevel > 0)
{
gPipeline.enableLightsDynamic();
@@ -434,7 +434,7 @@ void LLDrawPoolTerrain::renderFullShader()
void LLDrawPoolTerrain::hilightParcelOwners()
{
- if (mVertexShaderLevel > 1)
+ if (mShaderLevel > 1)
{ //use fullbright shader for highlighting
LLGLSLShader* old_shader = sShader;
sShader->unbind();
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp
index b1f40781f7..81b0c8b1bb 100644
--- a/indra/newview/lldrawpooltree.cpp
+++ b/indra/newview/lldrawpooltree.cpp
@@ -57,7 +57,7 @@ LLDrawPool *LLDrawPoolTree::instancePool()
void LLDrawPoolTree::prerender()
{
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
+ mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolTree::beginRenderPass(S32 pass)
@@ -138,7 +138,7 @@ void LLDrawPoolTree::endRenderPass(S32 pass)
shader->unbind();
}
- if (mVertexShaderLevel <= 0)
+ if (mShaderLevel <= 0)
{
gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp
index d217f95cf3..ee37f36cbd 100644
--- a/indra/newview/lldrawpoolwater.cpp
+++ b/indra/newview/lldrawpoolwater.cpp
@@ -113,7 +113,7 @@ LLDrawPool *LLDrawPoolWater::instancePool()
void LLDrawPoolWater::prerender()
{
- mVertexShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
+ mShaderLevel = (gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) ? LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WATER) : 0;
}
S32 LLDrawPoolWater::getNumPasses()
@@ -179,7 +179,7 @@ void LLDrawPoolWater::render(S32 pass)
LLGLEnable blend(GL_BLEND);
- if ((mVertexShaderLevel > 0) && !sSkipScreenCopy)
+ if ((mShaderLevel > 0) && !sSkipScreenCopy)
{
shade();
return;
@@ -618,7 +618,7 @@ void LLDrawPoolWater::shade()
S32 screentex = shader->enableTexture(LLShaderMgr::WATER_SCREENTEX);
gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);
- if (mVertexShaderLevel == 1)
+ if (mShaderLevel == 1)
{
LLColor4 fog_color(pwater->getWaterFogColor(), 0.f);
fog_color[3] = pwater->getWaterFogDensity();
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index 8904020ab9..e6306b391a 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -48,6 +48,7 @@ static LLStaticHashedString sCamPosLocal("camPosLocal");
static LLStaticHashedString sCustomAlpha("custom_alpha");
static LLGLSLShader* cloud_shader = NULL;
+static LLGLSLShader* cloud_shadow_shader = NULL;
static LLGLSLShader* sky_shader = NULL;
static LLGLSLShader* sun_shader = NULL;
static LLGLSLShader* moon_shader = NULL;
@@ -123,6 +124,29 @@ void LLDrawPoolWLSky::endDeferredPass(S32 pass)
moon_shader = nullptr;
}
+S32 LLDrawPoolWLSky::getNumShadowPasses() { return 0; }
+
+void LLDrawPoolWLSky::beginShadowPass(S32 pass)
+{
+ cloud_shadow_shader = LLPipeline::sRenderDeferred ? &gDeferredWLCloudShadowProgram : &gWLCloudShadowProgram;
+}
+
+void LLDrawPoolWLSky::endShadowPass(S32 pass)
+{
+ cloud_shadow_shader = nullptr;
+}
+
+void LLDrawPoolWLSky::renderShadow(S32 pass)
+{
+ if (cloud_shadow_shader)
+ {
+ const F32 camHeightLocal = LLEnvironment::instance().getCamHeight();
+ LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin();
+
+ renderSkyClouds(origin, camHeightLocal, cloud_shadow_shader);
+ }
+}
+
void LLDrawPoolWLSky::renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const
{
gSky.mVOWLSkyp->drawFsSky();
@@ -375,7 +399,7 @@ void LLDrawPoolWLSky::renderStarsDeferred(void) const
gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor);
- if (LLPipeline::sRenderingWaterReflection)
+ if (LLPipeline::sReflectionRender)
{
star_alpha = 1.0f;
}
diff --git a/indra/newview/lldrawpoolwlsky.h b/indra/newview/lldrawpoolwlsky.h
index e7b4726321..ea11060eb5 100644
--- a/indra/newview/lldrawpoolwlsky.h
+++ b/indra/newview/lldrawpoolwlsky.h
@@ -62,11 +62,17 @@ public:
/*virtual*/ void beginRenderPass( S32 pass );
/*virtual*/ void endRenderPass( S32 pass );
/*virtual*/ S32 getNumPasses() { return 1; }
+
+ /*virtual*/ S32 getNumShadowPasses();
+ /*virtual*/ void beginShadowPass(S32 pass);
+ /*virtual*/ void endShadowPass(S32 pass);
+ /*virtual*/ void renderShadow(S32 pass);
+
/*virtual*/ void render(S32 pass = 0);
/*virtual*/ void prerender();
/*virtual*/ U32 getVertexDataMask() { return SKY_VERTEX_DATA_MASK; }
/*virtual*/ BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
- /*virtual*/ S32 getVertexShaderLevel() const { return mVertexShaderLevel; }
+ /*virtual*/ S32 getShaderLevel() const { return mShaderLevel; }
//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
diff --git a/indra/newview/llpanelvolume.cpp b/indra/newview/llpanelvolume.cpp
index 96dd309fa4..4993441508 100644
--- a/indra/newview/llpanelvolume.cpp
+++ b/indra/newview/llpanelvolume.cpp
@@ -560,7 +560,7 @@ void LLPanelVolume::refresh()
mRootObject = NULL;
}
- BOOL visible = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 0 ? TRUE : FALSE;
+ BOOL visible = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_DEFERRED) > 0 ? TRUE : FALSE;
getChildView("Light FOV")->setVisible( visible);
getChildView("Light Focus")->setVisible( visible);
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 82120db53e..2d4478bfdb 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -653,7 +653,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
stop_glerror();
S32 water_clip = 0;
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
{
@@ -1021,9 +1021,14 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
}
}
+ if (LLPipeline::sRenderDeferred && gAtmosphere && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ gPipeline.generateSkyIndirect();
+ }
+
if (LLPipeline::sRenderDeferred)
{
- gPipeline.renderDeferredLighting();
+ gPipeline.renderDeferredLighting(&gPipeline.mScreen);
}
LLPipeline::sUnderWaterRender = FALSE;
diff --git a/indra/newview/llviewerjointmesh.cpp b/indra/newview/llviewerjointmesh.cpp
index 43a81ada49..6990f56a08 100644
--- a/indra/newview/llviewerjointmesh.cpp
+++ b/indra/newview/llviewerjointmesh.cpp
@@ -112,7 +112,7 @@ void LLViewerJointMesh::uploadJointMatrices()
S32 joint_num;
LLPolyMesh *reference_mesh = mMesh->getReferenceMesh();
LLDrawPool *poolp = mFace ? mFace->getPool() : NULL;
- BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
+ BOOL hardware_skinning = (poolp && poolp->getShaderLevel() > 0) ? TRUE : FALSE;
//calculate joint matrices
for (joint_num = 0; joint_num < reference_mesh->mJointRenderData.size(); joint_num++)
@@ -246,7 +246,7 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
stop_glerror();
- LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getVertexShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);
+ LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), (mFace->getPool()->getShaderLevel() > 0 || LLGLSLShader::sNoFixedFunction) ? 0.f : mShiny);
//----------------------------------------------------------------
// setup current texture
@@ -307,14 +307,14 @@ U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy)
if (mMesh->hasWeights())
{
- if ((mFace->getPool()->getVertexShaderLevel() > 0))
+ if ((mFace->getPool()->getShaderLevel() > 0))
{
if (first_pass)
{
uploadJointMatrices();
}
mask = mask | LLVertexBuffer::MAP_WEIGHT;
- if (mFace->getPool()->getVertexShaderLevel() > 1)
+ if (mFace->getPool()->getShaderLevel() > 1)
{
mask = mask | LLVertexBuffer::MAP_CLOTHWEIGHT;
}
@@ -390,7 +390,7 @@ void LLViewerJointMesh::updateFaceData(LLFace *face, F32 pixel_area, BOOL damp_w
}
LLDrawPool *poolp = mFace->getPool();
- BOOL hardware_skinning = (poolp && poolp->getVertexShaderLevel() > 0) ? TRUE : FALSE;
+ BOOL hardware_skinning = (poolp && poolp->getShaderLevel() > 0) ? TRUE : FALSE;
if (!hardware_skinning && terse_update)
{ //no need to do terse updates if we're doing software vertex skinning
@@ -538,7 +538,7 @@ void LLViewerJointMesh::updateJointGeometry()
&& mFace
&& mMesh->hasWeights()
&& mFace->getVertexBuffer()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
+ && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) == 0))
{
return;
}
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index 6e500f7962..1bbda04ae6 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -1211,6 +1211,20 @@ class LLAdvancedSelectedTextureInfo : public view_listener_t
}
};
+////////////////////////////
+// TOGGLE SH LIGHTING VIS //
+////////////////////////////
+
+class LLAdvancedToggleDebugSH : public view_listener_t
+{
+ bool handleEvent(const LLSD& userdata)
+ {
+ gPipeline.toggleRenderDebug(LLPipeline::RENDER_DEBUG_SH);
+ gSavedSettings.setBOOL("RenderDebugSH", gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SH));
+ return true;
+ }
+};
+
//////////////////////
// TOGGLE WIREFRAME //
//////////////////////
@@ -2274,8 +2288,8 @@ class LLAdvancedEnableRenderDeferred: public view_listener_t
{
bool handleEvent(const LLSD& userdata)
{
- bool new_value = gGLManager.mHasFramebufferObject && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0;
+ bool new_value = gGLManager.mHasFramebufferObject && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1 &&
+ LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0;
return new_value;
}
};
@@ -2287,8 +2301,8 @@ class LLAdvancedEnableRenderDeferredOptions: public view_listener_t
{
bool handleEvent(const LLSD& userdata)
{
- bool new_value = gGLManager.mHasFramebufferObject && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1 &&
- LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0 && gSavedSettings.getBOOL("RenderDeferred");
+ bool new_value = gGLManager.mHasFramebufferObject && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1 &&
+ LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) > 0 && gSavedSettings.getBOOL("RenderDeferred");
return new_value;
}
};
@@ -6101,12 +6115,7 @@ class LLAvatarResetSkeleton: public view_listener_t
{
bool handleEvent(const LLSD& userdata)
{
- LLVOAvatar* avatar = NULL;
- LLViewerObject *obj = LLSelectMgr::getInstance()->getSelection()->getPrimaryObject();
- if (obj)
- {
- avatar = obj->getAvatar();
- }
+ LLVOAvatar* avatar = find_avatar_from_object( LLSelectMgr::getInstance()->getSelection()->getPrimaryObject() );
if(avatar)
{
avatar->resetSkeleton(false);
@@ -8650,7 +8659,6 @@ class LLWorldEnableEnvPreset : public view_listener_t
}
};
-
/// Post-Process callbacks
class LLWorldPostProcess : public view_listener_t
{
@@ -8991,6 +8999,7 @@ void initialize_menus()
commit.add("Advanced.SelectedMaterialInfo", boost::bind(&handle_selected_material_info));
view_listener_t::addMenu(new LLAdvancedToggleWireframe(), "Advanced.ToggleWireframe");
view_listener_t::addMenu(new LLAdvancedCheckWireframe(), "Advanced.CheckWireframe");
+ view_listener_t::addMenu(new LLAdvancedToggleDebugSH(), "Advanced.ToggleDebugSH");
// Develop > Render
view_listener_t::addMenu(new LLAdvancedEnableObjectObjectOcclusion(), "Advanced.EnableObjectObjectOcclusion");
view_listener_t::addMenu(new LLAdvancedEnableRenderFBO(), "Advanced.EnableRenderFBO");
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index f4f9a3a0c2..85a13d9990 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -177,6 +177,7 @@ LLGLSLShader gImpostorProgram;
// WindLight shader handles
LLGLSLShader gWLSkyProgram;
LLGLSLShader gWLCloudProgram;
+LLGLSLShader gWLCloudShadowProgram;
LLGLSLShader gWLSunProgram;
LLGLSLShader gWLMoonProgram;
@@ -234,6 +235,7 @@ LLGLSLShader gFXAAProgram;
LLGLSLShader gDeferredPostNoDoFProgram;
LLGLSLShader gDeferredWLSkyProgram;
LLGLSLShader gDeferredWLCloudProgram;
+LLGLSLShader gDeferredWLCloudShadowProgram;
LLGLSLShader gDeferredWLSunProgram;
LLGLSLShader gDeferredWLMoonProgram;
LLGLSLShader gDeferredStarProgram;
@@ -242,18 +244,23 @@ LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightProgram;
LLGLSLShader gNormalMapGenProgram;
+LLGLSLShader gDeferredGenSkyShProgram;
+LLGLSLShader gDeferredGatherSkyShProgram;
+LLGLSLShader gDeferredShVisProgram;
+
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
- mVertexShaderLevel(SHADER_COUNT, 0),
+ mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{
/// Make sure WL Sky is the first program
//ONLY shaders that need WL Param management should be added here
mShaderList.push_back(&gWLSkyProgram);
mShaderList.push_back(&gWLCloudProgram);
+ mShaderList.push_back(&gWLCloudShadowProgram);
mShaderList.push_back(&gWLSunProgram);
mShaderList.push_back(&gWLMoonProgram);
mShaderList.push_back(&gAvatarProgram);
@@ -348,13 +355,17 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
mShaderList.push_back(&gDeferredWLSkyProgram);
mShaderList.push_back(&gDeferredWLCloudProgram);
+ mShaderList.push_back(&gDeferredWLCloudShadowProgram);
mShaderList.push_back(&gDeferredWLMoonProgram);
mShaderList.push_back(&gDeferredWLSunProgram);
+ mShaderList.push_back(&gDeferredGenSkyShProgram);
+ mShaderList.push_back(&gDeferredGatherSkyShProgram);
+ mShaderList.push_back(&gDeferredShVisProgram);
}
LLViewerShaderMgr::~LLViewerShaderMgr()
{
- mVertexShaderLevel.clear();
+ mShaderLevel.clear();
mShaderList.clear();
}
@@ -391,9 +402,9 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
//============================================================================
// Set Levels
-S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type)
+S32 LLViewerShaderMgr::getShaderLevel(S32 type)
{
- return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type];
+ return LLPipeline::sDisableShaders ? 0 : mShaderLevel[type];
}
//============================================================================
@@ -468,7 +479,7 @@ void LLViewerShaderMgr::setShaders()
for (S32 i = 0; i < SHADER_COUNT; i++)
{
- mVertexShaderLevel[i] = 0;
+ mShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
@@ -484,7 +495,6 @@ void LLViewerShaderMgr::setShaders()
bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics");
- (void)useAdvancedAtmospherics;
//using shaders, disable fixed function
LLGLSLShader::sNoFixedFunction = true;
@@ -504,6 +514,12 @@ void LLViewerShaderMgr::setShaders()
transform_class = 0;
}
+ if (useAdvancedAtmospherics)
+ {
+ deferred_class = 3;
+ wl_class = 3;
+ }
+
if (useRenderDeferred && doingWindLight)
{
//shadows
@@ -526,22 +542,22 @@ void LLViewerShaderMgr::setShaders()
}
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
- if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
+ if (mShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
gSky.mVOSkyp->forceSkyUpdate();
}
// Load lighting shaders
- mVertexShaderLevel[SHADER_LIGHTING] = light_class;
- mVertexShaderLevel[SHADER_INTERFACE] = light_class;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class;
- mVertexShaderLevel[SHADER_WATER] = water_class;
- mVertexShaderLevel[SHADER_OBJECT] = obj_class;
- mVertexShaderLevel[SHADER_EFFECT] = effect_class;
- mVertexShaderLevel[SHADER_WINDLIGHT] = wl_class;
- mVertexShaderLevel[SHADER_DEFERRED] = deferred_class;
- mVertexShaderLevel[SHADER_TRANSFORM] = transform_class;
+ mShaderLevel[SHADER_LIGHTING] = light_class;
+ mShaderLevel[SHADER_INTERFACE] = light_class;
+ mShaderLevel[SHADER_ENVIRONMENT] = env_class;
+ mShaderLevel[SHADER_WATER] = water_class;
+ mShaderLevel[SHADER_OBJECT] = obj_class;
+ mShaderLevel[SHADER_EFFECT] = effect_class;
+ mShaderLevel[SHADER_WINDLIGHT] = wl_class;
+ mShaderLevel[SHADER_DEFERRED] = deferred_class;
+ mShaderLevel[SHADER_TRANSFORM] = transform_class;
BOOL loaded = loadBasicShaders();
if (loaded)
@@ -646,7 +662,7 @@ void LLViewerShaderMgr::setShaders()
if (loaded)
{
// Load max avatar shaders to set the max level
- mVertexShaderLevel[SHADER_AVATAR] = 3;
+ mShaderLevel[SHADER_AVATAR] = 3;
mMaxAvatarShaderLevel = 3;
if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
@@ -657,17 +673,18 @@ void LLViewerShaderMgr::setShaders()
S32 avatar_class = avatar_cloth ? 3 : 1;
// Set the actual level
- mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
+ mShaderLevel[SHADER_AVATAR] = avatar_class;
+
loaded = loadShadersAvatar();
llassert(loaded);
- if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class)
+ if (mShaderLevel[SHADER_AVATAR] != avatar_class)
{
- if (mVertexShaderLevel[SHADER_AVATAR] == 0)
+ if (mShaderLevel[SHADER_AVATAR] == 0)
{
gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
- if(llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3)
+ if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
{
avatar_cloth = true;
}
@@ -680,8 +697,8 @@ void LLViewerShaderMgr::setShaders()
}
else
{ //hardware skinning not possible, neither is deferred rendering
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- mVertexShaderLevel[SHADER_DEFERRED] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_DEFERRED] = 0;
if (gSavedSettings.getBOOL("RenderAvatarVP"))
{
@@ -734,14 +751,14 @@ void LLViewerShaderMgr::setShaders()
LLGLSLShader::sNoFixedFunction = false;
gPipeline.mVertexShadersEnabled = FALSE;
gPipeline.mVertexShadersLoaded = 0;
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_LIGHTING] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_WATER] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_EFFECT] = 0;
+ mShaderLevel[SHADER_WINDLIGHT] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
}
}
else
@@ -749,14 +766,14 @@ void LLViewerShaderMgr::setShaders()
LLGLSLShader::sNoFixedFunction = false;
gPipeline.mVertexShadersEnabled = FALSE;
gPipeline.mVertexShadersLoaded = 0;
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_LIGHTING] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_WATER] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_EFFECT] = 0;
+ mShaderLevel[SHADER_WINDLIGHT] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
}
if (gViewerWindow)
@@ -864,6 +881,7 @@ void LLViewerShaderMgr::unloadShaders()
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLCloudShadowProgram.unload();
gWLSunProgram.unload();
gWLMoonProgram.unload();
@@ -885,15 +903,15 @@ void LLViewerShaderMgr::unloadShaders()
gTransformColorProgram.unload();
gTransformTangentProgram.unload();
- mVertexShaderLevel[SHADER_LIGHTING] = 0;
- mVertexShaderLevel[SHADER_OBJECT] = 0;
- mVertexShaderLevel[SHADER_AVATAR] = 0;
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
- mVertexShaderLevel[SHADER_WATER] = 0;
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
- mVertexShaderLevel[SHADER_EFFECT] = 0;
- mVertexShaderLevel[SHADER_WINDLIGHT] = 0;
- mVertexShaderLevel[SHADER_TRANSFORM] = 0;
+ mShaderLevel[SHADER_LIGHTING] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_WATER] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_EFFECT] = 0;
+ mShaderLevel[SHADER_WINDLIGHT] = 0;
+ mShaderLevel[SHADER_TRANSFORM] = 0;
gPipeline.mVertexShadersLoaded = 0;
}
@@ -936,16 +954,16 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
- shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "lighting/lightV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
- shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
+ shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
@@ -981,44 +999,44 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
}
std::vector<S32> index_channels;
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) );
-#if USE_DEFERRED_SHADER_API
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) );
-#endif
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
- index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mShaderLevel[SHADER_WINDLIGHT]) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mShaderLevel[SHADER_WINDLIGHT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mShaderLevel[SHADER_WATER] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mShaderLevel[SHADER_ENVIRONMENT] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/shadowUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/aoUtil.glsl", mShaderLevel[SHADER_DEFERRED] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mShaderLevel[SHADER_DEFERRED] ) );
+ 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] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
+ index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
@@ -1037,7 +1055,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0)
+ if (mShaderLevel[SHADER_ENVIRONMENT] == 0)
{
gTerrainProgram.unload();
return TRUE;
@@ -1048,21 +1066,24 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment()
gTerrainProgram.mName = "Terrain Shader";
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
- gTerrainProgram.mFeatures.hasAtmospherics = true;
+ gTerrainProgram.mFeatures.hasAtmospherics = true;
+ gTerrainProgram.mFeatures.hasTransport = true;
+ gTerrainProgram.mFeatures.hasGamma = true;
+ gTerrainProgram.mFeatures.hasSrgb = true;
gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
gTerrainProgram.mShaderFiles.clear();
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
+ gTerrainProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT];
success = gTerrainProgram.createShader(NULL, NULL);
llassert(success);
}
if (!success)
{
- mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
+ mShaderLevel[SHADER_ENVIRONMENT] = 0;
return FALSE;
}
@@ -1076,7 +1097,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
BOOL success = TRUE;
BOOL terrainWaterSuccess = TRUE;
- if (mVertexShaderLevel[SHADER_WATER] == 0)
+ if (mShaderLevel[SHADER_WATER] == 0)
{
gWaterProgram.unload();
gUnderWaterProgram.unload();
@@ -1095,7 +1116,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
+ gWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
success = gWaterProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1109,7 +1130,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
+ gUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_WATER];
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gUnderWaterProgram.createShader(NULL, NULL);
llassert(success);
@@ -1128,30 +1149,30 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gTerrainWaterProgram.mShaderFiles.clear();
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
+ gTerrainWaterProgram.mShaderLevel = mShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
llassert(terrainWaterSuccess);
}
/// Keep track of water shader levels
- if (gWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER]
- || gUnderWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER])
+ if (gWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER]
+ || gUnderWaterProgram.mShaderLevel != mShaderLevel[SHADER_WATER])
{
- mVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
+ mShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
}
if (!success)
{
- mVertexShaderLevel[SHADER_WATER] = 0;
+ mShaderLevel[SHADER_WATER] = 0;
return FALSE;
}
// if we failed to load the terrain water shaders and we need them (using class2 water),
// then drop down to class1 water.
- if (mVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
+ if (mShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
{
- mVertexShaderLevel[SHADER_WATER]--;
+ mShaderLevel[SHADER_WATER]--;
return loadShadersWater();
}
@@ -1164,7 +1185,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_EFFECT] == 0)
+ if (mShaderLevel[SHADER_EFFECT] == 0)
{
gGlowProgram.unload();
gGlowExtractProgram.unload();
@@ -1179,7 +1200,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowProgram.mShaderFiles.clear();
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB));
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
+ gGlowProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gGlowProgram.createShader(NULL, NULL);
if (!success)
{
@@ -1193,7 +1214,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
+ gGlowExtractProgram.mShaderLevel = mShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, NULL);
if (!success)
{
@@ -1207,7 +1228,9 @@ BOOL LLViewerShaderMgr::loadShadersEffects()
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
- if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
+ bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1;
+
+ if (mShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
gDeferredTreeShadowProgram.unload();
@@ -1257,6 +1280,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredUnderWaterProgram.unload();
gDeferredWLSkyProgram.unload();
gDeferredWLCloudProgram.unload();
+ gDeferredWLCloudShadowProgram.unload();
gDeferredWLSunProgram.unload();
gDeferredWLMoonProgram.unload();
gDeferredStarProgram.unload();
@@ -1270,6 +1294,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].unload();
gDeferredMaterialWaterProgram[i].unload();
}
+
+ gDeferredGenSkyShProgram.unload();
+ gDeferredGatherSkyShProgram.unload();
+ gDeferredShVisProgram.unload();
return TRUE;
}
@@ -1279,11 +1307,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mFeatures.encodesNormal = true;
+ gDeferredDiffuseProgram.mFeatures.isDeferred = true;
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1292,11 +1321,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
+ gDeferredDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1305,10 +1335,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true;
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.isDeferred = true;
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1317,10 +1348,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true;
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.isDeferred = true;
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1329,10 +1361,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true;
+ gDeferredNonIndexedDiffuseProgram.mFeatures.isDeferred = true;
gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredNonIndexedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1342,10 +1375,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true;
+ gDeferredSkinnedDiffuseProgram.mFeatures.isDeferred = true;
gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1355,10 +1389,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true;
+ gDeferredSkinnedBumpProgram.mFeatures.isDeferred = true;
gDeferredSkinnedBumpProgram.mShaderFiles.clear();
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1378,15 +1413,18 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.hasIndirect = true;
+ gDeferredSkinnedAlphaProgram.mFeatures.isDeferred = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSkinnedAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -1399,10 +1437,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mFeatures.encodesNormal = true;
+ gDeferredBumpProgram.mFeatures.isDeferred = true;
gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBumpProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1436,21 +1475,24 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].mShaderFiles.clear();
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
gDeferredMaterialProgram[i].mFeatures.hasSrgb = true;
- gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
gDeferredMaterialProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true;
+ gDeferredMaterialProgram[i].mFeatures.hasGamma = true;
+ gDeferredMaterialProgram[i].mFeatures.hasShadows = true;
+ gDeferredMaterialProgram[i].mFeatures.hasIndirect = true;
+ gDeferredMaterialProgram[i].mFeatures.isDeferred = true;
if (has_skin)
{
@@ -1470,25 +1512,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMaterialWaterProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
- gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", use_sun_shadow ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
- gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true;
+
+ gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasShadows = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.hasIndirect = true;
+ gDeferredMaterialWaterProgram[i].mFeatures.isDeferred = true;
if (has_skin)
{
@@ -1524,9 +1570,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTreeProgram.mName = "Deferred Tree Shader";
gDeferredTreeProgram.mShaderFiles.clear();
gDeferredTreeProgram.mFeatures.encodesNormal = true;
+ gDeferredTreeProgram.mFeatures.isDeferred = true;
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredTreeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1535,9 +1582,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
gDeferredTreeShadowProgram.mShaderFiles.clear();
+ gDeferredTreeShadowProgram.mFeatures.isDeferred = true;
+ gDeferredTreeShadowProgram.mFeatures.hasShadows = true;
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1548,10 +1597,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredImpostorProgram.mFeatures.hasSrgb = true;
gDeferredImpostorProgram.mFeatures.decodesNormal = true;
gDeferredImpostorProgram.mFeatures.encodesNormal = true;
+ //gDeferredImpostorProgram.mFeatures.isDeferred = true;
gDeferredImpostorProgram.mShaderFiles.clear();
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredImpostorProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1560,10 +1610,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mFeatures.decodesNormal = true;
+ gDeferredLightProgram.mFeatures.isDeferred = true;
+ gDeferredLightProgram.mFeatures.hasShadows = true;
+
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
llassert(success);
@@ -1575,10 +1628,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true;
+ gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
+ gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
+
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
llassert(success);
@@ -1591,9 +1647,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredSpotLightProgram.mFeatures.decodesNormal = true;
+ gDeferredSpotLightProgram.mFeatures.isDeferred = true;
+ gDeferredSpotLightProgram.mFeatures.hasShadows = true;
+
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
llassert(success);
@@ -1604,10 +1663,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true;
gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true;
+ gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
+ gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
+
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
llassert(success);
@@ -1618,14 +1680,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
std::string fragment;
std::string vertex = "deferred/sunLightV.glsl";
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ bool use_ao = gSavedSettings.getBOOL("RenderDeferredSSAO");
+
+ if (use_ao)
{
fragment = "deferred/sunLightSSAOF.glsl";
}
else
{
fragment = "deferred/sunLightF.glsl";
- if (mVertexShaderLevel[SHADER_DEFERRED] == 1)
+ if (mShaderLevel[SHADER_DEFERRED] == 1)
{ //no shadows, no SSAO, no frag coord
vertex = "deferred/sunLightNoFragCoordV.glsl";
}
@@ -1633,10 +1697,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mFeatures.decodesNormal = true;
+ gDeferredSunProgram.mFeatures.isDeferred = true;
+ gDeferredSunProgram.mFeatures.hasShadows = true;
+ gDeferredSunProgram.mFeatures.hasIndirect = true;
+ gDeferredSunProgram.mFeatures.hasAmbientOcclusion = use_ao;
+
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
- gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredSunProgram.createShader(NULL, NULL);
llassert(success);
@@ -1646,10 +1715,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mFeatures.decodesNormal = true;
+ gDeferredBlurLightProgram.mFeatures.isDeferred = true;
+
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredBlurLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
llassert(success);
@@ -1664,13 +1735,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredAlphaProgram.mFeatures.hasSrgb = true;
- gDeferredAlphaProgram.mFeatures.hasGamma = true;
gDeferredAlphaProgram.mFeatures.decodesNormal = true;
gDeferredAlphaProgram.mFeatures.encodesNormal = true;
gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
+ gDeferredAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredAlphaProgram.mFeatures.hasTransport = true;
+ gDeferredAlphaProgram.mFeatures.isDeferred = true;
+ gDeferredAlphaProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaProgram.mFeatures.hasIndirect = true;
- if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
@@ -1683,9 +1758,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredAlphaProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -1705,8 +1780,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true;
gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
+ gDeferredAlphaImpostorProgram.mFeatures.isDeferred = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaImpostorProgram.mFeatures.hasIndirect = true;
+
gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
@@ -1719,11 +1798,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
+ gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
- gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAlphaImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
llassert(success);
@@ -1742,13 +1821,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;
gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
- gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true;
gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
+ gDeferredAlphaWaterProgram.mFeatures.isDeferred = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasShadows = true;
+ gDeferredAlphaWaterProgram.mFeatures.hasIndirect = true;
- if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
@@ -1763,8 +1846,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
- gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", use_sun_shadow ? "1" : "0");
+ gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
llassert(success);
@@ -1783,11 +1866,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true;
gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true;
- gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
+ gDeferredAvatarEyesProgram.mFeatures.isDeferred = true;
+ gDeferredAvatarEyesProgram.mFeatures.hasShadows = true;
+
gDeferredAvatarEyesProgram.mShaderFiles.clear();
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarEyesProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1799,12 +1884,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightProgram.mFeatures.isDeferred = true;
+
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1816,13 +1902,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightAlphaMaskProgram.mFeatures.isDeferred = true;
+
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
- gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1835,12 +1922,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightWaterProgram.mFeatures.isDeferred = true;
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
@@ -1855,12 +1942,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true;
- gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
+ gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.isDeferred = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
@@ -1874,11 +1961,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
+ gDeferredFullbrightShinyProgram.mFeatures.isDeferred = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1892,10 +1980,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
+ gDeferredSkinnedFullbrightProgram.mFeatures.isDeferred = true;
gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1908,10 +1997,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
+ gDeferredSkinnedFullbrightShinyProgram.mFeatures.isDeferred = true;
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1922,11 +2012,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
+ gDeferredEmissiveProgram.mFeatures.isDeferred = true;
gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredEmissiveProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1939,10 +2030,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWaterProgram.mFeatures.hasGamma = true;
gDeferredWaterProgram.mFeatures.hasTransport = true;
gDeferredWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredWaterProgram.mFeatures.isDeferred = true;
+ gDeferredWaterProgram.mFeatures.hasShadows = true;
+ gDeferredWaterProgram.mFeatures.hasIndirect = true;
+
gDeferredWaterProgram.mShaderFiles.clear();
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gDeferredWaterProgram.createShader(NULL, NULL);
llassert(success);
@@ -1958,10 +2053,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
gDeferredUnderWaterProgram.mFeatures.hasSrgb = true;
gDeferredUnderWaterProgram.mFeatures.encodesNormal = true;
+ gDeferredUnderWaterProgram.mFeatures.isDeferred = true;
+ gDeferredUnderWaterProgram.mFeatures.hasShadows = true;
+ gDeferredUnderWaterProgram.mFeatures.hasIndirect = true;
+
gDeferredUnderWaterProgram.mShaderFiles.clear();
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredUnderWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredUnderWaterProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1974,18 +2073,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.decodesNormal = true;
gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenProgram.mFeatures.hasAtmospherics = true;
- gDeferredSoftenProgram.mFeatures.hasGamma = true;
gDeferredSoftenProgram.mFeatures.hasTransport = true;
+ gDeferredSoftenProgram.mFeatures.hasGamma = true;
+ gDeferredSoftenProgram.mFeatures.isDeferred = true;
+ gDeferredSoftenProgram.mFeatures.hasShadows = true;
+ gDeferredSoftenProgram.mFeatures.hasIndirect = true;
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
+ if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
}
+
+ // insure we use class3/deferred version of softenLight for advanced atmo..
+ gDeferredSoftenProgram.mShaderLevel = gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") ? 3 : gDeferredSoftenProgram.mShaderLevel;
+
+ if (gAtmosphere && gDeferredSoftenProgram.mShaderLevel > 2)
+ {
+ gDeferredSoftenProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredSoftenProgram.createShader(NULL, NULL);
llassert(success);
@@ -1998,7 +2108,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true;
@@ -2006,8 +2117,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true;
gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true;
- gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
gDeferredSoftenWaterProgram.mFeatures.hasTransport = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasGamma = true;
+ gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasShadows = true;
+ gDeferredSoftenWaterProgram.mFeatures.hasIndirect = true;
+
+ if (gAtmosphere && gDeferredSoftenWaterProgram.mShaderLevel > 2)
+ {
+ gDeferredSoftenWaterProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
@@ -2021,10 +2140,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
+ gDeferredShadowProgram.mFeatures.isDeferred = true;
+ gDeferredShadowProgram.mFeatures.hasShadows = true;
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
success = gDeferredShadowProgram.createShader(NULL, NULL);
llassert(success);
@@ -2033,11 +2154,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
+ gDeferredShadowCubeProgram.mFeatures.isDeferred = true;
+ gDeferredShadowCubeProgram.mFeatures.hasShadows = true;
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowCubeProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2046,11 +2169,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredShadowAlphaMaskProgram.mFeatures.isDeferred = true;
+ gDeferredShadowAlphaMaskProgram.mFeatures.hasShadows = true;
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2059,11 +2184,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
+ gDeferredAvatarShadowProgram.mFeatures.isDeferred = true;
+ gDeferredAvatarShadowProgram.mFeatures.hasShadows = true;
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2072,11 +2199,13 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredAttachmentShadowProgram.mFeatures.isDeferred = true;
+ gDeferredAttachmentShadowProgram.mFeatures.hasShadows = true;
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0");
- gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAttachmentShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2085,10 +2214,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mFeatures.encodesNormal = true;
+ gDeferredTerrainProgram.mFeatures.isDeferred = true;
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredTerrainProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredTerrainProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2098,10 +2228,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.mName = "Avatar Shader";
gDeferredAvatarProgram.mFeatures.hasSkinning = true;
gDeferredAvatarProgram.mFeatures.encodesNormal = true;
+ gDeferredAvatarProgram.mFeatures.isDeferred = true;
gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredAvatarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2121,14 +2252,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true;
gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
+ gDeferredAvatarAlphaProgram.mFeatures.isDeferred = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasShadows = true;
+ gDeferredAvatarAlphaProgram.mFeatures.hasIndirect = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
- gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
- gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ if (use_sun_shadow)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
+ }
+ gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -2141,10 +2278,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true;
+ gDeferredPostGammaCorrectProgram.mFeatures.isDeferred = true;
gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostGammaCorrectProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredPostGammaCorrectProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2152,10 +2290,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gFXAAProgram.mName = "FXAA Shader";
+ gFXAAProgram.mFeatures.isDeferred = true;
gFXAAProgram.mShaderFiles.clear();
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gFXAAProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gFXAAProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2163,10 +2302,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
+ gFXAAProgram.mFeatures.isDeferred = true;
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredPostProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2175,9 +2315,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredCoFProgram.mName = "Deferred CoF Shader";
gDeferredCoFProgram.mShaderFiles.clear();
+ gDeferredCoFProgram.mFeatures.isDeferred = true;
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredCoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredCoFProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2185,10 +2326,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
+ gDeferredDoFCombineProgram.mFeatures.isDeferred = true;
gDeferredDoFCombineProgram.mShaderFiles.clear();
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredDoFCombineProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2196,10 +2338,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
+ gDeferredPostNoDoFProgram.mFeatures.isDeferred = true;
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredPostNoDoFProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2212,10 +2355,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLSkyProgram.mFeatures.hasTransport = true;
gDeferredWLSkyProgram.mFeatures.hasGamma = true;
+ gDeferredWLSkyProgram.mFeatures.hasSrgb = true;
+ gDeferredWLSkyProgram.mFeatures.isDeferred = true;
+
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (gAtmosphere && gDeferredWLSkyProgram.mShaderLevel > 2)
+ {
+ gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2227,14 +2377,75 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWLCloudProgram.mFeatures.hasTransport = true;
gDeferredWLCloudProgram.mFeatures.hasGamma = true;
+ gDeferredWLCloudProgram.mFeatures.hasSrgb = true;
+ gDeferredWLCloudProgram.mFeatures.isDeferred = true;
+
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gDeferredWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ if (gAtmosphere && gDeferredWLCloudProgram.mShaderLevel > 2)
+ {
+ gDeferredWLCloudProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ }
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
llassert(success);
}
+ if (success && (mShaderLevel[SHADER_DEFERRED] > 2))
+ {
+ gDeferredWLCloudShadowProgram.mName = "Deferred Cloud Shadow Program";
+ gDeferredWLCloudShadowProgram.mShaderFiles.clear();
+ gDeferredWLCloudShadowProgram.mFeatures.calculatesAtmospherics = true;
+ gDeferredWLCloudShadowProgram.mFeatures.hasTransport = true;
+ gDeferredWLCloudShadowProgram.mFeatures.hasGamma = true;
+ gDeferredWLCloudShadowProgram.mFeatures.hasSrgb = true;
+ gDeferredWLCloudShadowProgram.mFeatures.isDeferred = true;
+ gDeferredWLCloudShadowProgram.mFeatures.hasShadows = true;
+ gDeferredWLCloudShadowProgram.mShaderFiles.push_back(make_pair("deferred/cloudShadowV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredWLCloudShadowProgram.mShaderFiles.push_back(make_pair("deferred/cloudShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredWLCloudShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredWLCloudShadowProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gDeferredWLCloudShadowProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success && gAtmosphere && (mShaderLevel[SHADER_WINDLIGHT] > 2))
+ {
+ gDeferredGenSkyShProgram.mName = "Deferred Generate Sky Indirect SH Program";
+ gDeferredGenSkyShProgram.mFeatures.decodesNormal = true;
+
+ gDeferredGenSkyShProgram.mShaderFiles.clear();
+ gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredGenSkyShProgram.mShaderFiles.push_back(make_pair("deferred/genSkyShF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredGenSkyShProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gDeferredGenSkyShProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
+ success = gDeferredGenSkyShProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success && gAtmosphere && (mShaderLevel[SHADER_WINDLIGHT] > 2))
+ {
+ gDeferredGatherSkyShProgram.mName = "Deferred Gather Sky Indirect SH Program";
+ gDeferredGatherSkyShProgram.mShaderFiles.clear();
+ gDeferredGatherSkyShProgram.mShaderFiles.push_back(make_pair("deferred/gatherSkyShV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredGatherSkyShProgram.mShaderFiles.push_back(make_pair("deferred/gatherSkyShF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredGatherSkyShProgram.mShaderLevel = 3;
+ success = gDeferredGatherSkyShProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success)
+ {
+ gDeferredShVisProgram.mName = "Deferred SH Vis Program";
+ gDeferredShVisProgram.mShaderFiles.clear();
+ gDeferredShVisProgram.mShaderFiles.push_back(make_pair("deferred/shVisV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredShVisProgram.mShaderFiles.push_back(make_pair("deferred/shVisF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredShVisProgram.mShaderLevel = 3;
+ success = gDeferredShVisProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program";
@@ -2244,10 +2455,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSunProgram.mFeatures.hasAtmospherics = true;
gDeferredWLSunProgram.mFeatures.isFullbright = true;
gDeferredWLSunProgram.mFeatures.disableTextureIndex = true;
+ gDeferredWLSunProgram.mFeatures.isDeferred = true;
gDeferredWLSunProgram.mShaderFiles.clear();
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLSunProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSunProgram.createShader(NULL, NULL);
llassert(success);
@@ -2262,10 +2474,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true;
gDeferredWLMoonProgram.mFeatures.isFullbright = true;
gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true;
+ gDeferredWLMoonProgram.mFeatures.isDeferred = true;
+
gDeferredWLMoonProgram.mShaderFiles.clear();
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredWLMoonProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLMoonProgram.createShader(NULL, NULL);
llassert(success);
@@ -2274,10 +2488,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
+ gDeferredStarProgram.mFeatures.isDeferred = true;
gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gDeferredStarProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredStarProgram.createShader(NULL, NULL);
llassert(success);
@@ -2286,10 +2501,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
gNormalMapGenProgram.mName = "Normal Map Generation Program";
+ gNormalMapGenProgram.mFeatures.isDeferred = true;
gNormalMapGenProgram.mShaderFiles.clear();
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
- gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ gNormalMapGenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gNormalMapGenProgram.createShader(NULL, NULL);
}
@@ -2301,7 +2517,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_OBJECT] == 0)
+ if (mShaderLevel[SHADER_OBJECT] == 0)
{
gObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
@@ -2366,7 +2582,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2382,7 +2598,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
}
@@ -2399,7 +2615,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2416,7 +2632,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
}
@@ -2434,7 +2650,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear();
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2451,7 +2667,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2469,7 +2685,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
}
@@ -2486,7 +2702,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
}
@@ -2504,7 +2720,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gTreeProgram.mShaderFiles.clear();
gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gTreeProgram.createShader(NULL, NULL);
}
@@ -2521,7 +2737,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gTreeWaterProgram.mShaderFiles.clear();
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gTreeWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gTreeWaterProgram.createShader(NULL, NULL);
}
@@ -2538,7 +2754,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNonIndexedProgram.mShaderFiles.clear();
gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2554,7 +2770,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear();
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2571,7 +2787,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2586,7 +2802,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2603,7 +2819,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNoColorProgram.mShaderFiles.clear();
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
}
@@ -2618,7 +2834,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightNoColorWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
}
@@ -2635,7 +2851,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedProgram.mShaderFiles.clear();
gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2651,7 +2867,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear();
gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2668,7 +2884,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear();
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL);
}
@@ -2685,7 +2901,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear();
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL);
}
@@ -2698,7 +2914,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gImpostorProgram.mShaderFiles.clear();
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER_ARB));
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gImpostorProgram.createShader(NULL, NULL);
}
@@ -2715,7 +2931,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectPreviewProgram.createShader(NULL, NULL);
gObjectPreviewProgram.mFeatures.hasLighting = true;
}
@@ -2732,7 +2948,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleProgram.mShaderFiles.clear();
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleProgram.createShader(NULL, NULL);
}
@@ -2752,7 +2968,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleImpostorProgram.mShaderFiles.clear();
gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleImpostorProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleImpostorProgram.createShader(NULL, NULL);
}
@@ -2769,7 +2985,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.mShaderFiles.clear();
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
}
@@ -2787,7 +3003,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectBumpProgram.mShaderFiles.clear();
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
@@ -2812,7 +3028,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleAlphaMaskProgram.mShaderFiles.clear();
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2829,7 +3045,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.clear();
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2846,7 +3062,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightProgram.mShaderFiles.clear();
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightProgram.createShader(NULL, NULL);
}
@@ -2861,7 +3077,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterProgram.mShaderFiles.clear();
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightWaterProgram.createShader(NULL, NULL);
}
@@ -2878,7 +3094,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveProgram.mShaderFiles.clear();
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectEmissiveProgram.createShader(NULL, NULL);
}
@@ -2893,7 +3109,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveWaterProgram.mShaderFiles.clear();
gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
}
@@ -2911,7 +3127,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightAlphaMaskProgram.mShaderFiles.clear();
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2927,7 +3143,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.clear();
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL);
}
@@ -2944,7 +3160,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyProgram.mShaderFiles.clear();
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectShinyProgram.createShader(NULL, NULL);
}
@@ -2960,7 +3176,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mShaderFiles.clear();
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectShinyWaterProgram.createShader(NULL, NULL);
}
@@ -2977,7 +3193,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyProgram.mShaderFiles.clear();
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
@@ -2994,12 +3210,12 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
- if (mVertexShaderLevel[SHADER_AVATAR] > 0)
+ if (mShaderLevel[SHADER_AVATAR] > 0)
{ //load hardware skinned attachment shaders
if (success)
{
@@ -3015,7 +3231,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleProgram.mShaderFiles.clear();
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectSimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectSimpleProgram.createShader(NULL, NULL);
}
@@ -3033,7 +3249,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL);
}
@@ -3050,7 +3266,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
}
@@ -3067,7 +3283,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL);
}
@@ -3085,7 +3301,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
@@ -3103,7 +3319,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleProgram.mShaderFiles.clear();
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectShinySimpleProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL);
}
@@ -3124,7 +3340,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear();
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectSimpleWaterProgram.createShader(NULL, NULL);
}
@@ -3143,7 +3359,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightWaterProgram.createShader(NULL, NULL);
}
@@ -3163,7 +3379,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
@@ -3183,14 +3399,14 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear();
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
+ gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL);
}
}
if( !success )
{
- mVertexShaderLevel[SHADER_OBJECT] = 0;
+ mShaderLevel[SHADER_OBJECT] = 0;
return FALSE;
}
@@ -3201,7 +3417,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_AVATAR] == 0)
+ if (mShaderLevel[SHADER_AVATAR] == 0)
{
gAvatarProgram.unload();
gAvatarWaterProgram.unload();
@@ -3224,7 +3440,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarProgram.mShaderFiles.clear();
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
+ gAvatarProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarProgram.createShader(NULL, NULL);
if (success)
@@ -3242,15 +3458,15 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
// Note: no cloth under water:
- gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
+ gAvatarWaterProgram.mShaderLevel = llmin(mShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gAvatarWaterProgram.createShader(NULL, NULL);
}
/// Keep track of avatar levels
- if (gAvatarProgram.mShaderLevel != mVertexShaderLevel[SHADER_AVATAR])
+ if (gAvatarProgram.mShaderLevel != mShaderLevel[SHADER_AVATAR])
{
- mMaxAvatarShaderLevel = mVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
+ mMaxAvatarShaderLevel = mShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
}
}
@@ -3262,7 +3478,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarPickProgram.mShaderFiles.clear();
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
+ gAvatarPickProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarPickProgram.createShader(NULL, NULL);
}
@@ -3280,13 +3496,13 @@ BOOL LLViewerShaderMgr::loadShadersAvatar()
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
+ gAvatarEyeballProgram.mShaderLevel = mShaderLevel[SHADER_AVATAR];
success = gAvatarEyeballProgram.createShader(NULL, NULL);
}
if( !success )
{
- mVertexShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_AVATAR] = 0;
mMaxAvatarShaderLevel = 0;
return FALSE;
}
@@ -3298,7 +3514,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_INTERFACE] == 0)
+ if (mShaderLevel[SHADER_INTERFACE] == 0)
{
gHighlightProgram.unload();
return TRUE;
@@ -3310,7 +3526,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightProgram.mShaderFiles.clear();
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightProgram.createShader(NULL, NULL);
}
@@ -3320,7 +3536,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightNormalProgram.mShaderFiles.clear();
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightNormalProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightNormalProgram.createShader(NULL, NULL);
}
@@ -3330,7 +3546,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gHighlightSpecularProgram.mShaderFiles.clear();
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gHighlightSpecularProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gHighlightSpecularProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gHighlightSpecularProgram.createShader(NULL, NULL);
}
@@ -3340,7 +3556,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gUIProgram.mShaderFiles.clear();
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER_ARB));
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER_ARB));
- gUIProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gUIProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gUIProgram.createShader(NULL, NULL);
}
@@ -3350,7 +3566,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gPathfindingProgram.mShaderFiles.clear();
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER_ARB));
gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPathfindingProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gPathfindingProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingProgram.createShader(NULL, NULL);
}
@@ -3360,7 +3576,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gPathfindingNoNormalsProgram.mShaderFiles.clear();
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER_ARB));
gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB));
- gPathfindingNoNormalsProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gPathfindingNoNormalsProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gPathfindingNoNormalsProgram.createShader(NULL, NULL);
}
@@ -3370,7 +3586,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gCustomAlphaProgram.mShaderFiles.clear();
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER_ARB));
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gCustomAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gCustomAlphaProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gCustomAlphaProgram.createShader(NULL, NULL);
}
@@ -3380,7 +3596,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gSplatTextureRectProgram.mShaderFiles.clear();
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB));
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gSplatTextureRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSplatTextureRectProgram.createShader(NULL, NULL);
if (success)
{
@@ -3396,7 +3612,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gGlowCombineProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineProgram.createShader(NULL, NULL);
if (success)
{
@@ -3413,7 +3629,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gGlowCombineFXAAProgram.mShaderFiles.clear();
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
- gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gGlowCombineFXAAProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
if (success)
{
@@ -3431,7 +3647,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gTwoTextureAddProgram.mShaderFiles.clear();
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTwoTextureAddProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gTwoTextureAddProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gTwoTextureAddProgram.createShader(NULL, NULL);
if (success)
{
@@ -3448,7 +3664,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gTwoTextureCompareProgram.mShaderFiles.clear();
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER_ARB));
gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER_ARB));
- gTwoTextureCompareProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gTwoTextureCompareProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gTwoTextureCompareProgram.createShader(NULL, NULL);
if (success)
{
@@ -3465,7 +3681,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOneTextureFilterProgram.mShaderFiles.clear();
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER_ARB));
gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOneTextureFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOneTextureFilterProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOneTextureFilterProgram.createShader(NULL, NULL);
if (success)
{
@@ -3481,7 +3697,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOneTextureNoColorProgram.mShaderFiles.clear();
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOneTextureNoColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOneTextureNoColorProgram.createShader(NULL, NULL);
if (success)
{
@@ -3496,7 +3712,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gSolidColorProgram.mShaderFiles.clear();
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gSolidColorProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gSolidColorProgram.createShader(NULL, NULL);
if (success)
{
@@ -3512,7 +3728,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOcclusionProgram.mShaderFiles.clear();
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOcclusionProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOcclusionProgram.createShader(NULL, NULL);
}
@@ -3522,7 +3738,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOcclusionCubeProgram.mShaderFiles.clear();
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
- gOcclusionCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gOcclusionCubeProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gOcclusionCubeProgram.createShader(NULL, NULL);
}
@@ -3532,7 +3748,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gDebugProgram.mShaderFiles.clear();
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDebugProgram.createShader(NULL, NULL);
}
@@ -3542,7 +3758,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER_ARB));
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER_ARB));
- gClipProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gClipProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gClipProgram.createShader(NULL, NULL);
}
@@ -3552,7 +3768,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gDownsampleDepthProgram.mShaderFiles.clear();
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDownsampleDepthProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthProgram.createShader(NULL, NULL);
}
@@ -3562,7 +3778,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gBenchmarkProgram.mShaderFiles.clear();
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER_ARB));
gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER_ARB));
- gBenchmarkProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gBenchmarkProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gBenchmarkProgram.createShader(NULL, NULL);
}
@@ -3572,7 +3788,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gDownsampleDepthRectProgram.mShaderFiles.clear();
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gDownsampleDepthRectProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
}
@@ -3582,13 +3798,13 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
- gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
+ gAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
success = gAlphaMaskProgram.createShader(NULL, NULL);
}
if( !success )
{
- mVertexShaderLevel[SHADER_INTERFACE] = 0;
+ mShaderLevel[SHADER_INTERFACE] = 0;
return FALSE;
}
@@ -3599,10 +3815,11 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
+ if (mShaderLevel[SHADER_WINDLIGHT] < 2)
{
gWLSkyProgram.unload();
gWLCloudProgram.unload();
+ gWLCloudShadowProgram.unload();
gWLSunProgram.unload();
gWLMoonProgram.unload();
gDownsampleMinMaxDepthRectProgram.unload();
@@ -3612,7 +3829,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
#if USE_ADVANCED_ATMOSPHERICS
// disabled until we can determine why low-end machines crash during this init...
- if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
+ if (gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && mShaderLevel[SHADER_WINDLIGHT] > 2)
{
// Prepare precomputed atmospherics textures using libatmosphere
LLAtmosphere::initClass();
@@ -3629,7 +3846,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSkyProgram.mFeatures.hasGamma = true;
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
- gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gWLSkyProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLSkyProgram.createShader(NULL, NULL);
}
@@ -3644,13 +3861,27 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudProgram.mFeatures.hasGamma = true;
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
- gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLCloudProgram.createShader(NULL, NULL);
}
if (success)
{
+ gWLCloudShadowProgram.mName = "Windlight Cloud Shadow Program";
+ gWLCloudShadowProgram.mShaderFiles.clear();
+ gWLCloudShadowProgram.mFeatures.hasGamma = true;
+ gWLCloudShadowProgram.mFeatures.hasShadows = true;
+ gWLCloudShadowProgram.mFeatures.isDeferred = true;
+ gWLCloudShadowProgram.mShaderFiles.push_back(make_pair("windlight/cloudShadowV.glsl", GL_VERTEX_SHADER_ARB));
+ gWLCloudShadowProgram.mShaderFiles.push_back(make_pair("windlight/cloudShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gWLCloudShadowProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
+ gWLCloudShadowProgram.mShaderGroup = LLGLSLShader::SG_SKY;
+ success = gWLCloudShadowProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
gWLSunProgram.mName = "Windlight Sun Program";
gWLSunProgram.mShaderFiles.clear();
gWLSunProgram.mFeatures.calculatesAtmospherics = true;
@@ -3662,7 +3893,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscV.glsl", GL_VERTEX_SHADER_ARB));
gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB));
- gWLSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gWLSunProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLSunProgram.createShader(NULL, NULL);
}
@@ -3680,7 +3911,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonV.glsl", GL_VERTEX_SHADER_ARB));
gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonF.glsl", GL_FRAGMENT_SHADER_ARB));
- gWLMoonProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
+ gWLMoonProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLMoonProgram.createShader(NULL, NULL);
}
@@ -3692,7 +3923,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
{
BOOL success = TRUE;
- if (mVertexShaderLevel[SHADER_TRANSFORM] < 1)
+ if (mShaderLevel[SHADER_TRANSFORM] < 1)
{
gTransformPositionProgram.unload();
gTransformTexCoordProgram.unload();
@@ -3707,7 +3938,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformPositionProgram.mName = "Position Transform Shader";
gTransformPositionProgram.mShaderFiles.clear();
gTransformPositionProgram.mShaderFiles.push_back(make_pair("transform/positionV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformPositionProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformPositionProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"position_out",
@@ -3722,7 +3953,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformTexCoordProgram.mName = "TexCoord Transform Shader";
gTransformTexCoordProgram.mShaderFiles.clear();
gTransformTexCoordProgram.mShaderFiles.push_back(make_pair("transform/texcoordV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformTexCoordProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformTexCoordProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"texcoord_out",
@@ -3736,7 +3967,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformNormalProgram.mName = "Normal Transform Shader";
gTransformNormalProgram.mShaderFiles.clear();
gTransformNormalProgram.mShaderFiles.push_back(make_pair("transform/normalV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformNormalProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"normal_out",
@@ -3750,7 +3981,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformColorProgram.mName = "Color Transform Shader";
gTransformColorProgram.mShaderFiles.clear();
gTransformColorProgram.mShaderFiles.push_back(make_pair("transform/colorV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformColorProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"color_out",
@@ -3764,7 +3995,7 @@ BOOL LLViewerShaderMgr::loadTransformShaders()
gTransformTangentProgram.mName = "Binormal Transform Shader";
gTransformTangentProgram.mShaderFiles.clear();
gTransformTangentProgram.mShaderFiles.push_back(make_pair("transform/binormalV.glsl", GL_VERTEX_SHADER_ARB));
- gTransformTangentProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
+ gTransformTangentProgram.mShaderLevel = mShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"tangent_out",
diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h
index 250f8f1ee3..18d81bf865 100644
--- a/indra/newview/llviewershadermgr.h
+++ b/indra/newview/llviewershadermgr.h
@@ -48,7 +48,7 @@ public:
void initAttribsAndUniforms(void);
void setShaders();
void unloadShaders();
- S32 getVertexShaderLevel(S32 type);
+ S32 getShaderLevel(S32 type);
BOOL loadBasicShaders();
BOOL loadShadersEffects();
BOOL loadShadersDeferred();
@@ -60,7 +60,7 @@ public:
BOOL loadShadersWindLight();
BOOL loadTransformShaders();
- std::vector<S32> mVertexShaderLevel;
+ std::vector<S32> mShaderLevel;
S32 mMaxAvatarShaderLevel;
enum EShaderClass
@@ -261,6 +261,7 @@ extern LLGLSLShader gImpostorProgram;
// WindLight shader handles
extern LLGLSLShader gWLSkyProgram;
extern LLGLSLShader gWLCloudProgram;
+extern LLGLSLShader gWLCloudShadowProgram;
extern LLGLSLShader gWLSunProgram;
extern LLGLSLShader gWLMoonProgram;
@@ -317,6 +318,7 @@ extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
+extern LLGLSLShader gDeferredWLCloudShadowProgram;
extern LLGLSLShader gDeferredWLSunProgram;
extern LLGLSLShader gDeferredWLMoonProgram;
extern LLGLSLShader gDeferredStarProgram;
@@ -325,6 +327,10 @@ extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightProgram;
extern LLGLSLShader gNormalMapGenProgram;
+extern LLGLSLShader gDeferredGenSkyShProgram;
+extern LLGLSLShader gDeferredGatherSkyShProgram;
+extern LLGLSLShader gDeferredShVisProgram;
+
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
diff --git a/indra/newview/llvoavatar.cpp b/indra/newview/llvoavatar.cpp
index 321f774210..cc030dfb60 100644
--- a/indra/newview/llvoavatar.cpp
+++ b/indra/newview/llvoavatar.cpp
@@ -2950,7 +2950,7 @@ void LLVOAvatar::idleUpdateLoadingEffect()
void LLVOAvatar::idleUpdateWindEffect()
{
// update wind effect
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) >= LLDrawPoolAvatar::SHADER_LEVEL_CLOTH))
{
F32 hover_strength = 0.f;
F32 time_delta = mRippleTimer.getElapsedTimeF32() - mRippleTimeLast;
@@ -4651,7 +4651,7 @@ U32 LLVOAvatar::renderSkinned()
}
}
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0)
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_AVATAR) <= 0)
{
if (mNeedsSkin)
{
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index d30bb260e1..af078251b3 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -1074,7 +1074,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
if (mFace[FACE_REFLECTION] == NULL)
{
LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
- if (gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() != 0)
+ if (gPipeline.getPool(LLDrawPool::POOL_WATER)->getShaderLevel() != 0)
{
mFace[FACE_REFLECTION] = drawable->addFace(poolp, NULL);
}
@@ -1177,7 +1177,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
}
bool above_water = (height_above_water > 0);
- bool render_ref = above_water && gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0;
+ bool render_ref = above_water && gPipeline.getPool(LLDrawPool::POOL_WATER)->getShaderLevel() == 0;
setDrawRefl(above_water ? (sun_flag ? 0 : 1) : -1);
if (render_ref)
{
diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp
index 6ebc38109a..9c761cc4a6 100644
--- a/indra/newview/llvovolume.cpp
+++ b/indra/newview/llvovolume.cpp
@@ -5859,7 +5859,7 @@ void LLVolumeGeometryManager::rebuildGeom(LLSpatialGroup* group)
spec_mask = spec_mask | LLVertexBuffer::MAP_EMISSIVE;
}
- BOOL batch_textures = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
+ BOOL batch_textures = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 1;
if (batch_textures)
{
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index e651280265..e60828a81c 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -117,6 +117,10 @@
#include "llenvironment.h"
+#if LL_WINDOWS
+#pragma optimize("", off)
+#endif
+
#ifdef _DEBUG
// Debug indices is disabled for now for debug performance - djs 4/24/02
//#define DEBUG_INDICES
@@ -340,7 +344,6 @@ bool LLPipeline::sRenderFrameTest = false;
bool LLPipeline::sRenderAttachedLights = true;
bool LLPipeline::sRenderAttachedParticles = true;
bool LLPipeline::sRenderDeferred = false;
-bool LLPipeline::sRenderingWaterReflection = false;
bool LLPipeline::sMemAllocationThrottled = false;
S32 LLPipeline::sVisibleLightCount = 0;
F32 LLPipeline::sMinRenderSize = 0.f;
@@ -882,17 +885,24 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (LLPipeline::sRenderDeferred)
{
+ U32 water_buffer_res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
S32 shadow_detail = RenderShadowDetail;
bool ssao = RenderDeferredSSAO;
- const U32 occlusion_divisor = 3;
+ const U32 occlusion_divisor = 4;
//allocate deferred rendering color buffers
if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+
+ if (!mWaterDeferredScreen.allocate(water_buffer_res, water_buffer_res, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!mWaterDeferredDepth.allocate(water_buffer_res, water_buffer_res, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+ if (!mWaterOcclusionDepth.allocate(water_buffer_res >> 1, water_buffer_res >> 1, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
+
if (!mOcclusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;
if (!addDeferredAttachments(mDeferredScreen)) return false;
-
+ if (!addDeferredAttachments(mWaterDeferredScreen)) return false;
+
GLuint screenFormat = GL_RGBA16;
if (gGLManager.mIsATI)
{
@@ -917,10 +927,12 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)
{ //only need mDeferredLight for shadows OR ssao OR dof OR fxaa
if (!mDeferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
+ if (!mWaterDeferredLight.allocate(water_buffer_res, water_buffer_res, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
}
else
{
mDeferredLight.release();
+ mWaterDeferredLight.release();
}
F32 scale = RenderShadowResolutionScale;
@@ -930,11 +942,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
if (shadow_detail > 0)
{ //allocate 4 sun shadow maps
for (U32 i = 0; i < 4; i++)
- {
- //allocate VSM sun shadow map(s)
- if ((shadow_detail > 3) && !mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE))
+ {
+ if (shadow_detail > 3)
{
- return false;
+ //allocate VSM sun shadow map(s)
+ if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, GL_RGBA16F_ARB, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
+ {
+ return false;
+ }
}
else if (!mShadow[i].allocate(sun_shadow_map_width, sun_shadow_map_height, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE))
{
@@ -955,12 +970,17 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
}
}
-// for EEP atmospherics
- bool allocated_inscatter = mInscatter.allocate(resX >> 2, resY >> 2, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
- if (!allocated_inscatter)
- {
- return false;
- }
+ // for EEP atmospherics
+ bool allocated_sh0 = mSkySH.allocate(64, 64, GL_RGBA16F_ARB, FALSE, FALSE, LLTexUnit::TT_TEXTURE);
+ if (!allocated_sh0)
+ {
+ return false;
+ }
+ else
+ {
+ mSkySH.addColorAttachment(GL_RGBA16F_ARB);
+ mSkySH.addColorAttachment(GL_RGBA16F_ARB);
+ }
U32 width = (U32) (resX*scale);
U32 height = width;
@@ -1002,12 +1022,17 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)
else
{
mDeferredLight.release();
-
+ mWaterDeferredLight.release();
+
releaseShadowTargets();
+
mFXAABuffer.release();
mScreen.release();
mDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mDeferredScreen first
mDeferredDepth.release();
+ mWaterDeferredScreen.release(); //make sure to release any render targets that share a depth buffer with mWaterDeferredScreen first
+ mWaterDeferredDepth.release();
+ mWaterOcclusionDepth.release();
mOcclusionDepth.release();
if (!mScreen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;
@@ -1197,12 +1222,13 @@ void LLPipeline::releaseScreenBuffers()
mPhysicsDisplay.release();
mDeferredScreen.release();
mDeferredDepth.release();
+ mWaterDeferredScreen.release();
+ mWaterDeferredDepth.release();
mDeferredLight.release();
+ mWaterDeferredLight.release();
+ mWaterOcclusionDepth.release();
mOcclusionDepth.release();
-
releaseShadowTargets();
-
- mInscatter.release();
}
@@ -1227,19 +1253,13 @@ void LLPipeline::createGLBuffers()
updateRenderDeferred();
- bool materials_in_water = false;
-
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
-
if (LLPipeline::sWaterReflections)
{ //water reflection texture
U32 res = (U32) llmax(gSavedSettings.getS32("RenderWaterRefResolution"), 512);
-
+
// Set up SRGB targets if we're doing deferred-path reflection rendering
//
- if (LLPipeline::sRenderDeferred && materials_in_water)
+ if (LLPipeline::sRenderDeferred)
{
mWaterRef.allocate(res,res,GL_SRGB8_ALPHA8,TRUE,FALSE);
//always use FBO for mWaterDis so it can be used for avatar texture bakes
@@ -1247,10 +1267,10 @@ void LLPipeline::createGLBuffers()
}
else
{
- mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
- //always use FBO for mWaterDis so it can be used for avatar texture bakes
- mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
- }
+ mWaterRef.allocate(res,res,GL_RGBA,TRUE,FALSE);
+ //always use FBO for mWaterDis so it can be used for avatar texture bakes
+ mWaterDis.allocate(res,res,GL_RGBA,TRUE,FALSE,LLTexUnit::TT_TEXTURE, true);
+ }
}
mHighlight.allocate(256,256,GL_RGBA, FALSE, FALSE);
@@ -1422,7 +1442,7 @@ bool LLPipeline::canUseVertexShaders()
bool LLPipeline::canUseWindLightShaders() const
{
- bool usingWindlight = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
+ bool usingWindlight = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_WINDLIGHT) > 1;
bool haveShaders = ((gWLSkyProgram.mProgramObject != 0) || (gDeferredWLSkyProgram.mProgramObject != 0));
return (!LLPipeline::sDisableShaders && haveShaders && usingWindlight);
}
@@ -1430,7 +1450,7 @@ bool LLPipeline::canUseWindLightShaders() const
bool LLPipeline::canUseWindLightShadersOnObjects() const
{
return (canUseWindLightShaders()
- && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
+ && LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0);
}
bool LLPipeline::canUseAntiAliasing() const
@@ -1459,7 +1479,7 @@ void LLPipeline::enableShadows(const bool enable_shadows)
S32 LLPipeline::getMaxLightingDetail() const
{
- /*if (mVertexShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
+ /*if (mShaderLevel[SHADER_OBJECT] >= LLDrawPoolSimple::SHADER_LEVEL_LOCAL_LIGHTS)
{
return 3;
}
@@ -2405,7 +2425,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
- if (LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderDeferred && LLPipeline::sReflectionRender)
+ {
+ mWaterOcclusionDepth.bindTarget();
+ }
+ else if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.bindTarget();
}
@@ -2432,10 +2456,6 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
LLGLDisable test(GL_ALPHA_TEST);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
-
-// glh::matrix4f modelview = get_last_modelview();
-// glh::matrix4f proj = get_last_projection();
-
LLGLDepthTest depth(GL_TRUE, GL_FALSE);
bool bound_shader = false;
@@ -2457,6 +2477,10 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
camera.disableUserClipPlane();
+ bool use_far_clip = LLPipeline::sUseFarClip;
+
+ LLPipeline::sUseFarClip = false;
+
for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
{
@@ -2483,6 +2507,8 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
}
}
+ LLPipeline::sUseFarClip = use_far_clip;
+
if (bound_shader)
{
gOcclusionCubeProgram.unbind();
@@ -2519,9 +2545,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
sCull->pushDrawable(gSky.mVOWLSkyp->mDrawable);
}
- if (hasRenderType(LLPipeline::RENDER_TYPE_WATER))
+ bool render_water = !sReflectionRender && (hasRenderType(LLPipeline::RENDER_TYPE_WATER) || hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
+
+ if (render_water)
{
- LLWorld::getInstance()->precullWaterObjects(camera, sCull, hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER));
+ LLWorld::getInstance()->precullWaterObjects(camera, sCull, render_water);
}
gGL.matrixMode(LLRender::MM_PROJECTION);
@@ -2536,7 +2564,11 @@ void LLPipeline::updateCull(LLCamera& camera, LLCullResult& result, S32 water_cl
if (to_texture)
{
- if (LLPipeline::sRenderDeferred)
+ if (LLPipeline::sRenderDeferred && LLPipeline::sReflectionRender)
+ {
+ mWaterOcclusionDepth.flush();
+ }
+ else if (LLPipeline::sRenderDeferred)
{
mOcclusionDepth.flush();
}
@@ -2622,7 +2654,7 @@ void LLPipeline::downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTar
{
scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
- 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), source.hasStencil() ? GL_DEPTH_BUFFER_BIT : GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
dest.bindTarget();
@@ -2681,7 +2713,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d
{
scratch_space->copyContents(source,
0, 0, source.getWidth(), source.getHeight(),
- 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
+ 0, 0, scratch_space->getWidth(), scratch_space->getHeight(), source.hasStencil() ? (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) : GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
dest.bindTarget();
@@ -4244,7 +4276,7 @@ void LLPipeline::renderHighlights()
//gGL.setSceneBlendType(LLRender::BT_ALPHA);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4291,7 +4323,7 @@ void LLPipeline::renderHighlights()
// have touch-handlers.
mHighlightFaces.clear();
- if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
+ if (LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0)
{
gHighlightProgram.unbind();
}
@@ -4300,7 +4332,7 @@ void LLPipeline::renderHighlights()
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::NORMAL_MAP))
{
color.setVec(1.0f, 0.5f, 0.5f, 0.5f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightNormalProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4321,7 +4353,7 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightNormalProgram.unbind();
}
@@ -4330,7 +4362,7 @@ void LLPipeline::renderHighlights()
if (hasRenderDebugFeatureMask(RENDER_DEBUG_FEATURE_SELECTED) && (sRenderHighlightTextureChannel == LLRender::SPECULAR_MAP))
{
color.setVec(0.0f, 0.3f, 1.0f, 0.8f);
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightSpecularProgram.bind();
gGL.diffuseColor4f(1,1,1,0.5f);
@@ -4351,7 +4383,7 @@ void LLPipeline::renderHighlights()
facep->renderSelected(mFaceSelectImagep, color);
}
- if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
+ if ((LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_INTERFACE) > 0))
{
gHighlightSpecularProgram.unbind();
}
@@ -4639,63 +4671,46 @@ void LLPipeline::renderGeomDeferred(LLCamera& camera)
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
- U32 cur_type = 0;
-
gGL.setColorMask(true, true);
-
- pool_set_t::iterator iter1 = mPools.begin();
- while ( iter1 != mPools.end() )
+ pool_set_t::iterator iter = mPools.begin();
+ while ( iter != mPools.end() )
{
- LLDrawPool *poolp = *iter1;
-
- cur_type = poolp->getType();
+ LLDrawPool* poolp = *iter;
+ llassert(poolp != nullptr);
+ if (poolp)
+ {
+ U32 pool_type = poolp->getType();
+ S32 deferred_passes = poolp->getNumDeferredPasses();
+ if (hasRenderType(pool_type) && (deferred_passes > 0))
+ {
+ LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER);
- pool_set_t::iterator iter2 = iter1;
- if (hasRenderType(poolp->getType()) && poolp->getNumDeferredPasses() > 0)
- {
- LL_RECORD_BLOCK_TIME(FTM_DEFERRED_POOLRENDER);
+ gGLLastMatrix = NULL;
+ gGL.loadMatrix(gGLModelView);
- gGLLastMatrix = NULL;
- gGL.loadMatrix(gGLModelView);
-
- for( S32 i = 0; i < poolp->getNumDeferredPasses(); i++ )
- {
- LLVertexBuffer::unbind();
- poolp->beginDeferredPass(i);
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
-
- if ( !p->getSkipRenderFlag() ) { p->renderDeferred(i); }
- }
- poolp->endDeferredPass(i);
- LLVertexBuffer::unbind();
+ for( S32 i = 0; i < deferred_passes; i++ )
+ {
+ LLVertexBuffer::unbind();
+ stop_glerror();
- if (gDebugGL || gDebugPipeline)
- {
- LLGLState::checkStates();
- }
- }
- }
- else
- {
- // Skip all pools of this type
- for (iter2 = iter1; iter2 != mPools.end(); iter2++)
- {
- LLDrawPool *p = *iter2;
- if (p->getType() != cur_type)
- {
- break;
- }
- }
- }
- iter1 = iter2;
- stop_glerror();
+ poolp->beginDeferredPass(i);
+ poolp->renderDeferred(i);
+ poolp->endDeferredPass(i);
+
+ // per-pass validation that our conception of current GL state is correct
+ if (gDebugGL || gDebugPipeline)
+ {
+ LLGLState::checkStates();
+ }
+ }
+
+ LLVertexBuffer::unbind();
+ stop_glerror();
+ }
+ }
+
+ iter++;
}
gGLLastMatrix = NULL;
@@ -4733,7 +4748,8 @@ void LLPipeline::renderGeomPostDeferred(LLCamera& camera, bool do_occlusion)
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
LLGLSLShader::bindNoShader();
- doOcclusion(camera, mScreen, mOcclusionDepth, &mDeferredDepth);
+
+ doOcclusion(camera, mScreen, sReflectionRender ? mWaterOcclusionDepth : mOcclusionDepth, sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth);
gGL.setColorMask(true, false);
}
@@ -5370,6 +5386,55 @@ void LLPipeline::renderDebug()
visible_selected_groups.clear();
+ if (hasRenderDebugMask(LLPipeline::RENDER_DEBUG_SH) && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics") && LLPipeline::sRenderDeferred)
+ {
+ bindDeferredShader(gDeferredShVisProgram);
+
+ S32 l1r_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1R, gPipeline.mSkySH.getUsage());
+ if (l1r_channel > -1)
+ {
+ gPipeline.mSkySH.bindTexture(0,l1r_channel);
+ gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1b_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1G, gPipeline.mSkySH.getUsage());
+ if (l1b_channel > -1)
+ {
+ gPipeline.mSkySH.bindTexture(1,l1b_channel);
+ gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1g_channel = gDeferredShVisProgram.enableTexture(LLShaderMgr::SH_INPUT_L1B, gPipeline.mSkySH.getUsage());
+ if (l1g_channel > -1)
+ {
+ gPipeline.mSkySH.bindTexture(2,l1g_channel);
+ gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
+
+ LLVector3 pos = LLViewerCamera::instance().getOrigin();
+ pos += LLViewerCamera::instance().getAtAxis() * 10.0f;
+
+ gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.texCoord2f(0.0f, 0.0f);
+ gGL.vertex2f(-1,-1);
+
+ gGL.texCoord2f(0.0f, 1.0f);
+ gGL.vertex2f(-1,3);
+
+ gGL.texCoord2f(1.0f, 0.0f);
+ gGL.vertex2f(3,-1);
+
+ gGL.end();
+ gGL.flush();
+
+ unbindDeferredShader(gDeferredShVisProgram);
+ }
+
if (LLGLSLShader::sNoFixedFunction)
{
gUIProgram.bind();
@@ -7556,6 +7621,8 @@ static LLTrace::BlockTimerStatHandle FTM_RENDER_BLOOM("Bloom");
void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
{
+ LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight;
+
if (!(gPipeline.canUseVertexShaders() &&
sRenderGlow))
{
@@ -7847,7 +7914,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
F32 magnification = focal_length/(subject_distance-focal_length);
{ //build diffuse+bloom+CoF
- mDeferredLight.bindTarget();
+ deferred_light_target->bindTarget();
shader = &gDeferredCoFProgram;
bindDeferredShader(*shader);
@@ -7878,7 +7945,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
gGL.end();
unbindDeferredShader(*shader);
- mDeferredLight.flush();
+ deferred_light_target->flush();
}
U32 dof_width = (U32) (mScreen.getWidth()*CameraDoFResScale);
@@ -7891,10 +7958,10 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
shader = &gDeferredPostProgram;
bindDeferredShader(*shader);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage());
if (channel > -1)
{
- mDeferredLight.bindTexture(0, channel);
+ deferred_light_target->bindTexture(0, channel);
}
shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);
@@ -7920,8 +7987,8 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
{ //combine result based on alpha
if (multisample)
{
- mDeferredLight.bindTarget();
- glViewport(0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ deferred_light_target->bindTarget();
+ glViewport(0, 0, deferred_light_target->getWidth(), deferred_light_target->getHeight());
}
else
{
@@ -7970,7 +8037,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
if (multisample)
{
- mDeferredLight.flush();
+ deferred_light_target->flush();
}
}
}
@@ -7978,7 +8045,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
{
if (multisample)
{
- mDeferredLight.bindTarget();
+ deferred_light_target->bindTarget();
}
LLGLSLShader* shader = &gDeferredPostNoDoFProgram;
@@ -8013,7 +8080,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
if (multisample)
{
- mDeferredLight.flush();
+ deferred_light_target->flush();
}
}
@@ -8031,10 +8098,10 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
shader->bind();
shader->uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, width, height);
- S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ S32 channel = shader->enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage());
if (channel > -1)
{
- mDeferredLight.bindTexture(0, channel);
+ deferred_light_target->bindTexture(0, channel);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
@@ -8045,7 +8112,7 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
gGL.flush();
- shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredLight.getUsage());
+ shader->disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_light_target->getUsage());
shader->unbind();
mFXAABuffer.flush();
@@ -8209,63 +8276,69 @@ void LLPipeline::renderBloom(bool for_snapshot, F32 zoom_factor, int subfield)
static LLTrace::BlockTimerStatHandle FTM_BIND_DEFERRED("Bind Deferred");
-void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 noise_map)
+void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target)
{
LL_RECORD_BLOCK_TIME(FTM_BIND_DEFERRED);
- if (noise_map == 0xFFFFFFFF)
- {
- noise_map = mNoiseMap;
- }
+ LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight;
shader.bind();
S32 channel = 0;
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
if (channel > -1)
{
- mDeferredScreen.bindTexture(0,channel);
+ deferred_target->bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
if (channel > -1)
{
- mDeferredScreen.bindTexture(1, channel);
+ deferred_target->bindTexture(1, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
if (channel > -1)
{
- mDeferredScreen.bindTexture(2, channel);
+ deferred_target->bindTexture(2, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredDepth.getUsage());
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
if (channel > -1)
{
- gGL.getTexUnit(channel)->bind(&mDeferredDepth, TRUE);
+ gGL.getTexUnit(channel)->bind(deferred_depth_target, TRUE);
stop_glerror();
-
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
- //glTexParameteri(LLTexUnit::getInternalType(mDeferredDepth.getUsage()), GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
+ }
- stop_glerror();
+ glh::matrix4f projection = get_current_projection();
+ glh::matrix4f inv_proj = projection.inverse();
- glh::matrix4f projection = get_current_projection();
- glh::matrix4f inv_proj = projection.inverse();
-
- shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m);
- shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
- (F32) gGLViewport[1],
- (F32) gGLViewport[2],
- (F32) gGLViewport[3]);
- }
+ 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)
+ {
+ shader.uniform4f(LLShaderMgr::VIEWPORT, (F32) gGLViewport[0],
+ (F32) gGLViewport[1],
+ (F32) gGLViewport[2],
+ (F32) gGLViewport[3]);
+ }
+
+ if (sReflectionRender && shader.getUniformLocation(LLShaderMgr::MODELVIEW_MATRIX))
+ {
+ shader.uniformMatrix4fv(LLShaderMgr::MODELVIEW_MATRIX, 1, FALSE, mReflectionModelView.m);
+ }
channel = shader.enableTexture(LLShaderMgr::DEFERRED_NOISE);
if (channel > -1)
{
- gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, noise_map);
+ gGL.getTexUnit(channel)->bindManual(LLTexUnit::TT_TEXTURE, mNoiseMap);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
@@ -8277,17 +8350,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
stop_glerror();
- channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ light_target = light_target ? light_target : deferred_light_target;
+ channel = shader.enableTexture(LLShaderMgr::DEFERRED_LIGHT, light_target->getUsage());
if (channel > -1)
{
- if (light_index > 0)
- {
- mScreen.bindTexture(0, channel);
- }
- else
- {
- mDeferredLight.bindTexture(0, channel);
- }
+ light_target->bindTexture(0, channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
@@ -8343,12 +8410,10 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
- stop_glerror();
-
F32 mat[16*6];
for (U32 i = 0; i < 16; i++)
{
- mat[i] = mSunShadowMatrix[0].m[i];
+ mat[i] = mSunShadowMatrix[0].m[i];
mat[i+16] = mSunShadowMatrix[1].m[i];
mat[i+32] = mSunShadowMatrix[2].m[i];
mat[i+48] = mSunShadowMatrix[3].m[i];
@@ -8378,6 +8443,34 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
}
}
+ if (gAtmosphere)
+ {
+ // bind precomputed textures necessary for calculating sun and sky luminance
+ channel = shader.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ }
+
+ channel = shader.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ shader.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+ }
+ }
+
shader.uniform4fv(LLShaderMgr::DEFERRED_SHADOW_CLIP, 1, mSunClipPlanes.mV);
shader.uniform1f(LLShaderMgr::DEFERRED_SUN_WASH, RenderDeferredSunWash);
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_NOISE, RenderShadowNoise);
@@ -8404,7 +8497,7 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, U32 light_index, U32 n
F32 shadow_bias_error = RenderShadowBiasError * fabsf(LLViewerCamera::getInstance()->getOrigin().mV[2])/3000.f;
F32 shadow_bias = RenderShadowBias + shadow_bias_error;
- shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredScreen.getWidth(), mDeferredScreen.getHeight());
+ shader.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_target->getWidth(), deferred_target->getHeight());
shader.uniform1f(LLShaderMgr::DEFERRED_NEAR_CLIP, LLViewerCamera::getInstance()->getNear()*2.f);
shader.uniform1f (LLShaderMgr::DEFERRED_SHADOW_OFFSET, RenderShadowOffset); //*shadow_offset_error);
shader.uniform1f(LLShaderMgr::DEFERRED_SHADOW_BIAS, shadow_bias);
@@ -8454,21 +8547,24 @@ static LLTrace::BlockTimerStatHandle FTM_PROJECTORS("Projectors");
static LLTrace::BlockTimerStatHandle FTM_POST("Post");
-void LLPipeline::renderDeferredLighting()
+void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
{
if (!sCull)
{
return;
}
+ LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight;
+
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
LLViewerCamera* camera = LLViewerCamera::getInstance();
{
LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ deferred_depth_target->copyContents(*deferred_target, 0, 0, deferred_target->getWidth(), deferred_target->getHeight(),
+ 0, 0, deferred_depth_target->getWidth(), deferred_depth_target->getHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
@@ -8535,13 +8631,13 @@ void LLPipeline::renderDeferredLighting()
if (RenderDeferredSSAO || RenderShadowDetail > 0)
{
- mDeferredLight.bindTarget();
+ deferred_light_target->bindTarget();
{ //paint shadow/SSAO light map (direct lighting lightmap)
LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram, 0);
+ bindDeferredShader(gDeferredSunProgram, deferred_light_target);
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
+ deferred_light_target->clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
@@ -8564,7 +8660,7 @@ void LLPipeline::renderDeferredLighting()
}
gDeferredSunProgram.uniform3fv(sOffset, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
+ gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, deferred_light_target->getWidth(), deferred_light_target->getHeight());
{
LLGLDisable blend(GL_BLEND);
@@ -8576,16 +8672,16 @@ void LLPipeline::renderDeferredLighting()
unbindDeferredShader(gDeferredSunProgram);
}
- mDeferredLight.flush();
+ deferred_light_target->flush();
}
if (RenderDeferredSSAO)
{ //soften direct lighting lightmap
LL_RECORD_BLOCK_TIME(FTM_SOFTEN_SHADOW);
//blur lightmap
- mScreen.bindTarget();
+ screen_target->bindTarget();
glClearColor(1,1,1,1);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
+ screen_target->clear(GL_COLOR_BUFFER_BIT);
glClearColor(0,0,0,0);
bindDeferredShader(gDeferredBlurLightProgram);
@@ -8621,12 +8717,13 @@ void LLPipeline::renderDeferredLighting()
stop_glerror();
}
- mScreen.flush();
+ screen_target->flush();
unbindDeferredShader(gDeferredBlurLightProgram);
- bindDeferredShader(gDeferredBlurLightProgram, 1);
+ bindDeferredShader(gDeferredBlurLightProgram, screen_target);
+
mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredLight.bindTarget();
+ deferred_light_target->bindTarget();
gDeferredBlurLightProgram.uniform2f(sDelta, 0.f, 1.f);
@@ -8637,7 +8734,7 @@ void LLPipeline::renderDeferredLighting()
mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
stop_glerror();
}
- mDeferredLight.flush();
+ deferred_light_target->flush();
unbindDeferredShader(gDeferredBlurLightProgram);
}
@@ -8649,19 +8746,42 @@ void LLPipeline::renderDeferredLighting()
gGL.popMatrix();
stop_glerror();
- mScreen.bindTarget();
+ screen_target->bindTarget();
// clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
glClearColor(0,0,0,0);
- mScreen.clear(GL_COLOR_BUFFER_BIT);
+ screen_target->clear(GL_COLOR_BUFFER_BIT);
if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
+ { //apply sunlight contribution
+ LLGLSLShader& soften_shader = LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram;
+
LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram);
+ bindDeferredShader(soften_shader);
{
LLGLDepthTest depth(GL_FALSE);
LLGLDisable blend(GL_BLEND);
LLGLDisable test(GL_ALPHA_TEST);
+
+ S32 l1r_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1R, mSkySH.getUsage());
+ if (l1r_channel > -1)
+ {
+ mSkySH.bindTexture(0,l1r_channel);
+ gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1b_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1G, mSkySH.getUsage());
+ if (l1b_channel > -1)
+ {
+ mSkySH.bindTexture(1,l1b_channel);
+ gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1g_channel = soften_shader.enableTexture(LLShaderMgr::SH_INPUT_L1B, mSkySH.getUsage());
+ if (l1g_channel > -1)
+ {
+ mSkySH.bindTexture(2,l1g_channel);
+ gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
//full screen blit
gGL.pushMatrix();
@@ -8747,8 +8867,7 @@ void LLPipeline::renderDeferredLighting()
}
const LLViewerObject *vobj = drawablep->getVObj();
- if(vobj && vobj->getAvatar()
- && (vobj->getAvatar()->isTooComplex() || vobj->getAvatar()->isInMuteList()))
+ if(vobj && vobj->getAvatar() && vobj->getAvatar()->isInMuteList())
{
continue;
}
@@ -8912,17 +9031,17 @@ void LLPipeline::renderDeferredLighting()
count++;
if (count == max_count || fullscreen_lights.empty())
{
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- unbindDeferredShader(gDeferredMultiLightProgram[idx]);
+ U32 idx = count-1;
+ bindDeferredShader(gDeferredMultiLightProgram[idx]);
+ gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
+ gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
+ gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
+ far_z = 0.f;
+ count = 0;
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
+ mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
+ unbindDeferredShader(gDeferredMultiLightProgram[idx]);
}
}
@@ -8975,7 +9094,7 @@ void LLPipeline::renderDeferredLighting()
gGL.setColorMask(true, true);
}
- mScreen.flush();
+ screen_target->flush();
//gamma correct lighting
gGL.matrixMode(LLRender::MM_PROJECTION);
@@ -8989,22 +9108,22 @@ void LLPipeline::renderDeferredLighting()
LLGLDepthTest depth(GL_FALSE, GL_FALSE);
LLVector2 tc1(0,0);
- LLVector2 tc2((F32) mScreen.getWidth()*2,
- (F32) mScreen.getHeight()*2);
+ LLVector2 tc2((F32) screen_target->getWidth()*2,
+ (F32) screen_target->getHeight()*2);
- mScreen.bindTarget();
+ screen_target->bindTarget();
// Apply gamma correction to the frame here.
gDeferredPostGammaCorrectProgram.bind();
//mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mScreen.getUsage());
+ channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, screen_target->getUsage());
if (channel > -1)
{
- mScreen.bindTexture(0,channel);
+ screen_target->bindTexture(0,channel);
gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
}
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mScreen.getWidth(), mScreen.getHeight());
+ gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, screen_target->getWidth(), screen_target->getHeight());
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
@@ -9022,9 +9141,9 @@ void LLPipeline::renderDeferredLighting()
gGL.end();
- gGL.getTexUnit(channel)->unbind(mScreen.getUsage());
+ gGL.getTexUnit(channel)->unbind(screen_target->getUsage());
gDeferredPostGammaCorrectProgram.unbind();
- mScreen.flush();
+ screen_target->flush();
}
gGL.matrixMode(LLRender::MM_PROJECTION);
@@ -9032,7 +9151,7 @@ void LLPipeline::renderDeferredLighting()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- mScreen.bindTarget();
+ screen_target->bindTarget();
{ //render non-deferred geometry (alpha, fullbright, glow)
LLGLDisable blend(GL_BLEND);
@@ -9080,565 +9199,13 @@ void LLPipeline::renderDeferredLighting()
// Render debugging beacons.
gObjectList.renderObjectBeacons();
gObjectList.resetObjectBeacons();
- gSky.addSunMoonBeacons();
}
}
- mScreen.flush();
+ screen_target->flush();
}
-void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
-{
- if (!sCull)
- {
- return;
- }
-
- {
- LL_RECORD_BLOCK_TIME(FTM_RENDER_DEFERRED);
-
- LLViewerCamera* camera = LLViewerCamera::getInstance();
-
- {
- LLGLDepthTest depth(GL_TRUE);
- mDeferredDepth.copyContents(mDeferredScreen, 0, 0, mDeferredScreen.getWidth(), mDeferredScreen.getHeight(),
- 0, 0, mDeferredDepth.getWidth(), mDeferredDepth.getHeight(), GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);
- }
-
- LLGLEnable multisample(RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
-
- if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
- {
- gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
- }
-
- //ati doesn't seem to love actually using the stencil buffer on FBO's
- LLGLDisable stencil(GL_STENCIL_TEST);
- //glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
- //glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- gGL.setColorMask(true, true);
-
- //draw a cube around every light
- LLVertexBuffer::unbind();
-
- LLGLEnable cull(GL_CULL_FACE);
- LLGLEnable blend(GL_BLEND);
-
- glh::matrix4f mat = copy_matrix(gGLModelView);
-
- LLStrider<LLVector3> vert;
- mDeferredVB->getVertexStrider(vert);
-
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- const LLEnvironment& environment = LLEnvironment::instance();
-
- bool sun_up = environment.getIsSunUp();
- bool moon_up = environment.getIsMoonUp();
-
- {
- setupHWLights(NULL); //to set mSun/MoonDir;
- glh::vec4f tc(mSunDir.mV);
- mat.mult_matrix_vec(tc);
-
- glh::vec4f tc_moon(mMoonDir.mV);
- mTransformedMoonDir.set(tc_moon.v);
- mTransformedMoonDir.normalize();
-
- bool sun_is_primary = sun_up || !moon_up;
- if (sun_is_primary)
- {
- mTransformedSunDir.set(tc.v);
- mTransformedSunDir.normalize();
- }
- else
- {
- mTransformedSunDir.set(tc_moon.v);
- mTransformedSunDir.normalize();
- }
- }
-
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- if (RenderDeferredSSAO || RenderShadowDetail > 0)
- {
- mDeferredLight.bindTarget();
- { //paint shadow/SSAO light map (direct lighting lightmap)
- LL_RECORD_BLOCK_TIME(FTM_SUN_SHADOW);
- bindDeferredShader(gDeferredSunProgram);
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- glClearColor(1,1,1,1);
- mDeferredLight.clear(GL_COLOR_BUFFER_BIT);
- glClearColor(0,0,0,0);
-
- glh::matrix4f inv_trans = get_current_modelview().inverse().transpose();
-
- const U32 slice = 32;
- F32 offset[slice*3];
- for (U32 i = 0; i < 4; i++)
- {
- for (U32 j = 0; j < 8; j++)
- {
- glh::vec3f v;
- v.set_value(sinf(6.284f/8*j), cosf(6.284f/8*j), -(F32) i);
- v.normalize();
- inv_trans.mult_matrix_vec(v);
- v.normalize();
- offset[(i*8+j)*3+0] = v.v[0];
- offset[(i*8+j)*3+1] = v.v[2];
- offset[(i*8+j)*3+2] = v.v[1];
- }
- }
-
-// pretty sure this doesn't work as expected since the shaders using 'shadow_offset' all declare it as a single uniform float, no array or vec
- gDeferredSunProgram.uniform3fv(LLShaderMgr::DEFERRED_SHADOW_OFFSET, slice, offset);
- gDeferredSunProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mDeferredLight.getWidth(), mDeferredLight.getHeight());
-
- {
- LLGLDisable blend(GL_BLEND);
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS);
- stop_glerror();
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- stop_glerror();
- }
-
- unbindDeferredShader(gDeferredSunProgram);
- }
- mDeferredLight.flush();
- }
-
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- stop_glerror();
- gGL.popMatrix();
- stop_glerror();
-
- target->bindTarget();
-
- //clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky
- glClearColor(0,0,0,0);
- target->clear(GL_COLOR_BUFFER_BIT);
-
- if (RenderDeferredAtmospheric)
- { //apply sunlight contribution
- LL_RECORD_BLOCK_TIME(FTM_ATMOSPHERICS);
- bindDeferredShader(gDeferredSoftenProgram);
- {
- LLGLDepthTest depth(GL_FALSE);
- LLGLDisable blend(GL_BLEND);
- 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(gDeferredSoftenProgram);
- }
-
- { //render non-deferred geometry (fullbright, alpha, etc)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
- gGL.setSceneBlendType(LLRender::BT_ALPHA);
-
- gPipeline.pushRenderTypeMask();
-
- gPipeline.andRenderTypeMask(LLPipeline::RENDER_TYPE_SKY,
- LLPipeline::RENDER_TYPE_CLOUDS,
- LLPipeline::RENDER_TYPE_WL_SKY,
- LLPipeline::END_RENDER_TYPES);
-
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance(), false);
- gPipeline.popRenderTypeMask();
- }
-
- bool render_local = RenderLocalLights;
-
- if (render_local)
- {
- gGL.setSceneBlendType(LLRender::BT_ADD);
- std::list<LLVector4> fullscreen_lights;
- LLDrawable::drawable_list_t spot_lights;
- LLDrawable::drawable_list_t fullscreen_spot_lights;
-
- for (U32 i = 0; i < 2; i++)
- {
- mTargetShadowSpotLight[i] = NULL;
- }
-
- std::list<LLVector4> light_colors;
-
- LLVertexBuffer::unbind();
-
- {
- bindDeferredShader(gDeferredLightProgram);
-
- if (mCubeVB.isNull())
- {
- mCubeVB = ll_create_cube_vb(LLVertexBuffer::MAP_VERTEX, GL_STATIC_DRAW_ARB);
- }
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- for (LLDrawable::drawable_set_t::iterator iter = mLights.begin(); iter != mLights.end(); ++iter)
- {
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
- if (!volume)
- {
- continue;
- }
-
- if (volume->isAttachment())
- {
- if (!sRenderAttachedLights)
- {
- continue;
- }
- }
-
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- LLColor3 col = volume->getLightColor();
-
- if (col.magVecSquared() < 0.001f)
- {
- continue;
- }
-
- if (s <= 0.001f)
- {
- continue;
- }
-
- LLVector4a sa;
- sa.splat(s);
- if (camera->AABBInFrustumNoFarClip(center, sa) == 0)
- {
- continue;
- }
-
- sVisibleLightCount++;
-
- if (camera->getOrigin().mV[0] > c[0] + s + 0.2f ||
- camera->getOrigin().mV[0] < c[0] - s - 0.2f ||
- camera->getOrigin().mV[1] > c[1] + s + 0.2f ||
- camera->getOrigin().mV[1] < c[1] - s - 0.2f ||
- camera->getOrigin().mV[2] > c[2] + s + 0.2f ||
- camera->getOrigin().mV[2] < c[2] - s - 0.2f)
- { //draw box if camera is outside box
- if (render_local)
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- spot_lights.push_back(drawablep);
- continue;
- }
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- LL_RECORD_BLOCK_TIME(FTM_LOCAL_LIGHTS);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- stop_glerror();
- }
- }
- else
- {
- if (volume->isLightSpotlight())
- {
- drawablep->getVOVolume()->updateSpotLightPriority();
- fullscreen_spot_lights.push_back(drawablep);
- continue;
- }
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- fullscreen_lights.push_back(LLVector4(tc.v[0], tc.v[1], tc.v[2], s));
- light_colors.push_back(LLVector4(col.mV[0], col.mV[1], col.mV[2], volume->getLightFalloff()*0.5f));
- }
- }
- unbindDeferredShader(gDeferredLightProgram);
- }
-
- if (!spot_lights.empty())
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE);
- bindDeferredShader(gDeferredSpotLightProgram);
-
- mCubeVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- gDeferredSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- for (LLDrawable::drawable_list_t::iterator iter = spot_lights.begin(); iter != spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector4a center;
- center.load3(drawablep->getPositionAgent().mV);
- const F32* c = center.getF32ptr();
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- setupSpotLight(gDeferredSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- gGL.syncMatrices();
-
- mCubeVB->drawRange(LLRender::TRIANGLE_FAN, 0, 7, 8, get_box_fan_indices(camera, center));
- }
- gDeferredSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredSpotLightProgram);
- }
-
- //reset mDeferredVB to fullscreen triangle
- mDeferredVB->getVertexStrider(vert);
- vert[0].set(-1,1,0);
- vert[1].set(-1,-3,0);
- vert[2].set(3,1,0);
-
- {
- LLGLDepthTest depth(GL_FALSE);
-
- //full screen blit
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- U32 count = 0;
-
- const U32 max_count = LL_DEFERRED_MULTI_LIGHT_COUNT;
- LLVector4 light[max_count];
- LLVector4 col[max_count];
-
- F32 far_z = 0.f;
-
- while (!fullscreen_lights.empty())
- {
- LL_RECORD_BLOCK_TIME(FTM_FULLSCREEN_LIGHTS);
- light[count] = fullscreen_lights.front();
- fullscreen_lights.pop_front();
- col[count] = light_colors.front();
- light_colors.pop_front();
-
- /*col[count].mV[0] = powf(col[count].mV[0], 2.2f);
- col[count].mV[1] = powf(col[count].mV[1], 2.2f);
- col[count].mV[2] = powf(col[count].mV[2], 2.2f);*/
-
- far_z = llmin(light[count].mV[2]-light[count].mV[3], far_z);
- //col[count] = pow4fsrgb(col[count], 2.2f);
- count++;
- if (count == max_count || fullscreen_lights.empty())
- {
- U32 idx = count-1;
- bindDeferredShader(gDeferredMultiLightProgram[idx]);
- gDeferredMultiLightProgram[idx].uniform1i(LLShaderMgr::MULTI_LIGHT_COUNT, count);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT, count, (GLfloat*) light);
- gDeferredMultiLightProgram[idx].uniform4fv(LLShaderMgr::MULTI_LIGHT_COL, count, (GLfloat*) col);
- gDeferredMultiLightProgram[idx].uniform1f(LLShaderMgr::MULTI_LIGHT_FAR_Z, far_z);
- far_z = 0.f;
- count = 0;
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
- }
-
- unbindDeferredShader(gDeferredMultiLightProgram[0]);
-
- bindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gDeferredMultiSpotLightProgram.enableTexture(LLShaderMgr::DEFERRED_PROJECTION);
-
- mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
-
- for (LLDrawable::drawable_list_t::iterator iter = fullscreen_spot_lights.begin(); iter != fullscreen_spot_lights.end(); ++iter)
- {
- LL_RECORD_BLOCK_TIME(FTM_PROJECTORS);
- LLDrawable* drawablep = *iter;
-
- LLVOVolume* volume = drawablep->getVOVolume();
-
- LLVector3 center = drawablep->getPositionAgent();
- F32* c = center.mV;
- F32 s = volume->getLightRadius()*1.5f;
-
- sVisibleLightCount++;
-
- glh::vec3f tc(c);
- mat.mult_matrix_vec(tc);
-
- setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
-
- LLColor3 col = volume->getLightColor();
-
- /*col.mV[0] = powf(col.mV[0], 2.2f);
- col.mV[1] = powf(col.mV[1], 2.2f);
- col.mV[2] = powf(col.mV[2], 2.2f);*/
-
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
- gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::DIFFUSE_COLOR, 1, col.mV);
- gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_FALLOFF, volume->getLightFalloff()*0.5f);
- mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3);
- }
-
- gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);
- unbindDeferredShader(gDeferredMultiSpotLightProgram);
-
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
- }
- }
-
- gGL.setColorMask(true, true);
- }
-
- /*target->flush();
-
- //gamma correct lighting
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.pushMatrix();
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
- gGL.loadIdentity();
-
- {
- LLGLDepthTest depth(GL_FALSE, GL_FALSE);
-
- LLVector2 tc1(0,0);
- LLVector2 tc2((F32) target->getWidth()*2,
- (F32) target->getHeight()*2);
-
- target->bindTarget();
- // Apply gamma correction to the frame here.
- gDeferredPostGammaCorrectProgram.bind();
- //mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);
- S32 channel = 0;
- channel = gDeferredPostGammaCorrectProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, target->getUsage());
- if (channel > -1)
- {
- target->bindTexture(0,channel);
- gGL.getTexUnit(channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
- }
-
- gDeferredPostGammaCorrectProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, target->getWidth(), target->getHeight());
-
- F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
-
- gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
- gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
- gGL.vertex2f(-1,-1);
-
- gGL.texCoord2f(tc1.mV[0], tc2.mV[1]);
- gGL.vertex2f(-1,3);
-
- gGL.texCoord2f(tc2.mV[0], tc1.mV[1]);
- gGL.vertex2f(3,-1);
-
- gGL.end();
-
- gGL.getTexUnit(channel)->unbind(target->getUsage());
- gDeferredPostGammaCorrectProgram.unbind();
- target->flush();
- }
-
- gGL.matrixMode(LLRender::MM_PROJECTION);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.popMatrix();
-
- target->bindTarget();*/
-
- { //render non-deferred geometry (alpha, fullbright, glow)
- LLGLDisable blend(GL_BLEND);
- LLGLDisable stencil(GL_STENCIL_TEST);
-
- pushRenderTypeMask();
- andRenderTypeMask(LLPipeline::RENDER_TYPE_ALPHA,
- LLPipeline::RENDER_TYPE_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_VOLUME,
- LLPipeline::RENDER_TYPE_GLOW,
- LLPipeline::RENDER_TYPE_BUMP,
- LLPipeline::RENDER_TYPE_PASS_SIMPLE,
- LLPipeline::RENDER_TYPE_PASS_ALPHA,
- LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_BUMP,
- LLPipeline::RENDER_TYPE_PASS_POST_BUMP,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY,
- LLPipeline::RENDER_TYPE_PASS_GLOW,
- LLPipeline::RENDER_TYPE_PASS_GRASS,
- LLPipeline::RENDER_TYPE_PASS_SHINY,
- LLPipeline::RENDER_TYPE_PASS_INVISIBLE,
- LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY,
- LLPipeline::RENDER_TYPE_AVATAR,
- LLPipeline::RENDER_TYPE_ALPHA_MASK,
- LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK,
- END_RENDER_TYPES);
-
- renderGeomPostDeferred(*LLViewerCamera::getInstance());
- popRenderTypeMask();
- }
-
- //target->flush();
-}
-
void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
{
//construct frustum
@@ -9780,12 +9347,16 @@ void LLPipeline::setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep)
void LLPipeline::unbindDeferredShader(LLGLSLShader &shader)
{
+ LLRenderTarget* deferred_target = LLPipeline::sReflectionRender ? &mWaterDeferredScreen : &mDeferredScreen;
+ LLRenderTarget* deferred_depth_target = LLPipeline::sReflectionRender ? &mWaterDeferredDepth : &mDeferredDepth;
+ LLRenderTarget* deferred_light_target = LLPipeline::sReflectionRender ? &mWaterDeferredLight : &mDeferredLight;
+
stop_glerror();
- shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, mDeferredScreen.getUsage());
- shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, mDeferredLight.getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DIFFUSE, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_DEPTH, deferred_depth_target->getUsage());
+ shader.disableTexture(LLShaderMgr::DEFERRED_LIGHT, deferred_light_target->getUsage());
shader.disableTexture(LLShaderMgr::DIFFUSE_MAP);
shader.disableTexture(LLShaderMgr::DEFERRED_BLOOM);
@@ -9851,8 +9422,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLCamera camera = camera_in;
camera.setFar(camera.getFar()*0.87654321f);
- LLPipeline::sReflectionRender = true;
-
+
+ LLPipeline::sReflectionRender = true;
+
gPipeline.pushRenderTypeMask();
glh::matrix4f projection = get_current_projection();
@@ -9874,7 +9446,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
camera.setOriginAndLookAt(reflect_origin, LLVector3::z_axis, reflect_interest_point);
//plane params
- LLVector3 pnorm;
+ LLVector3 pnorm;
S32 water_clip = 0;
if (!LLViewerCamera::getInstance()->cameraUnderWater())
{ //camera is above water, clip plane points up
@@ -9889,20 +9461,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
water_clip = -1;
}
- bool materials_in_water = false;
-
-#if MATERIALS_IN_REFLECTIONS
- materials_in_water = gSavedSettings.getS32("RenderWaterMaterials");
-#endif
-
if (!LLViewerCamera::getInstance()->cameraUnderWater())
{ //generate planar reflection map
-
- LLPipeline::sRenderingWaterReflection = true;
-
//disable occlusion culling for reflection map for now
S32 occlusion = LLPipeline::sUseOcclusion;
+
LLPipeline::sUseOcclusion = 0;
+
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glClearColor(0,0,0,0);
@@ -9932,6 +9497,8 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
// convert from CFR to OGL coord sys...
mat = glh::matrix4f((GLfloat*) OGL_TO_CFR_ROTATION) * mat;
+ mReflectionModelView = mat;
+
set_current_modelview(mat);
gGL.loadMatrix(mat.m);
@@ -9939,8 +9506,6 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
glCullFace(GL_FRONT);
- static LLCullResult ref_result;
-
if (LLDrawPoolWater::sNeedsReflectionUpdate)
{
//initial sky pass (no user clip plane)
@@ -9951,31 +9516,32 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
LLPipeline::RENDER_TYPE_CLOUDS,
LLPipeline::END_RENDER_TYPES);
- static LLCullResult result;
- updateCull(camera, result);
- stateSort(camera, result);
-
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- mWaterRef.flush();
+ gGL.setColorMask(true, true);
+ glClearColor(0,0,0,0);
- gPipeline.grabReferences(result);
- gPipeline.mDeferredScreen.bindTarget();
- gGL.setColorMask(true, true);
- glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
+ static LLCullResult sky_and_clouds;
+ updateCull(camera, sky_and_clouds);
+ stateSort(camera, sky_and_clouds);
+ gPipeline.grabReferences(sky_and_clouds);
- renderGeomDeferred(camera);
+ if (LLPipeline::sRenderDeferred)
+ {
+ gPipeline.mWaterDeferredDepth.bindTarget();
+ gPipeline.mWaterDeferredDepth.clear();
+ gPipeline.mWaterDeferredScreen.bindTarget();
+ gPipeline.mWaterDeferredScreen.clear();
+ renderGeomDeferred(camera);
}
else
{
- renderGeom(camera, TRUE);
+ renderGeom(camera, TRUE);
}
gPipeline.popRenderTypeMask();
}
gGL.setColorMask(true, false);
+
gPipeline.pushRenderTypeMask();
clearRenderTypeMask(LLPipeline::RENDER_TYPE_WATER,
@@ -10001,22 +9567,28 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
}
- LLGLUserClipPlane clip_plane(plane, mat, projection);
- LLGLDisable cull(GL_CULL_FACE);
- updateCull(camera, ref_result, water_clip, &plane);
- stateSort(camera, ref_result);
+
}
if (LLDrawPoolWater::sNeedsDistortionUpdate)
{
- if (RenderReflectionDetail > 0)
+ if (detail > 0)
{
- gPipeline.grabReferences(ref_result);
- LLGLUserClipPlane clip_plane(plane, mat, projection);
+ static LLCullResult reflected_objects;
+ LLGLDisable cull(GL_CULL_FACE);
+ updateCull(camera, reflected_objects);
+ stateSort(camera, reflected_objects);
+
+ gPipeline.grabReferences(reflected_objects);
- if (LLPipeline::sRenderDeferred && materials_in_water)
+ LLGLUserClipPlane clip_plane(plane, mat, projection);
+ if (LLPipeline::sRenderDeferred)
{
renderGeomDeferred(camera);
+ gPipeline.mWaterDeferredScreen.flush();
+ gPipeline.mWaterDeferredDepth.flush();
+ mWaterRef.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(),
+ 0, 0, gPipeline.mWaterRef.getWidth(), gPipeline.mWaterRef.getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
@@ -10025,17 +9597,9 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
}
- if (LLPipeline::sRenderDeferred && materials_in_water)
- {
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterRef);
- }
-
gPipeline.popRenderTypeMask();
}
- LLPipeline::sRenderingWaterReflection = false;
-
glCullFace(GL_BACK);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
@@ -10095,13 +9659,13 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
gGL.setColorMask(true, false);
- if (LLPipeline::sRenderDeferred && materials_in_water)
+ if (LLPipeline::sRenderDeferred)
{
mWaterDis.flush();
- gPipeline.mDeferredScreen.bindTarget();
+ gPipeline.mWaterDeferredScreen.bindTarget();
gGL.setColorMask(true, true);
glClearColor(0,0,0,0);
- gPipeline.mDeferredScreen.clear();
+ gPipeline.mWaterDeferredScreen.clear();
gPipeline.grabReferences(result);
renderGeomDeferred(camera);
}
@@ -10122,19 +9686,20 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
}
}
- if (LLPipeline::sRenderDeferred && materials_in_water)
+ if (LLPipeline::sRenderDeferred)
{
- gPipeline.mDeferredScreen.flush();
- renderDeferredLightingToRT(&mWaterDis);
+ gPipeline.mWaterDeferredScreen.flush();
+ gPipeline.mWaterDeferredDepth.flush();
+ mWaterDis.copyContents(gPipeline.mWaterDeferredScreen, 0, 0, gPipeline.mWaterDeferredScreen.getWidth(), gPipeline.mWaterDeferredScreen.getHeight(),
+ 0, 0, gPipeline.mWaterDeferredDepth.getWidth(), gPipeline.mWaterDeferredDepth.getHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
- mWaterDis.flush();
- LLPipeline::sUnderWaterRender = false;
-
+ mWaterDis.flush();
}
last_update = LLDrawPoolWater::sNeedsReflectionUpdate && LLDrawPoolWater::sNeedsDistortionUpdate;
+ LLPipeline::sUnderWaterRender = false;
LLPipeline::sReflectionRender = false;
if (!LLRenderTarget::sUseFBO)
@@ -10281,7 +9846,7 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
gGL.loadMatrix(proj.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- gGL.loadMatrix(gGLModelView);
+ gGL.loadMatrix(view.m);
stop_glerror();
gGLLastMatrix = NULL;
@@ -10303,8 +9868,15 @@ void LLPipeline::renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera
}
gGL.diffuseColor4f(1,1,1,1);
- gGL.setColorMask(false, false);
-
+
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+
+ // if not using VSM, disable color writes
+ if (shadow_detail <= 2)
+ {
+ gGL.setColorMask(false, false);
+ }
+
LL_RECORD_BLOCK_TIME(FTM_SHADOW_SIMPLE);
gGL.getTexUnit(0)->disable();
@@ -10640,6 +10212,183 @@ LLRenderTarget* LLPipeline::getShadowTarget(U32 i)
return &mShadow[i];
}
+static LLTrace::BlockTimerStatHandle FTM_GEN_SKY_INDIRECT("Gen Sky Indirect");
+
+void LLPipeline::generateSkyIndirect()
+{
+ if (!sRenderDeferred || !gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"))
+ {
+ return;
+ }
+
+ LL_RECORD_BLOCK_TIME(FTM_GEN_SKY_INDIRECT);
+
+ gGL.setColorMask(true, true);
+
+ LLVertexBuffer::unbind();
+
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.pushMatrix();
+ gGL.loadIdentity();
+
+ mSkySH.bindTarget();
+
+ bindDeferredShader(gDeferredGenSkyShProgram, &mSkySH);
+
+ gDeferredGenSkyShProgram.bind();
+
+ llassert(gAtmosphere);
+
+ int channel = -1;
+
+ if (gAtmosphere)
+ {
+ // bind precomputed textures necessary for calculating sun and sky luminance
+ channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::TRANSMITTANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::TRANSMITTANCE_TEX, gAtmosphere->getTransmittance());
+ }
+
+ channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::SCATTER_TEX, gAtmosphere->getScattering());
+ }
+
+ channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, LLTexUnit::TT_TEXTURE_3D);
+ if (channel > -1)
+ {
+ gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX, gAtmosphere->getMieScattering());
+ }
+
+ channel = gDeferredGenSkyShProgram.enableTexture(LLShaderMgr::ILLUMINANCE_TEX, LLTexUnit::TT_TEXTURE);
+ if (channel > -1)
+ {
+ gDeferredGenSkyShProgram.bindTexture(LLShaderMgr::ILLUMINANCE_TEX, gAtmosphere->getIlluminance());
+ }
+ }
+
+ gDeferredGenSkyShProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, mSkySH.getWidth(), mSkySH.getHeight());
+
+ LLStrider<LLVector3> vertices;
+ LLStrider<LLVector2> texCoords;
+ LLStrider<U16> indices;
+
+ if (!mDeferredVB->allocateBuffer(4, 6, TRUE))
+ {
+ LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
+ }
+
+ BOOL success = mDeferredVB->getVertexStrider(vertices)
+ && mDeferredVB->getTexCoord0Strider(texCoords)
+ && mDeferredVB->getIndexStrider(indices);
+
+ if(!success)
+ {
+ LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
+ }
+
+ *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
+
+ *texCoords++ = LLVector2(0.0f, 0.0f);
+ *texCoords++ = LLVector2(1.0f, 0.0f);
+ *texCoords++ = LLVector2(0.0f, 1.0f);
+ *texCoords++ = LLVector2(1.0f, 1.0f);
+
+ *indices++ = 0;
+ *indices++ = 1;
+ *indices++ = 2;
+ *indices++ = 1;
+ *indices++ = 3;
+ *indices++ = 2;
+
+ mDeferredVB->flush();
+
+ glClearColor(0,0,0,0);
+ mSkySH.clear(GL_COLOR_BUFFER_BIT);
+
+ LLGLDisable blend(GL_BLEND);
+ LLGLDepthTest depth(GL_FALSE, GL_FALSE, GL_ALWAYS);
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
+ mDeferredVB->drawRange(LLRender::TRIANGLES, 0, mDeferredVB->getNumVerts() - 1, mDeferredVB->getNumIndices(), 0);
+ stop_glerror();
+
+ gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::TRANSMITTANCE_TEX);
+ gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::SCATTER_TEX);
+ gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::SINGLE_MIE_SCATTER_TEX);
+ gDeferredGenSkyShProgram.disableTexture(LLShaderMgr::ILLUMINANCE_TEX);
+ gDeferredGenSkyShProgram.uniform3fv(LLShaderMgr::DEFERRED_SUN_DIR, 1, mTransformedSunDir.mV);
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(0)->activate();
+ gDeferredGenSkyShProgram.unbind();
+
+ mSkySH.flush();
+
+#if GATHER_SKY_SH
+ gDeferredGatherSkyShProgram.bind();
+
+ S32 res = mSkySH[0].getWidth();
+ S32 ping = 0;
+
+ while (res > 1)
+ {
+ S32 pong = 1 - ping;
+ S32 l1r_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1R, mSkySH[ping].getUsage());
+ if (l1r_channel > -1)
+ {
+ mSkySH[ping].bindTexture(0,l1r_channel);
+ gGL.getTexUnit(l1r_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1b_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1G, mSkySH[ping].getUsage());
+ if (l1b_channel > -1)
+ {
+ mSkySH[ping].bindTexture(1,l1b_channel);
+ gGL.getTexUnit(l1b_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ S32 l1g_channel = gDeferredGatherSkyShProgram.enableTexture(LLShaderMgr::SH_INPUT_L1B, mSkySH[ping].getUsage());
+ if (l1g_channel > -1)
+ {
+ mSkySH[ping].bindTexture(2,l1g_channel);
+ gGL.getTexUnit(l1g_channel)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+ }
+
+ gDeferredGatherSkyShProgram.uniform2f(LLShaderMgr::DEFERRED_SCREEN_RES, res >> 1, res >> 1);
+
+ glViewport(0, 0, res >> 1, res >> 1);
+
+ mSkySH[pong].bindTarget();
+
+ mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0);
+ mDeferredVB->drawRange(LLRender::TRIANGLES, 0, mDeferredVB->getNumVerts() - 1, mDeferredVB->getNumIndices(), 0);
+ stop_glerror();
+
+ mSkySH[pong].flush();
+
+ gGL.getTexUnit(l1r_channel)->unbind(mSkySH[ping].getUsage());
+ gGL.getTexUnit(l1b_channel)->unbind(mSkySH[ping].getUsage());
+ gGL.getTexUnit(l1g_channel)->unbind(mSkySH[ping].getUsage());
+
+ ping ^= 1;
+ res >>= 1;
+ }
+#endif
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.popMatrix();
+}
+
static LLTrace::BlockTimerStatHandle FTM_GEN_SUN_SHADOW("Gen Sun Shadow");
void LLPipeline::generateSunShadow(LLCamera& camera)
@@ -10654,7 +10403,6 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
bool skip_avatar_update = false;
if (!isAgentAvatarValid() || gAgentCamera.getCameraAnimating() || gAgentCamera.getCameraMode() != CAMERA_MODE_MOUSELOOK || !LLVOAvatar::sVisibleInFirstPerson)
{
-
skip_avatar_update = true;
}
@@ -10710,7 +10458,13 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
LLPipeline::RENDER_TYPE_PASS_NORMSPEC_EMISSIVE,
END_RENDER_TYPES);
- gGL.setColorMask(false, false);
+ S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
+
+ // if not using VSM, disable color writes
+ if (shadow_detail <= 2)
+ {
+ gGL.setColorMask(false, false);
+ }
//get sun view matrix
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index 9977781065..66cae8bf72 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -276,17 +276,17 @@ public:
void renderGeomDeferred(LLCamera& camera);
void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, U32 light_index = 0, U32 noise_map = 0xFFFFFFFF);
+ void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr);
void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
void unbindDeferredShader(LLGLSLShader& shader);
- void renderDeferredLighting();
- void renderDeferredLightingToRT(LLRenderTarget* target);
+ void renderDeferredLighting(LLRenderTarget* light_target);
void generateWaterReflection(LLCamera& camera);
void generateSunShadow(LLCamera& camera);
LLRenderTarget* getShadowTarget(U32 i);
+ void generateSkyIndirect();
void generateHighlight(LLCamera& camera);
void renderHighlight(const LLViewerObject* obj, F32 fade);
void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
@@ -534,7 +534,8 @@ public:
RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used
RENDER_DEBUG_TEXEL_DENSITY = 0x40000000,
RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000,
- RENDER_DEBUG_IMPOSTORS = 0x100000000
+ RENDER_DEBUG_IMPOSTORS = 0x100000000,
+ RENDER_DEBUG_SH = 0x200000000,
};
public:
@@ -588,7 +589,6 @@ public:
static bool sRenderAttachedLights;
static bool sRenderAttachedParticles;
static bool sRenderDeferred;
- static bool sRenderingWaterReflection;
static bool sMemAllocationThrottled;
static S32 sVisibleLightCount;
static F32 sMinRenderSize;
@@ -620,43 +620,41 @@ public:
//sun shadow map
LLRenderTarget mShadow[6];
LLRenderTarget mShadowOcclusion[6];
- LLRenderTarget mInscatter;
- std::vector<LLVector3> mShadowFrustPoints[4];
- LLVector4 mShadowError;
- LLVector4 mShadowFOV;
- LLVector3 mShadowFrustOrigin[4];
- LLCamera mShadowCamera[8];
- LLVector3 mShadowExtents[4][2];
+
+ std::vector<LLVector3> mShadowFrustPoints[4];
+ LLVector4 mShadowError;
+ LLVector4 mShadowFOV;
+ LLVector3 mShadowFrustOrigin[4];
+ LLCamera mShadowCamera[8];
+ LLVector3 mShadowExtents[4][2];
glh::matrix4f mSunShadowMatrix[6];
glh::matrix4f mShadowModelview[6];
glh::matrix4f mShadowProjection[6];
- glh::matrix4f mGIMatrix;
- glh::matrix4f mGIMatrixProj;
- glh::matrix4f mGIModelview;
- glh::matrix4f mGIProjection;
- glh::matrix4f mGINormalMatrix;
- glh::matrix4f mGIInvProj;
- LLVector2 mGIRange;
- F32 mGILightRadius;
-
- LLPointer<LLDrawable> mShadowSpotLight[2];
- F32 mSpotLightFade[2];
- LLPointer<LLDrawable> mTargetShadowSpotLight[2];
+ glh::matrix4f mReflectionModelView;
+
+ LLPointer<LLDrawable> mShadowSpotLight[2];
+ F32 mSpotLightFade[2];
+ LLPointer<LLDrawable> mTargetShadowSpotLight[2];
LLVector4 mSunClipPlanes;
LLVector4 mSunOrthoClipPlanes;
-
LLVector2 mScreenScale;
//water reflection texture
LLRenderTarget mWaterRef;
-
+ LLRenderTarget mWaterDeferredScreen;
+ LLRenderTarget mWaterDeferredDepth;
+ LLRenderTarget mWaterOcclusionDepth;
+ LLRenderTarget mWaterDeferredLight;
//water distortion texture (refraction)
LLRenderTarget mWaterDis;
//texture for making the glow
LLRenderTarget mGlow[3];
+ // texture for SH indirect sky contribution
+ LLRenderTarget mSkySH;
+
//noise map
U32 mNoiseMap;
U32 mTrueNoiseMap;