diff options
Diffstat (limited to 'indra')
68 files changed, 897 insertions, 353 deletions
| diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp index 27de7070ff..0a834b28e3 100644 --- a/indra/llrender/llglslshader.cpp +++ b/indra/llrender/llglslshader.cpp @@ -84,6 +84,7 @@ LLShaderFeatures::LLShaderFeatures()      , hasSrgb(false)      , encodesNormal(false)      , isDeferred(false) +    , hasScreenSpaceReflections(false)      , hasIndirect(false)      , hasShadows(false)      , hasAmbientOcclusion(false) diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h index 3401da832e..0df0531dce 100644 --- a/indra/llrender/llglslshader.h +++ b/indra/llrender/llglslshader.h @@ -54,6 +54,7 @@ public:  	bool hasSrgb;      bool encodesNormal; // include: shaders\class1\environment\encodeNormF.glsl      bool isDeferred; +    bool hasScreenSpaceReflections;      bool hasIndirect;  	S32 mIndexedTextureChannels;  	bool disableTextureIndex; diff --git a/indra/llrender/llpostprocess.cpp b/indra/llrender/llpostprocess.cpp index 74154e5676..0d87800690 100644 --- a/indra/llrender/llpostprocess.cpp +++ b/indra/llrender/llpostprocess.cpp @@ -390,7 +390,7 @@ void LLPostProcess::doEffects(void)  void LLPostProcess::copyFrameBuffer(U32 & texture, unsigned int width, unsigned int height)  { -	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture); +	gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture);  	glCopyTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, width, height, 0);  } @@ -502,7 +502,7 @@ void LLPostProcess::createTexture(LLPointer<LLImageGL>& texture, unsigned int wi  	texture = new LLImageGL(FALSE) ;	  	if(texture->createGLTexture())  	{ -		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_RECT_TEXTURE, texture->getTexName()); +		gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, texture->getTexName());  		glTexImage2D(GL_TEXTURE_RECTANGLE, 0, 4, width, height, 0,  			GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);  		gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR); diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 39e3a0243c..c58fbe6c8e 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -1087,13 +1087,20 @@ void LLRender::syncMatrices()  		{ //update projection matrix, normal, and MVP  			glh::matrix4f& mat = mMatrix[MM_PROJECTION][mMatIdx[MM_PROJECTION]]; -            // it would be nice to have this automatically track the state of the proj matrix -            // but certain render paths (deferred lighting) require it to be mismatched *sigh* -            //if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) -            //{ -	        //    glh::matrix4f inv_proj = mat.inverse(); -	        //    shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); -            //} +            // GZ: This was previously disabled seemingly due to a bug involving the deferred renderer's regular pushing and popping of mats. +			// We're reenabling this and cleaning up the code around that - that would've been the appropriate course initially. +			// Anything beyond the standard proj and inv proj mats are special cases.  Please setup special uniforms accordingly in the future. +            if (shader->getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX)) +            { +	            glh::matrix4f inv_proj = mat.inverse(); +	            shader->uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); +            } + +			// Used by some full screen effects - such as full screen lights, glow, etc. +            if (shader->getUniformLocation(LLShaderMgr::IDENTITY_MATRIX)) +            { +                shader->uniformMatrix4fv(LLShaderMgr::IDENTITY_MATRIX, 1, GL_FALSE, glh::matrix4f::identity().m); +            }  			shader->uniformMatrix4fv(name[MM_PROJECTION], 1, GL_FALSE, mat.m);  			shader->mMatHash[MM_PROJECTION] = mMatHash[MM_PROJECTION]; diff --git a/indra/llrender/llrender.h b/indra/llrender/llrender.h index 6dd5f9601e..9fabeb1d7a 100644 --- a/indra/llrender/llrender.h +++ b/indra/llrender/llrender.h @@ -339,7 +339,7 @@ public:  		BF_ONE_MINUS_SOURCE_COLOR,  		BF_DEST_ALPHA,  		BF_SOURCE_ALPHA, -		BF_ONE_MINUS_DEST_ALPHA, +		BF_ONE_MINUS_DEST_ALPHA,   		BF_ONE_MINUS_SOURCE_ALPHA,  		BF_UNDEF diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index ac4c610d72..b189e5452c 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -222,6 +222,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)  		}  	} +	if (features->hasScreenSpaceReflections) +	{ +        if (!shader->attachFragmentObject("deferred/screenSpaceReflUtil.glsl")) +        { +            return FALSE; +        } +	} +      if (features->hasShadows)  	{          if (!shader->attachFragmentObject("deferred/shadowUtil.glsl")) @@ -1170,6 +1178,7 @@ void LLShaderMgr::initAttribsAndUniforms()  	mReservedUniforms.push_back("inv_proj");  	mReservedUniforms.push_back("modelview_projection_matrix");      mReservedUniforms.push_back("inv_modelview"); +    mReservedUniforms.push_back("identity_matrix");  	mReservedUniforms.push_back("normal_matrix");  	mReservedUniforms.push_back("texture_matrix0");  	mReservedUniforms.push_back("texture_matrix1"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index e1fb60eccf..90a8c2853c 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -44,6 +44,7 @@ public:          INVERSE_PROJECTION_MATRIX,          //  "inv_proj"          MODELVIEW_PROJECTION_MATRIX,        //  "modelview_projection_matrix"          INVERSE_MODELVIEW_MATRIX,           //  "inv_modelview" +        IDENTITY_MATRIX,                    //  "identity_matrix"          NORMAL_MATRIX,                      //  "normal_matrix"          TEXTURE_MATRIX0,                    //  "texture_matrix0"          TEXTURE_MATRIX1,                    //  "texture_matrix1" diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 3f9a91e38f..71611a58bc 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -9133,6 +9133,17 @@        <real>0.00</real>      </array>    </map> +  <key>RenderScreenSpaceReflections</key> +  <map> +    <key>Comment</key> +    <string>Renders screen space reflections to better account for dynamic objects with reflection probes.</string> +    <key>Persist</key> +    <integer>1</integer> +    <key>Type</key> +    <string>Boolean</string> +    <key>Value</key> +    <integer>0</integer> +  </map>    <key>RenderBumpmapMinDistanceSquared</key>      <map>        <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 23adbded5e..f93ed6bc6d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -24,8 +24,8 @@   */  uniform sampler2D       noiseMap; -uniform sampler2DRect   normalMap; -uniform sampler2DRect   depthMap; +uniform sampler2D   normalMap; +uniform sampler2D   depthMap;  uniform float ssao_radius;  uniform float ssao_max_radius; @@ -38,23 +38,19 @@ uniform vec2 screen_res;  vec2 getScreenCoordinateAo(vec2 screenpos)  {      vec2 sc = screenpos.xy * 2.0; -    if (screen_res.x > 0 && screen_res.y > 0) -    { -       sc /= screen_res; -    }      return sc - vec2(1.0, 1.0);  }  float getDepthAo(vec2 pos_screen)  { -    float depth = texture2DRect(depthMap, pos_screen).r; +    float depth = texture2D(depthMap, pos_screen).r;      return depth;  }  vec4 getPositionAo(vec2 pos_screen)  {      float depth = getDepthAo(pos_screen); -    vec2 sc = getScreenCoordinateAo(pos_screen); +    vec2 sc = (pos_screen);      vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);      vec4 pos = inv_proj * ndc;      pos /= pos.w; @@ -83,7 +79,7 @@ float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen)  {      float ret = 1.0;      vec3 pos_world = pos.xyz; -    vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy/128.0).xy; +    vec2 noise_reflect = texture2D(noiseMap, pos_screen.xy).xy;      float angle_hidden = 0.0;      float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index fa3634f3b6..9bead273ff 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; +uniform sampler2D normalMap; +uniform sampler2D lightMap;  uniform float dist_factor;  uniform float blur_size; @@ -52,7 +52,7 @@ void main()      vec2 tc = vary_fragcoord.xy;      vec3 norm = getNorm(tc);      vec3 pos = getPosition(tc).xyz; -    vec4 ccol = texture2DRect(lightMap, tc).rgba; +    vec4 ccol = texture2D(lightMap, tc).rgba;      vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);      dlt /= max(-pos.z*dist_factor, 1.0); @@ -89,7 +89,7 @@ void main()          if (d*d <= pointplanedist_tolerance_pow2)          { -            col += texture2DRect(lightMap, samptc)*k[i].xyxx; +            col += texture2D(lightMap, samptc)*k[i].xyxx;              defined_weight += k[i].xy;          }      } @@ -103,7 +103,7 @@ void main()          if (d*d <= pointplanedist_tolerance_pow2)          { -            col += texture2DRect(lightMap, samptc)*k[i].xyxx; +            col += texture2D(lightMap, samptc)*k[i].xyxx;              defined_weight += k[i].xy;          }      } diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 212f7e56ad..5e0f01981b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec2 vary_fragcoord; @@ -33,7 +31,7 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;  -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 079d8458c9..1e640d95ae 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap;  uniform sampler2D bloomMap;  uniform float depth_cutoff; @@ -69,19 +69,19 @@ void main()  {  	vec2 tc = vary_fragcoord.xy; -    float z = texture2DRect(depthMap, tc).r; +    float z = texture2D(depthMap, tc).r;  	z = z*2.0-1.0;  	vec4 ndc = vec4(0.0, 0.0, z, 1.0);  	vec4 p = inv_proj*ndc;  	float depth = p.z/p.w; -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);  	float sc = calc_cof(depth);  	sc = min(sc, max_cof);  	sc = max(sc, -max_cof); -	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); +	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);  	frag_color.rgb = diff.rgb + bloom.rgb;  	frag_color.a = sc/max_cof*0.5+0.5;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 1a96ee0736..c87e754eca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -48,8 +48,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE  SOFTWARE.  */ -uniform sampler2DRect   normalMap; -uniform sampler2DRect   depthMap; +uniform sampler2D   normalMap; +uniform sampler2D   depthMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D brdfLut; @@ -138,10 +138,6 @@ bool clipProjectedLightVars(vec3 light_center, vec3 pos, out float dist, out flo  vec2 getScreenCoordinate(vec2 screenpos)  {      vec2 sc = screenpos.xy * 2.0; -    if (screen_res.x > 0 && screen_res.y > 0) -    { -       sc /= screen_res; -    }      return sc - vec2(1.0, 1.0);  } @@ -149,7 +145,7 @@ vec2 getScreenCoordinate(vec2 screenpos)  //      Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection  vec3 getNorm(vec2 screenpos)  { -   vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; +   vec2 enc = texture2D(normalMap, screenpos.xy).xy;     vec2 fenc = enc*4-2;     float f = dot(fenc,fenc);     float g = sqrt(1-f/4); @@ -175,7 +171,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)  // See: C++: addDeferredAttachments(), GLSL: softenLightF  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)  { -    vec4 packedNormalEnvIntensityFlags = texture2DRect(normalMap, screenpos.xy); +    vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy);      n = getNormalFromPacked( packedNormalEnvIntensityFlags );      envIntensity = packedNormalEnvIntensityFlags.z;      return packedNormalEnvIntensityFlags; @@ -188,9 +184,14 @@ float linearDepth(float d, float znear, float zfar)      return znear * 2.0 * zfar / (zfar + znear - d * (zfar - znear));  } +float linearDepth01(float d, float znear, float zfar) +{ +    return linearDepth(d, znear, zfar) / zfar; +} +  float getDepth(vec2 pos_screen)  { -    float depth = texture2DRect(depthMap, pos_screen).r; +    float depth = texture2D(depthMap, pos_screen).r;      return depth;  } @@ -333,6 +334,14 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth)      return vec4(getPositionWithNDC(ndc), 1.0);  } +vec2 getScreenCoord(vec4 clip) +{ +    vec4 ndc = clip; +         ndc.xyz /= clip.w; +    vec2 screen = vec2( ndc.xy * 0.5 ); +         screen += 0.5; +    return screen; +}  vec2 getScreenXY(vec4 clip)  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index 8d48bb016b..d9c0e590c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -33,8 +33,8 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect lightMap; +uniform sampler2D diffuseRect; +uniform sampler2D lightMap;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -46,12 +46,12 @@ uniform float dof_height;  VARYING vec2 vary_fragcoord; -vec4 dofSample(sampler2DRect tex, vec2 tc) +vec4 dofSample(sampler2D tex, vec2 tc)  {  	tc.x = min(tc.x, dof_width);  	tc.y = min(tc.y, dof_height); -	return texture2DRect(tex, tc); +	return texture2D(tex, tc);  }  void main()  @@ -60,7 +60,7 @@ void main()  	vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); -	vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); +	vec4 diff = texture2D(lightMap, vary_fragcoord.xy);  	float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +69,10 @@ void main()  		float sc = a/res_scale;  		vec4 col; -		col = texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,sc)); -		col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,sc)); -		col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(sc,-sc)); -		col += texture2DRect(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)); +		col = texture2D(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); +		col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); +		col += texture2D(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); +		col += texture2D(lightMap, vary_fragcoord.xy+vec2(-sc,-sc)/screen_res);  		diff = mix(diff, col*0.25, a);  	} diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index be1003a7e0..185c1150ef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -31,10 +31,10 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap;  VARYING vec2 vary_fragcoord;  void main()   { -	frag_color = texture2DRect(diffuseMap, vary_fragcoord.xy); +	frag_color = texture2D(diffuseMap, vary_fragcoord.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl index f2dc60aa5d..5488a63c6a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceV.glsl @@ -39,7 +39,7 @@ void main()  	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);  	gl_Position = pos; -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 +	vary_fragcoord = (pos.xy * 0.5 + 0.5);	  	vertex_color = diffuse_color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 0ae4bbfc5d..8feeff848b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -33,9 +33,9 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect;  uniform sampler2D     noiseMap;  uniform sampler2D     lightFunc; @@ -54,6 +54,8 @@ VARYING vec4 vary_fragcoord;  vec4 getPosition(vec2 pos_screen);  vec3 getNorm(vec2 pos_screen);  vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc); +vec2 getScreenCoord(vec4 clip);  void main()  { @@ -62,7 +64,7 @@ void main()  #endif      vec3 out_col = vec3(0, 0, 0); -    vec2 frag    = (vary_fragcoord.xy * 0.5 + 0.5) * screen_res; +    vec2 frag    = getScreenCoord(vary_fragcoord);      vec3 pos     = getPosition(frag.xy).xyz;      if (pos.z < far_z)      { @@ -71,8 +73,8 @@ void main()      vec3 norm = getNorm(frag.xy); -    vec4 spec = texture2DRect(specularRect, frag.xy); -    vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; +    vec4 spec = texture2D(specularRect, frag.xy); +    vec3 diff = texture2D(diffuseRect, frag.xy).rgb;      float noise = texture2D(noiseMap, frag.xy / 128.0).b;      vec3  npos  = normalize(-pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl index eefefa640d..d71dc76423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec4 vary_fragcoord; @@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	vary_fragcoord = pos;  	gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 8dcc18080d..42a52d7908 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -38,10 +38,10 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; @@ -72,6 +72,7 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  vec3 getNorm(vec2 pos_screen);  vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc);  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  { @@ -137,7 +138,6 @@ void main()  	vec4 frag = vary_fragcoord;  	frag.xyz /= frag.w;  	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz;  	vec3 lv = center.xyz-pos.xyz; @@ -148,7 +148,7 @@ void main()  		discard;  	} -	float envIntensity = texture2DRect(normalMap, frag.xy).z; +	float envIntensity = texture2D(normalMap, frag.xy).z;  	vec3 norm = getNorm(frag.xy);  	float l_dist = -dot(lv, proj_n); @@ -180,7 +180,7 @@ void main()  	float da = dot(norm, lv); -	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +	vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;  	vec3 dlit = vec3(0, 0, 0); @@ -220,7 +220,7 @@ void main()  	} -	vec4 spec = texture2DRect(specularRect, frag.xy); +	vec4 spec = texture2D(specularRect, frag.xy);  	if (spec.a > 0.0)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 5bb034d5c1..40a4f86c37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -33,12 +33,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap;  uniform sampler2D noiseMap;  uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; @@ -57,6 +57,7 @@ uniform vec4 viewport;  vec3 getNorm(vec2 pos_screen);  vec4 getPosition(vec2 pos_screen); +float getDepth(vec2 pos);  vec3 srgb_to_linear(vec3 c);  void main()  @@ -64,7 +65,6 @@ void main()      vec4 frag = vary_fragcoord;      frag.xyz /= frag.w;      frag.xyz = frag.xyz*0.5+0.5; -    frag.xy *= screen_res;      vec3 pos = getPosition(frag.xy).xyz;      vec3 lv = trans_center.xyz-pos; @@ -88,7 +88,7 @@ void main()      float noise = texture2D(noiseMap, frag.xy/128.0).b; -    vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; +    vec3 col = texture2D(diffuseRect, frag.xy).rgb;      float fa = falloff+1.0;      float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); @@ -99,7 +99,7 @@ void main()      col = color.rgb*lit*col; -    vec4 spec = texture2DRect(specularRect, frag.xy); +    vec4 spec = texture2D(specularRect, frag.xy);      if (spec.a > 0.0)      {          lit = min(da*6.0, 1.0) * dist_atten; @@ -125,6 +125,7 @@ void main()      {          discard;      } +    final_color.rgb = vec3(getDepth(frag.xy));      frag_color.rgb = col;         frag_color.a = 0.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index f06f8c870b..5ca39d6966 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -44,7 +44,7 @@ VARYING vec2 vary_fragcoord;  void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)  { -	vec4 s = texture2DRect(diffuseRect, tc); +	vec4 s = texture2D(diffuseRect, tc);  	float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +63,7 @@ void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)  void dofSampleNear(inout vec4 diff, inout float w, float min_sc, vec2 tc)  { -	vec4 s = texture2DRect(diffuseRect, tc); +	vec4 s = texture2D(diffuseRect, tc);  	float wg = 0.25; @@ -79,7 +79,7 @@ void main()  {  	vec2 tc = vary_fragcoord.xy; -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy);  	{   		float w = 1.0; @@ -93,14 +93,14 @@ void main()  		{  			while (sc > 0.5)  			{ -				int its = int(max(1.0,(sc*3.7))); +				int its = int(max(1.0,(sc*3.7)));	  				for (int i=0; i<its; ++i)  				{  					float ang = sc+i*2*PI/its; // sc is added for rotary perturbance  					float samp_x = sc*sin(ang);  					float samp_y = sc*cos(ang);  					// you could test sample coords against an interesting non-circular aperture shape here, if desired. -					dofSampleNear(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); +					dofSampleNear(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));  				}  				sc -= 1.0;  			} @@ -117,7 +117,7 @@ void main()  					float samp_x = sc*sin(ang);  					float samp_y = sc*cos(ang);  					// you could test sample coords against an interesting non-circular aperture shape here, if desired. -					dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y)); +					dofSample(diff, w, sc, vary_fragcoord.xy + (vec2(samp_x,samp_y) / screen_res));  				}  				sc -= 1.0;  			} @@ -125,6 +125,6 @@ void main()  		diff /= w;  	} -		 +	  	frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index b61f37fe47..a73a59bc6f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; @@ -82,7 +82,7 @@ float noise(vec2 x) {  void main()   {      //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) -    vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); +    vec4 diff = texture2D(diffuseRect, vary_fragcoord);      diff.rgb = linear_to_srgb(diff.rgb);      vec3 seed = (diff.rgb+vec3(1.0))*vec3(vary_fragcoord.xy, vary_fragcoord.x+vary_fragcoord.y);      vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 058941bfb2..a79f644aef 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect;  uniform sampler2D bloomMap;  uniform vec2 screen_res; @@ -41,9 +41,9 @@ VARYING vec2 vary_fragcoord;  void main()   { -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); -	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); +	vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy);  	frag_color = diff + bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index bd0cb50464..4d24b4de9a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec2 vary_fragcoord; @@ -34,7 +32,7 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;	 -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 8edf5b2723..86f0077edb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec2 vary_fragcoord; @@ -37,8 +35,8 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;	  	vary_tc = (pos.xy*0.5+0.5)*tc_scale; -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl index cf994d3547..8111f43c28 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postgiF.glsl @@ -31,9 +31,9 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect giLightMap; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D giLightMap;  uniform sampler2D	noiseMap;  uniform vec2 kern[32]; @@ -53,11 +53,11 @@ vec4 getPosition(vec2 pos_screen);  void main()   { -	vec3 norm = texture2DRect(normalMap, vary_fragcoord.xy).xyz; +	vec3 norm = texture2D(normalMap, vary_fragcoord.xy).xyz;  	norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm  	vec3 pos = getPosition(vary_fragcoord.xy).xyz; -	vec3 ccol = texture2DRect(giLightMap, vary_fragcoord.xy).rgb; +	vec3 ccol = texture2D(giLightMap, vary_fragcoord.xy).rgb;  	vec2 dlt = kern_scale * delta/(1.0+norm.xy*norm.xy);  	dlt /= max(-pos.z*dist_factor, 1.0);  	float defined_weight = kern[0].x; @@ -66,7 +66,7 @@ void main()  	for (int i = 0; i < kern_length; i++)  	{  		vec2 tc = vary_fragcoord.xy + kern[i].y*dlt; -		vec3 sampNorm = texture2DRect(normalMap, tc.xy).xyz; +		vec3 sampNorm = texture2D(normalMap, tc.xy).xyz;  		sampNorm = vec3((sampNorm.xy-0.5)*2.0,sampNorm.z); // unpack norm  		float d = dot(norm.xyz, sampNorm); @@ -77,7 +77,7 @@ void main()  			samppos -= pos;  			if (dot(samppos,samppos) < -0.05*pos.z)  			{ -	    		col += texture2DRect(giLightMap, tc).rgb*kern[i].x; +	    		col += texture2D(giLightMap, tc).rgb*kern[i].x;  				defined_weight += kern[i].x;  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..8373567bb0 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,57 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +VARYING vec2 vary_fragcoord; + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform sampler2D diffuseRect; + +vec3 getNorm(vec2 screenpos); +float getDepth(vec2 pos_screen); +float linearDepth(float d, float znear, float zfar); + +void main() { +    vec2  tc = vary_fragcoord.xy; +    vec4 pos = getPositionWithDepth(tc, getDepth(tc)); +    frag_color = pos; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl new file mode 100644 index 0000000000..966e7e1cbb --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflPostV.glsl @@ -0,0 +1,39 @@ +/** + * @file class3/deferred/screenSpaceReflPostV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; + +void main() +{ +	//transform vertex +	vec4 pos = vec4(position.xyz, 1.0); +	gl_Position = pos;  +     +	vary_fragcoord = pos.xy * 0.5 + 0.5; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..6dfc89a6c6 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,120 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform vec2 screen_res; +uniform mat4 projection_matrix; + +// Shamelessly taken from http://casual-effects.blogspot.com/2014/08/screen-space-ray-tracing.html +// Original paper: https://jcgt.org/published/0003/04/04/ +// By Morgan McGuire and Michael Mara at Williams College 2014 +// Released as open source under the BSD 2-Clause License +// http://opensource.org/licenses/BSD-2-Clause + +float distanceSquared(vec2 a, vec2 b) { a -= b; return dot(a, a); } + +bool traceScreenSpaceRay1(vec3 csOrig, vec3 csDir, mat4 proj, float zThickness,  +                            float nearPlaneZ, float stride, float jitter, const float maxSteps, float maxDistance, +                            out vec2 hitPixel, out vec3 hitPoint) +{ + +    // Clip to the near plane     +    float rayLength = ((csOrig.z + csDir.z * maxDistance) > nearPlaneZ) ? +        (nearPlaneZ - csOrig.z) / csDir.z : maxDistance; +    vec3 csEndPoint = csOrig + csDir * rayLength; + +    // Project into homogeneous clip space +    vec4 H0 = proj * vec4(csOrig, 1.0); +    vec4 H1 = proj * vec4(csEndPoint, 1.0); +    float k0 = 1.0 / H0.w, k1 = 1.0 / H1.w; + +    // The interpolated homogeneous version of the camera-space points   +    vec3 Q0 = csOrig * k0, Q1 = csEndPoint * k1; + +    // Screen-space endpoints +    vec2 P0 = H0.xy * k0, P1 = H1.xy * k1; + +    // If the line is degenerate, make it cover at least one pixel +    // to avoid handling zero-pixel extent as a special case later +    P1 += vec2((distanceSquared(P0, P1) < 0.0001) ? 0.01 : 0.0); +    vec2 delta = P1 - P0; + +    // Permute so that the primary iteration is in x to collapse +    // all quadrant-specific DDA cases later +    bool permute = false; +    if (abs(delta.x) < abs(delta.y)) {  +        // This is a more-vertical line +        permute = true; delta = delta.yx; P0 = P0.yx; P1 = P1.yx;  +    } + +    float stepDir = sign(delta.x); +    float invdx = stepDir / delta.x; + +    // Track the derivatives of Q and k +    vec3  dQ = (Q1 - Q0) * invdx; +    float dk = (k1 - k0) * invdx; +    vec2  dP = vec2(stepDir, delta.y * invdx); + +    // Scale derivatives by the desired pixel stride and then +    // offset the starting values by the jitter fraction +    dP *= stride; dQ *= stride; dk *= stride; +    P0 += dP * jitter; Q0 += dQ * jitter; k0 += dk * jitter; + +    // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, k from k0 to k1 +    vec3 Q = Q0;  + +    // Adjust end condition for iteration direction +    float  end = P1.x * stepDir; + +    float k = k0, stepCount = 0.0, prevZMaxEstimate = csOrig.z; +    float rayZMin = prevZMaxEstimate, rayZMax = prevZMaxEstimate; +    float sceneZMax = rayZMax + 100; +    for (vec2 P = P0;  +         ((P.x * stepDir) <= end) && (stepCount < maxSteps) && +         ((rayZMax < sceneZMax - zThickness) || (rayZMin > sceneZMax)) && +          (sceneZMax != 0);  +         P += dP, Q.z += dQ.z, k += dk, ++stepCount) { +         +        rayZMin = prevZMaxEstimate; +        rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); +        prevZMaxEstimate = rayZMax; +        if (rayZMin > rayZMax) {  +           float t = rayZMin; rayZMin = rayZMax; rayZMax = t; +        } + +        hitPixel = permute ? P.yx : P; +        hitPixel.y = screen_res.y - hitPixel.y; +        // You may need hitPixel.y = screen_res.y - hitPixel.y; here if your vertical axis +        // is different than ours in screen space +        sceneZMax = texelFetch(depthMap, ivec2(hitPixel)).r; +    } +     +    // Advance Q based on the number of steps +    Q.xy += dQ.xy * stepCount; +    hitPoint = Q * (1.0 / k); +    return (rayZMax >= sceneZMax - zThickness) && (rayZMin < sceneZMax); +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index 4134220306..5dc219702d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -23,8 +23,8 @@   * $/LicenseInfo$   */ -uniform sampler2DRect   normalMap; -uniform sampler2DRect   depthMap; +uniform sampler2D   normalMap; +uniform sampler2D   depthMap;  uniform sampler2DShadow shadowMap0;  uniform sampler2DShadow shadowMap1;  uniform sampler2DShadow shadowMap2; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b34e55efd..152402907b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap;  uniform samplerCube environmentMap;  uniform sampler2D     lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen);  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  void main()   {      vec2 tc = vary_fragcoord.xy; -    float depth = texture2DRect(depthMap, tc.xy).r; +    float depth = getDepth(tc);      vec4 pos = getPositionWithDepth(tc, depth); -    vec4 norm = texture2DRect(normalMap, tc); +    vec4 norm = texture2D(normalMap, tc);      float envIntensity = norm.z;      norm.xyz = getNorm(tc); @@ -87,12 +88,12 @@ void main()      float light_gamma = 1.0/1.3;      da = pow(da, light_gamma); -    vec4 diffuse = texture2DRect(diffuseRect, tc); +    vec4 diffuse = texture2D(diffuseRect, tc);      //convert to gamma space      diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 -    vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); +    vec4 spec = texture2D(specularRect, vary_fragcoord.xy);      vec3 color = vec3(0);      float bloom = 0.0;      { diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl index 8891315e15..23ad332db4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl @@ -22,8 +22,6 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -  -uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; @@ -36,10 +34,10 @@ VARYING vec2 vary_fragcoord;  void main()  {      //transform vertex -    vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +    vec4 pos = vec4(position.xyz, 1.0);      gl_Position = pos;       // appease OSX GLSL compiler/linker by touching all the varyings we said we would      setAtmosAttenuation(vec3(1));      setAdditiveColor(vec3(0)); -    vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +    vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 694b19cdfb..7f21a074bd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -36,10 +36,10 @@ out vec4 frag_color;  //class 1 -- no shadows -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform samplerCube environmentMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap; @@ -137,7 +137,6 @@ void main()  	vec4 frag = vary_fragcoord;  	frag.xyz /= frag.w;  	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz;  	vec3 lv = trans_center.xyz-pos.xyz; @@ -148,7 +147,7 @@ void main()  		discard;  	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	vec3 norm = texture2D(normalMap, frag.xy).xyz;  	float envIntensity = norm.z;  	norm = getNorm(frag.xy);  	norm = normalize(norm); @@ -176,11 +175,11 @@ void main()  	lv = normalize(lv);  	float da = dot(norm, lv); -	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +	vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;  	//light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl      diff_tex.rgb = srgb_to_linear(diff_tex.rgb); -	vec4 spec = texture2DRect(specularRect, frag.xy); +	vec4 spec = texture2D(specularRect, frag.xy);  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl index 15f141cbe5..d9a0b6c702 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightSSAOF.glsl @@ -35,7 +35,7 @@ out vec4 frag_color;  //class 1 -- no shadow, SSAO only -uniform sampler2DRect normalMap; +uniform sampler2D normalMap;  // Inputs  VARYING vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl index 473d6df8fa..9d70b9d98d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunLightV.glsl @@ -22,8 +22,6 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ - -uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; @@ -34,8 +32,8 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;  -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 +	vary_fragcoord = (pos.xy * 0.5 + 0.5);	  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 36563982ba..4e535f7e18 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseMap; +uniform sampler2D diffuseMap;  uniform float minLuminance;  uniform float maxExtractAlpha;  uniform vec3 lumWeights; @@ -44,7 +44,7 @@ VARYING vec2 vary_texcoord0;  void main()  { -	vec4 col = texture2DRect(diffuseMap, vary_texcoord0.xy);	 +	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);	  	/// CALCULATING LUMINANCE (Using NTSC lum weights)  	/// http://en.wikipedia.org/wiki/Luma_%28video%29  	float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) ); diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl index 1396dc6973..db0662ad89 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -32,7 +32,7 @@ VARYING vec2 vary_texcoord0;  void main()   { -	gl_Position = modelview_projection_matrix * vec4(position, 1.0); +	gl_Position = vec4(position, 1.0); -	vary_texcoord0.xy = texcoord0; +	vary_texcoord0.xy = position.xy * 0.5 + 0.5;  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index cdb2281578..ea66e8271b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -37,7 +37,7 @@ VARYING vec4 vary_texcoord3;  void main()   { -	gl_Position = modelview_projection_matrix * vec4(position, 1.0); +	gl_Position = vec4(position, 1.0);  	vary_texcoord0.xy = texcoord0 + glowDelta*(-3.5);  	vary_texcoord1.xy = texcoord0 + glowDelta*(-2.5); diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl index cff8d9d50f..99662097bb 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthRectF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap; +uniform sampler2D depthMap;  VARYING vec2 tc0;  VARYING vec2 tc1; @@ -48,22 +48,22 @@ VARYING vec2 tc8;  void main()   {  	vec4 depth1 =  -		vec4(texture2DRect(depthMap, tc0).r, -			texture2DRect(depthMap, tc1).r, -			texture2DRect(depthMap, tc2).r, -			texture2DRect(depthMap, tc3).r); +		vec4(texture2D(depthMap, tc0).r, +			texture2D(depthMap, tc1).r, +			texture2D(depthMap, tc2).r, +			texture2D(depthMap, tc3).r);  	vec4 depth2 =  -		vec4(texture2DRect(depthMap, tc4).r, -			texture2DRect(depthMap, tc5).r, -			texture2DRect(depthMap, tc6).r, -			texture2DRect(depthMap, tc7).r); +		vec4(texture2D(depthMap, tc4).r, +			texture2D(depthMap, tc5).r, +			texture2D(depthMap, tc6).r, +			texture2D(depthMap, tc7).r);  	depth1 = min(depth1, depth2);  	float depth = min(depth1.x, depth1.y);  	depth = min(depth, depth1.z);  	depth = min(depth, depth1.w); -	depth = min(depth, texture2DRect(depthMap, tc8).r); +	depth = min(depth, texture2D(depthMap, tc8).r);  	gl_FragDepth = depth;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl index 71d80911d6..e104377037 100644 --- a/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/downsampleDepthV.glsl @@ -45,7 +45,7 @@ void main()  {  	gl_Position = vec4(position, 1.0);  -	vec2 tc = (position.xy*0.5+0.5)*screen_res; +	vec2 tc = (position.xy*0.5+0.5);  	tc0 = tc+vec2(-delta.x,-delta.y);  	tc1 = tc+vec2(0,-delta.y);  	tc2 = tc+vec2(delta.x,-delta.y); diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index b5bbbb5c73..0b4680767a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -34,7 +34,7 @@ out vec4 frag_color;  #endif  uniform sampler2D glowMap; -uniform sampler2DRect screenMap; +uniform sampler2D screenMap;  VARYING vec2 vary_texcoord0;  VARYING vec2 vary_texcoord1; @@ -42,5 +42,5 @@ VARYING vec2 vary_texcoord1;  void main()   {  	frag_color = texture2D(glowMap, vary_texcoord0.xy) + -					texture2DRect(screenMap, vary_texcoord1.xy); +					texture2D(screenMap, vary_texcoord1.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index a9e7ea1de8..6a4c2ca623 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -33,14 +33,14 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; +uniform sampler2D diffuseRect;  uniform vec2 screen_res;  VARYING vec2 vary_tc;  void main()   { -	vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb; +	vec3 col = texture2D(diffuseRect, vary_tc).rgb;  	frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));  } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index 058f3b1b82..48aab1ce21 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -23,7 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix;  ATTRIBUTE vec3 position; @@ -31,7 +30,7 @@ VARYING vec2 vary_tc;  void main()  { -	vec4 pos = modelview_projection_matrix*vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;  	vary_tc = pos.xy*0.5+0.5; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl index f7970b7f78..e08284f762 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineV.glsl @@ -34,7 +34,7 @@ VARYING vec2 vary_texcoord1;  void main()  { -	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +	gl_Position = vec4(position.xyz, 1.0);  	vary_texcoord0 = texcoord0;  	vary_texcoord1 = texcoord1;  } diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index 839e10ce5e..858052281b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -36,6 +36,7 @@ VARYING vec3 vary_dir;  //uniform float roughness;  uniform float mipLevel; +uniform int u_width;   // =============================================================================================================  // Parts of this file are (c) 2018 Sascha Willems @@ -124,7 +125,7 @@ vec4 prefilterEnvMap(vec3 R)  	vec3 V = R;  	vec4 color = vec4(0.0);  	float totalWeight = 0.0; -	float envMapDim = 128.0; +	float envMapDim = u_width;      int numSamples = 4;      float numMips = 6.0; diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index f0d579f85e..a9c28b2974 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -35,8 +35,8 @@ out vec4 frag_color;  // NOTE screenMap should always be texture channel 0 and   // depthmap should always be channel 1 -uniform sampler2DRect diffuseRect; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D depthMap;  uniform float resScale;  uniform float znear; @@ -76,26 +76,25 @@ void main()      for (int i = 0; i < 9; ++i)      { -        color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; -        //color += texture2DRect(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5; +        color += texture2D(screenMap, vary_texcoord0.xy+tc[i]).rgb * w[i]; +        //color += texture2D(screenMap, vary_texcoord0.xy+tc[i]*2.0).rgb * w[i]*0.5;      }      //color /= wsum;      frag_color = vec4(color, 1.0);  #else -    vec2 depth_tc = vary_texcoord0.xy * resScale; -    float depth = texture(depthMap, depth_tc).r; +    float depth = texture(depthMap, vary_texcoord0.xy).r;      float dist = linearDepth(depth, znear, zfar);      // convert linear depth to distance      vec3 v; -    v.xy = depth_tc / 256.0 * 2.0 - 1.0; +    v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0;      v.z = 1.0;      v = normalize(v);      dist /= v.z; -    vec3 col = texture2DRect(diffuseRect, vary_texcoord0.xy).rgb; +    vec3 col = texture2D(diffuseRect, vary_texcoord0.xy).rgb;      frag_color = vec4(col, dist/256.0);   #endif  } diff --git a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl index 7614075cfd..bf6c1b355c 100644 --- a/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/splattexturerectF.glsl @@ -33,12 +33,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect screenMap; +uniform sampler2D screenMap;  VARYING vec4 vertex_color;  VARYING vec2 vary_texcoord0;  void main()   { -	frag_color = 	texture2DRect(screenMap, vary_texcoord0.xy) * vertex_color; +	frag_color = 	texture2D(screenMap, vary_texcoord0.xy) * vertex_color;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index e255c78b86..25b0a0b970 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -180,7 +180,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec  void main()   {      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -    frag *= screen_res;      vec4 pos = vec4(vary_position, 1.0);  #ifndef IS_AVATAR_SKIN diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 1b7a1cc6ec..24068c04b5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main()      vec4 frag = vary_fragcoord;      frag.xyz /= frag.w;      frag.xyz = frag.xyz*0.5+0.5; -    frag.xy *= screen_res;      vec3 pos = getPosition(frag.xy).xyz;      vec3 lv = center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2DRect(lightMap, frag.xy); +        vec4 shd = texture2D(lightMap, frag.xy);          shadow = (proj_shadow_idx==0)?shd.b:shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0);              } -    vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +    vec3 norm = texture2D(normalMap, frag.xy).xyz;      float envIntensity = norm.z; @@ -190,9 +189,9 @@ void main()      lv = normalize(lv);      float da = dot(norm, lv); -    vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; +    vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; -    vec4 spec = texture2DRect(specularRect, frag.xy); +    vec4 spec = texture2D(specularRect, frag.xy);      vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 6500c4bb1f..d81102991e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -35,7 +35,7 @@ uniform float roughnessFactor;  uniform vec3 emissiveColor;  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  #endif  uniform int sun_up_factor; @@ -189,7 +189,6 @@ void main()  #ifdef HAS_SUN_SHADOW      vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; -    frag *= screen_res;      scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);  #endif diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 677c9c244c..fab227f5a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -34,11 +34,11 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect lightMap; -uniform sampler2DRect depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D lightMap; +uniform sampler2D depthMap;  uniform samplerCube   environmentMap;  uniform sampler2D     lightFunc; @@ -58,6 +58,7 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float getDepth(vec2 pos_screen);  void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  float getAmbientClamp(); @@ -76,9 +77,9 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);  void main()  {      vec2  tc           = vary_fragcoord.xy; -    float depth        = texture2DRect(depthMap, tc.xy).r; +    float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = texture2DRect(normalMap, tc); +    vec4  norm         = texture2D(normalMap, tc);      float envIntensity = norm.z;      norm.xyz           = getNorm(tc); @@ -87,11 +88,11 @@ void main()      float light_gamma = 1.0 / 1.3;      da                = pow(da, light_gamma); -    vec4 diffuse     = texture2DRect(diffuseRect, tc); +    vec4 diffuse     = texture2D(diffuseRect, tc);           diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 -    vec4 spec        = texture2DRect(specularRect, vary_fragcoord.xy); +    vec4 spec        = texture2D(specularRect, vary_fragcoord.xy); -    vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +    vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;      scol_ambocc      = pow(scol_ambocc, vec2(light_gamma));      float scol       = max(scol_ambocc.r, diffuse.a);      float ambocc     = scol_ambocc.g; @@ -153,6 +154,6 @@ void main()      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream... -    frag_color.rgb = srgb_to_linear(color.rgb); +    frag_color.rgb = pos.xyz;// srgb_to_linear(color.rgb);      frag_color.a   = bloom;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index bd11aa3f05..1e7ccb747a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  uniform vec2 screen_res; @@ -38,12 +36,12 @@ void setAdditiveColor(vec3 c);  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;       // appease OSX GLSL compiler/linker by touching all the varyings we said we would      setAtmosAttenuation(vec3(1));      setAdditiveColor(vec3(0)); -	vary_fragcoord = (pos.xy*0.5+0.5)*screen_res; +	vary_fragcoord = (pos.xy*0.5+0.5);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 774f537821..c41b7b210c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -34,12 +34,12 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap;  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap;  uniform sampler2D lightFunc; @@ -138,7 +138,6 @@ void main()  	vec4 frag = vary_fragcoord;  	frag.xyz /= frag.w;  	frag.xyz = frag.xyz*0.5+0.5; -	frag.xy *= screen_res;  	vec3 pos = getPosition(frag.xy).xyz;  	vec3 lv = trans_center.xyz-pos.xyz; @@ -154,13 +153,13 @@ void main()  	if (proj_shadow_idx >= 0)  	{ -		vec4 shd = texture2DRect(lightMap, frag.xy); +		vec4 shd = texture2D(lightMap, frag.xy);          shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;          shadow += shadow_fade;  		shadow = clamp(shadow, 0.0, 1.0);          	} -	vec3 norm = texture2DRect(normalMap, frag.xy).xyz; +	vec3 norm = texture2D(normalMap, frag.xy).xyz;  	float envIntensity = norm.z;  	norm = getNorm(frag.xy); @@ -189,8 +188,8 @@ void main()  	lv = normalize(lv);  	float da = dot(norm, lv); -	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -	vec4 spec = texture2DRect(specularRect, frag.xy); +	vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb; +	vec4 spec = texture2D(specularRect, frag.xy);  	vec3 dlit = vec3(0, 0, 0);  	float noise = texture2D(noiseMap, frag.xy/128.0).b; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index bc5eb5181d..3dfca0f655 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec2 vary_fragcoord; @@ -34,8 +32,8 @@ uniform vec2 screen_res;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	gl_Position = pos;  -	vary_fragcoord = (pos.xy * 0.5 + 0.5)*screen_res;	 +	vary_fragcoord = (pos.xy * 0.5 + 0.5);	  } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 6dd446d9f7..43327be49f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -33,10 +33,10 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect depthMap; -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D depthMap; +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D     noiseMap;  uniform sampler2D     lightFunc; @@ -57,6 +57,7 @@ float calcLegacyDistanceAttenuation(float distance, float falloff);  vec4 getPosition(vec2 pos_screen);  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);  vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip);  vec3 srgb_to_linear(vec3 c);  // Util @@ -76,7 +77,7 @@ void main()      discard;  // Bail immediately  #else      vec3 final_color = vec3(0, 0, 0); -    vec2 tc          = getScreenXY(vary_fragcoord); +    vec2 tc          = getScreenCoord(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz;      if (pos.z < far_z)      { @@ -87,15 +88,15 @@ void main()      vec3 n;      vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() -    vec4 spec    = texture2DRect(specularRect, tc); -    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; +    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture2D(diffuseRect, tc).rgb;      vec3  h, l, v = -normalize(pos);      float nh, nv, vh, lightDist;      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index ad6a0fa752..831b3b2684 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -uniform mat4 modelview_projection_matrix; -  ATTRIBUTE vec3 position;  VARYING vec4 vary_fragcoord; @@ -32,7 +30,7 @@ VARYING vec4 vary_fragcoord;  void main()  {  	//transform vertex -	vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0); +	vec4 pos = vec4(position.xyz, 1.0);  	vary_fragcoord = pos;  	gl_Position = pos; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index cb8877ebe5..4a172f7a10 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -34,13 +34,13 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D lightFunc; @@ -82,6 +82,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float  vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );  vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);  vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip);  vec3 srgb_to_linear(vec3 cs);  vec4 texture2DLodSpecular(vec2 tc, float lod); @@ -102,7 +103,7 @@ void main()      discard;  #else      vec3 final_color = vec3(0,0,0); -    vec2 tc          = getScreenXY(vary_fragcoord); +    vec2 tc          = getScreenCoord(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz;      vec3 lv; @@ -117,7 +118,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2DRect(lightMap, tc); +        vec4 shd = texture2D(lightMap, tc);          shadow = (proj_shadow_idx==0)?shd.b:shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0);         @@ -138,8 +139,8 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; -    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 diffuse = texture2D(diffuseRect, tc).rgb; +    vec4 spec    = texture2D(specularRect, tc);      vec3 dlit    = vec3(0, 0, 0);      vec3 slit    = vec3(0, 0, 0); @@ -147,7 +148,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index cdffcf103d..0c8baab14f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -33,13 +33,13 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D noiseMap;  uniform sampler2D lightFunc; -uniform sampler2DRect depthMap; +uniform sampler2D depthMap;  uniform vec3 env_mat[3];  uniform float sun_wash; @@ -62,7 +62,9 @@ float calcLegacyDistanceAttenuation(float distance, float falloff);  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);  vec4 getPosition(vec2 pos_screen);  vec2 getScreenXY(vec4 clip); +vec2 getScreenCoord(vec4 clip);  vec3 srgb_to_linear(vec3 c); +float getDepth(vec2 tc);  vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,                       float perceptualRoughness,  @@ -74,15 +76,15 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,  void main()  {      vec3 final_color = vec3(0); -    vec2 tc          = getScreenXY(vary_fragcoord); +    vec2 tc          = getScreenCoord(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz;      float envIntensity;      vec3 n;      vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() -    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; -    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 diffuse = texture2D(diffuseRect, tc).rgb; +    vec4 spec    = texture2D(specularRect, tc);      // Common half vectors calcs      vec3  lv = trans_center.xyz-pos; @@ -99,7 +101,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl new file mode 100644 index 0000000000..9172789b38 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -0,0 +1,98 @@ +/** + * @file class3/deferred/screenSpaceReflPostF.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +#extension GL_ARB_texture_rectangle : enable + +/*[EXTRA_CODE_HERE]*/ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform mat4 inv_proj; +uniform float zNear; +uniform float zFar; + +VARYING vec2 vary_fragcoord; +VARYING vec3 camera_ray; + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform sampler2D diffuseRect; + +vec3 getNorm(vec2 screenpos); +float getDepth(vec2 pos_screen); +float linearDepth(float d, float znear, float zfar); +float linearDepth01(float d, float znear, float zfar); + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec4 getPosition(vec2 pos_screen); + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame); +float random (vec2 uv); +void main() { +    vec2  tc = vary_fragcoord.xy; +    float depth = linearDepth01(getDepth(tc), zNear, zFar); +    vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; +    vec3 viewPos = camera_ray * depth; +    vec3 rayDirection = normalize(reflect(normalize(viewPos), getNorm(tc))) * -viewPos.z; +    vec2 hitpixel; +    vec3 hitpoint; + +	vec2 uv2 = tc * screen_res; +	float c = (uv2.x + uv2.y) * 0.125; +	float jitter = mod( c, 1.0); + +    vec3 firstBasis = normalize(cross(vec3(0.f, 0.f, 1.f), rayDirection)); +	vec3 secondBasis = normalize(cross(rayDirection, firstBasis)); +     +    frag_color.rgb = texture(diffuseRect, tc).rgb; +    vec4 collectedColor; +    for (int i = 0; i < 1; i++) { +		vec2 coeffs = vec2(random(tc + vec2(0, i)) + random(tc + vec2(i, 0))) * 0.25; +		vec3 reflectionDirectionRandomized = rayDirection + firstBasis * coeffs.x + secondBasis * coeffs.y; + +        bool hit = traceScreenRay(pos, reflectionDirectionRandomized, hitpoint, depth, depth, diffuseRect); +        if (hit) { +            vec2 screenpos = tc * 2 - 1; +            float vignette = 1;// clamp((1 - dot(screenpos, screenpos)) * 4,0, 1); +            vignette *= dot(normalize(viewPos), getNorm(tc)) * 0.5 + 0.5; +            vignette *= min(linearDepth(getDepth(tc), zNear, zFar) / (zFar * 0.0125), 1); +            collectedColor.rgb = hitpoint * vignette * 0.25; +            frag_color.rgb = hitpoint; +        } +	} + +    //frag_color.rgb = collectedColor.rgb; + + + +    frag_color.a = 1.0; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl new file mode 100644 index 0000000000..b084094d4d --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -0,0 +1,48 @@ +/** + * @file class3/deferred/screenSpaceReflPostV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform mat4 projection_matrix; +uniform mat4 inv_proj; + +ATTRIBUTE vec3 position; + +uniform vec2 screen_res; + +VARYING vec2 vary_fragcoord; +VARYING vec3 camera_ray; + + +void main() +{ +	//transform vertex +	vec4 pos = vec4(position.xyz, 1.0); +	gl_Position = pos;  +	 +	vary_fragcoord = pos.xy * 0.5 + 0.5; + +	vec4 rayOrig = inv_proj * vec4(pos.xy, 1, 1); +    camera_ray = rayOrig.xyz / rayOrig.w; + +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl new file mode 100644 index 0000000000..5eefd99d00 --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflUtil.glsl @@ -0,0 +1,138 @@ +/** + * @file class3/deferred/screenSpaceReflUtil.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA + * $/LicenseInfo$ + */ + +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D sceneMap; +uniform vec2 screen_res; +uniform mat4 projection_matrix; +uniform float zNear; +uniform float zFar; +uniform mat4 inv_proj; + +vec4 getPositionWithDepth(vec2 pos_screen, float depth); +float linearDepth(float depth, float near, float far); +float getDepth(vec2 pos_screen); +float linearDepth01(float d, float znear, float zfar); + +float random (vec2 uv) { +	return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453123); //simple random function +} + +// Based off of https://github.com/RoundedGlint585/ScreenSpaceReflection/ +// A few tweaks here and there to suit our needs. + +vec2 generateProjectedPosition(vec3 pos){ +	vec4 samplePosition = projection_matrix * vec4(pos, 1.f); +	samplePosition.xy = (samplePosition.xy / samplePosition.w) * 0.5 + 0.5; +	return samplePosition.xy; +} + +bool isBinarySearchEnabled = true; +bool isAdaptiveStepEnabled = true; +bool isExponentialStepEnabled = false; +bool debugDraw = false; +int iterationCount = 100; +float rayStep = 0.2; +float distanceBias = 0.05; +float depthRejectBias = 0.001; +float epsilon = 0.1; + +bool traceScreenRay(vec3 position, vec3 reflection, out vec3 hitColor, out float hitDepth, float depth, sampler2D textureFrame) { +	vec3 step = rayStep * reflection; +	vec3 marchingPosition = position + step; +	float delta; +	float depthFromScreen; +	vec2 screenPosition; +    bool hit = false; +    hitColor = vec3(0); +	 +	int i = 0; +	if (depth > depthRejectBias) { +		for (; i < iterationCount && !hit; i++) { +			screenPosition = generateProjectedPosition(marchingPosition); +			depthFromScreen = abs(getPositionWithDepth(screenPosition, linearDepth(getDepth(screenPosition), zNear, zFar)).z); +			delta = abs(marchingPosition.z) - depthFromScreen; +			 +			if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { +				break; +			} + +			if (abs(delta) < distanceBias) { +				vec3 color = vec3(1); +				if(debugDraw) +					color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); +				hitColor = texture(textureFrame, screenPosition).xyz * color; +				hitDepth = depthFromScreen; +				hit = true; +				break; +			} +			if (isBinarySearchEnabled && delta > 0) { +				break; +			} +			if (isAdaptiveStepEnabled){ +				float directionSign = sign(abs(marchingPosition.z) - depthFromScreen); +				//this is sort of adapting step, should prevent lining reflection by doing sort of iterative converging +				//some implementation doing it by binary search, but I found this idea more cheaty and way easier to implement +				step = step * (1.0 - rayStep * max(directionSign, 0.0)); +				marchingPosition += step * (-directionSign); +			} +			else { +				marchingPosition += step; +			} + +			if (isExponentialStepEnabled){ +				step *= 1.05; +			} +		} +		if(isBinarySearchEnabled){ +			for(; i < iterationCount && !hit; i++){ +			 +				step *= 0.5; +				marchingPosition = marchingPosition - step * sign(delta); +				 +				screenPosition = generateProjectedPosition(marchingPosition); +				depthFromScreen = abs(getPositionWithDepth(screenPosition, getDepth(screenPosition)).z); +				delta = abs(marchingPosition.z) - depthFromScreen; + +				if (depth < depthFromScreen + epsilon && depth > depthFromScreen - epsilon) { +					break; +				} + +				if (abs(delta) < distanceBias && depthFromScreen != (depth - distanceBias)) { +					vec3 color = vec3(1); +					if(debugDraw) +						color = vec3( 0.5+ sign(delta)/2,0.3,0.5- sign(delta)/2); +					hitColor = texture(textureFrame, screenPosition).xyz * color; +					hitDepth = depthFromScreen; +					hit = true; +					break; +				} +			} +		} +	} +	 +    return hit; +} diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 879f4ef510..5f6982746b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -37,19 +37,19 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform sampler2D altDiffuseMap; // PBR: irradiance, skins/default/textures/default_irradiance.png  const float M_PI = 3.14159265;  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  #endif -uniform sampler2DRect depthMap; +uniform sampler2D depthMap;  uniform sampler2D     lightFunc;  uniform float blur_size; @@ -81,6 +81,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout          vec3 pos, vec3 norm, float glossiness, float envIntensity);  void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm);  void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); +float getDepth(vec2 pos_screen);  vec3 linear_to_srgb(vec3 c);  vec3 srgb_to_linear(vec3 c); @@ -118,18 +119,18 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,  void main()  {      vec2  tc           = vary_fragcoord.xy; -    float depth        = texture2DRect(depthMap, tc.xy).r; +    float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = texture2DRect(normalMap, tc); +    vec4  norm         = texture2D(normalMap, tc);      float envIntensity = norm.z;      norm.xyz           = getNorm(tc);      vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir; -    vec4 baseColor     = texture2DRect(diffuseRect, tc); -    vec4 spec        = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive +    vec4 baseColor     = texture2D(diffuseRect, tc); +    vec4 spec        = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -    vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; +    vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg;  #endif  #if defined(HAS_SUN_SHADOW) @@ -155,12 +156,12 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 orm = texture2DRect(specularRect, tc).rgb;  +        vec3 orm = texture2D(specularRect, tc).rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b;          float ao = orm.r * ambocc; -        vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;          // PBR IBL          float gloss      = 1.0 - perceptualRoughness; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3274153a46..8618159313 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -44,13 +44,13 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform sampler2DRect diffuseRect; -uniform sampler2DRect specularRect; -uniform sampler2DRect depthMap; -uniform sampler2DRect normalMap; -uniform sampler2DRect emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl +uniform sampler2D diffuseRect; +uniform sampler2D specularRect; +uniform sampler2D depthMap; +uniform sampler2D normalMap; +uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap; -uniform sampler2DRect lightMap; +uniform sampler2D lightMap;  uniform sampler2D noiseMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D lightFunc; @@ -90,6 +90,7 @@ vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float  vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );  vec3 getProjectedLightSpecularColor(vec3 pos, vec3 n);  vec2 getScreenXY(vec4 clip_point); +vec2 getScreenCoord(vec4 clip_point);  vec3 srgb_to_linear(vec3 c);  vec4 texture2DLodSpecular(vec2 tc, float lod); @@ -110,7 +111,7 @@ void main()      discard;  #else      vec3 final_color = vec3(0,0,0); -    vec2 tc          = getScreenXY(vary_fragcoord); +    vec2 tc          = getScreenCoord(vary_fragcoord);      vec3 pos         = getPosition(tc).xyz;      vec3 lv; @@ -125,7 +126,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2DRect(lightMap, tc); +        vec4 shd = texture2D(lightMap, tc);          shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0); @@ -146,15 +147,15 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2DRect(diffuseRect, tc).rgb; -    vec4 spec    = texture2DRect(specularRect, tc); +    vec3 diffuse = texture2D(diffuseRect, tc).rgb; +    vec4 spec    = texture2D(specularRect, tc);      vec3 dlit    = vec3(0, 0, 0);      vec3 slit    = vec3(0, 0, 0);      vec3 amb_rgb = vec3(0);      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2DRect(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b; diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 19f0a8d089..8282aa2507 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -88,7 +88,7 @@ void LLReflectionMapManager::update()          const bool use_depth_buffer = true;          const bool use_stencil_buffer = false;          U32 targetRes = LL_REFLECTION_PROBE_RESOLUTION * 2; // super sample -        mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_RECT_TEXTURE); +        mRenderTarget.allocate(targetRes, targetRes, color_fmt, use_depth_buffer, use_stencil_buffer, LLTexUnit::TT_TEXTURE);      }      if (mMipChain.empty()) @@ -99,7 +99,7 @@ void LLReflectionMapManager::update()          mMipChain.resize(count);          for (int i = 0; i < count; ++i)          { -            mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_RECT_TEXTURE); +            mMipChain[i].allocate(res, res, GL_RGBA16F, false, false, LLTexUnit::TT_TEXTURE);              res /= 2;          }      } @@ -437,8 +437,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)          S32 mips = log2((F32)LL_REFLECTION_PROBE_RESOLUTION) + 0.5f; -        S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_RECT_TEXTURE); -        S32 depthChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_RECT_TEXTURE); +        S32 diffuseChannel = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE, LLTexUnit::TT_TEXTURE); +        S32 depthChannel   = gReflectionMipProgram.enableTexture(LLShaderMgr::DEFERRED_DEPTH, LLTexUnit::TT_TEXTURE);          LLRenderTarget* screen_rt = &gPipeline.mAuxillaryRT.screen;          LLRenderTarget* depth_rt = &gPipeline.mAuxillaryRT.deferredScreen; @@ -472,13 +472,13 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)              gGL.texCoord2f(0, 0);              gGL.vertex2f(-1, -1); -            gGL.texCoord2f(res, 0); +            gGL.texCoord2f(1.f, 0);              gGL.vertex2f(1, -1); -            gGL.texCoord2f(res, res); +            gGL.texCoord2f(1.f, 1.f);              gGL.vertex2f(1, 1); -            gGL.texCoord2f(0, res); +            gGL.texCoord2f(0, 1.f);              gGL.vertex2f(-1, 1);              gGL.end();              gGL.flush(); @@ -506,8 +506,8 @@ void LLReflectionMapManager::updateProbeFace(LLReflectionMap* probe, U32 face)          gGL.matrixMode(gGL.MM_MODELVIEW);          gGL.popMatrix(); -        gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); -        gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_RECT_TEXTURE); +        gGL.getTexUnit(diffuseChannel)->unbind(LLTexUnit::TT_TEXTURE); +        gGL.getTexUnit(depthChannel)->unbind(LLTexUnit::TT_TEXTURE);          gReflectionMipProgram.unbind();      } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e1bf1b6e6d..9e2d28f29e 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -92,6 +92,7 @@ LLGLSLShader	gDownsampleDepthProgram;  LLGLSLShader	gDownsampleDepthRectProgram;  LLGLSLShader	gAlphaMaskProgram;  LLGLSLShader	gBenchmarkProgram; +LLGLSLShader    gScreenSpaceReflectionProgram;  //object shaders @@ -178,7 +179,8 @@ LLGLSLShader            gWLMoonProgram;  LLGLSLShader			gGlowProgram;  LLGLSLShader			gGlowExtractProgram;  LLGLSLShader			gPostColorFilterProgram; -LLGLSLShader			gPostNightVisionProgram; +LLGLSLShader            gPostNightVisionProgram; +LLGLSLShader			gPostScreenSpaceReflectionProgram;  // Deferred rendering shaders  LLGLSLShader			gDeferredImpostorProgram; @@ -698,6 +700,7 @@ void LLViewerShaderMgr::unloadShaders()  	gOneTextureFilterProgram.unload();  	gOneTextureNoColorProgram.unload();  	gSolidColorProgram.unload(); +    gScreenSpaceReflectionProgram.unload();  	gObjectFullbrightNoColorProgram.unload();  	gObjectFullbrightNoColorWaterProgram.unload(); @@ -770,6 +773,7 @@ void LLViewerShaderMgr::unloadShaders()  	gPostColorFilterProgram.unload();  	gPostNightVisionProgram.unload(); +    gPostScreenSpaceReflectionProgram.unload();  	gDeferredDiffuseProgram.unload();  	gDeferredDiffuseAlphaMaskProgram.unload(); @@ -912,6 +916,7 @@ std::string LLViewerShaderMgr::loadBasicShaders()  	index_channels.push_back(-1);    shaders.push_back( make_pair( "deferred/shadowUtil.glsl",                      1) );  	index_channels.push_back(-1);    shaders.push_back( make_pair( "deferred/aoUtil.glsl",                          1) );      index_channels.push_back(-1);    shaders.push_back( make_pair( "deferred/reflectionProbeF.glsl",                has_reflection_probes ? 3 : 2) ); +    index_channels.push_back(-1);    shaders.push_back( make_pair( "deferred/screenSpaceReflUtil.glsl",				3) );  	index_channels.push_back(-1);    shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl",                    mShaderLevel[SHADER_LIGHTING] ) );  	index_channels.push_back(-1);    shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl",                   mShaderLevel[SHADER_LIGHTING] ) );  	index_channels.push_back(-1);    shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl",          mShaderLevel[SHADER_LIGHTING] ) ); @@ -2872,6 +2877,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()          success = gDeferredGenBrdfLutProgram.createShader(NULL, NULL);      } +	if (success) { +        gPostScreenSpaceReflectionProgram.mName = "Screen Space Reflection Post"; +        gPostScreenSpaceReflectionProgram.mShaderFiles.clear(); +        gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostV.glsl", GL_VERTEX_SHADER)); +        gPostScreenSpaceReflectionProgram.mShaderFiles.push_back(make_pair("deferred/screenSpaceReflPostF.glsl", GL_FRAGMENT_SHADER)); +        gPostScreenSpaceReflectionProgram.mFeatures.hasScreenSpaceReflections = true; +        gPostScreenSpaceReflectionProgram.mFeatures.isDeferred                = true; +        gPostScreenSpaceReflectionProgram.mShaderLevel = 3; +        success = gPostScreenSpaceReflectionProgram.createShader(NULL, NULL); +	}  	return success;  } diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index a2ae984caa..4ed6b02728 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -247,7 +247,7 @@ extern LLGLSLShader			gWLMoonProgram;  // Post Process Shaders  extern LLGLSLShader			gPostColorFilterProgram;  extern LLGLSLShader			gPostNightVisionProgram; - +extern LLGLSLShader         gPostScreenSpaceReflectionProgram;  // Deferred rendering shaders  extern LLGLSLShader			gDeferredImpostorProgram; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index aa4cd38b99..dff84bda0e 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -215,6 +215,7 @@ bool LLPipeline::CameraOffset;  F32 LLPipeline::CameraMaxCoF;  F32 LLPipeline::CameraDoFResScale;  F32 LLPipeline::RenderAutoHideSurfaceAreaLimit; +bool LLPipeline::RenderScreenSpaceReflections;  LLTrace::EventStatHandle<S64> LLPipeline::sStatBatchSize("renderbatchsize");  const F32 BACKLIGHT_DAY_MAGNITUDE_OBJECT = 0.1f; @@ -345,7 +346,7 @@ bool addDeferredAttachments(LLRenderTarget& target, bool for_impostor = false)  {      bool valid = true          && target.addColorAttachment(GL_RGBA) // frag-data[1] specular OR PBR ORM -        && target.addColorAttachment(GL_RGB10_A2)                              // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight +        && target.addColorAttachment(GL_RGBA16F)                              // frag_data[2] normal+z+fogmask, See: class1\deferred\materialF.glsl & softenlight          && target.addColorAttachment(GL_RGBA);                  // frag_data[3] PBR emissive      return valid;  } @@ -576,6 +577,7 @@ void LLPipeline::init()  	connectRefreshCachedSettingsSafe("CameraMaxCoF");  	connectRefreshCachedSettingsSafe("CameraDoFResScale");  	connectRefreshCachedSettingsSafe("RenderAutoHideSurfaceAreaLimit"); +    connectRefreshCachedSettingsSafe("RenderScreenSpaceReflections");  	gSavedSettings.getControl("RenderAutoHideSurfaceAreaLimit")->getCommitSignal()->connect(boost::bind(&LLPipeline::refreshCachedSettings));  } @@ -731,7 +733,7 @@ void LLPipeline::allocatePhysicsBuffer()  	if (mPhysicsDisplay.getWidth() != resX || mPhysicsDisplay.getHeight() != resY)  	{ -		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE); +		mPhysicsDisplay.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE);  	}  } @@ -825,7 +827,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  	if (RenderUIBuffer)  	{ -		if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) +		if (!mRT->uiScreen.allocate(resX,resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE))  		{  			return false;  		} @@ -839,14 +841,14 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		const U32 occlusion_divisor = 3;  		//allocate deferred rendering color buffers -		if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; -		//if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; -		if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; +		if (!mRT->deferredScreen.allocate(resX, resY, GL_RGBA, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; +		//if (!mRT->deferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false; +		if (!mRT->occlusionDepth.allocate(resX/occlusion_divisor, resY/occlusion_divisor, 0, TRUE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;  		if (!addDeferredAttachments(mRT->deferredScreen)) return false;  		GLuint screenFormat = GL_RGBA16; -		if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; +		if (!mRT->screen.allocate(resX, resY, screenFormat, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE, samples)) return false;          mRT->deferredScreen.shareDepthBuffer(mRT->screen); @@ -861,7 +863,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		if (shadow_detail > 0 || ssao || RenderDepthOfField || samples > 0)  		{ //only need mRT->deferredLight for shadows OR ssao OR dof OR fxaa -			if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false; +			if (!mRT->deferredLight.allocate(resX, resY, GL_RGBA, FALSE, FALSE, LLTexUnit::TT_TEXTURE, FALSE)) return false;  		}  		else  		{ @@ -889,7 +891,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		//mRT->deferredDepth.release();  		mRT->occlusionDepth.release(); -		if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE)) return false;		 +		if (!mRT->screen.allocate(resX, resY, GL_RGBA, TRUE, TRUE, LLTexUnit::TT_TEXTURE, FALSE)) return false;		  	}  	gGL.getTexUnit(0)->disable(); @@ -1077,6 +1079,7 @@ void LLPipeline::refreshCachedSettings()  	CameraMaxCoF = gSavedSettings.getF32("CameraMaxCoF");  	CameraDoFResScale = gSavedSettings.getF32("CameraDoFResScale");  	RenderAutoHideSurfaceAreaLimit = gSavedSettings.getF32("RenderAutoHideSurfaceAreaLimit"); +    RenderScreenSpaceReflections = gSavedSettings.getBOOL("RenderScreenSpaceReflections");  	RenderSpotLight = nullptr;  	updateRenderDeferred(); @@ -2543,7 +2546,7 @@ void LLPipeline::downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& d  	vert[1].set(-1,-3,0);  	vert[2].set(3,1,0); -	if (source.getUsage() == LLTexUnit::TT_RECT_TEXTURE) +	if (source.getUsage() == LLTexUnit::TT_TEXTURE)  	{  		shader = &gDownsampleDepthRectProgram;  		shader->bind(); @@ -7573,13 +7576,6 @@ void LLPipeline::renderFinalize()      enableLightsFullbright(); -    gGL.matrixMode(LLRender::MM_PROJECTION); -    gGL.pushMatrix(); -    gGL.loadIdentity(); -    gGL.matrixMode(LLRender::MM_MODELVIEW); -    gGL.pushMatrix(); -    gGL.loadIdentity(); -      LLGLDisable test(GL_ALPHA_TEST);      gGL.setColorMask(true, true); @@ -7587,13 +7583,64 @@ void LLPipeline::renderFinalize()      if (!gCubeSnapshot)      { +        if (RenderScreenSpaceReflections) +        { +            LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - screen space reflections"); +            LL_PROFILE_GPU_ZONE("screen space reflections"); +            LLStrider<LLVector3> vert; +            mDeferredVB->getVertexStrider(vert); + +            vert[0].set(-1, 1, 0); +            vert[1].set(-1, -3, 0); +            vert[2].set(3, 1, 0); + +            // Make sure the deferred VB is a full screen triangle. +            mDeferredVB->getVertexStrider(vert); + +            bindDeferredShader(gPostScreenSpaceReflectionProgram, NULL); +            mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX); + +            // Provide our projection matrix. +            auto          camProj    = LLViewerCamera::getInstance()->getProjection(); +            glh::matrix4f projection = get_current_projection(); +            projection.set_row(0, glh::vec4f(camProj.mMatrix[0][0], camProj.mMatrix[0][1], camProj.mMatrix[0][2], camProj.mMatrix[0][3])); +            projection.set_row(0, glh::vec4f(camProj.mMatrix[1][0], camProj.mMatrix[1][1], camProj.mMatrix[1][2], camProj.mMatrix[1][3])); +            projection.set_row(0, glh::vec4f(camProj.mMatrix[2][0], camProj.mMatrix[2][1], camProj.mMatrix[2][2], camProj.mMatrix[2][3])); +            projection.set_row(0, glh::vec4f(camProj.mMatrix[3][0], camProj.mMatrix[3][1], camProj.mMatrix[3][2], camProj.mMatrix[3][3])); +            gPostScreenSpaceReflectionProgram.uniformMatrix4fv(LLShaderMgr::PROJECTION_MATRIX, 1, FALSE, projection.m); + +            // We need linear depth. +            static LLStaticHashedString zfar("zFar"); +            static LLStaticHashedString znear("zNear"); +            float                       nearClip = LLViewerCamera::getInstance()->getNear(); +            float                       farClip  = LLViewerCamera::getInstance()->getFar(); +            gPostScreenSpaceReflectionProgram.uniform1f(zfar, farClip); +            gPostScreenSpaceReflectionProgram.uniform1f(znear, nearClip); + +            LLRenderTarget *screen_target = &mRT->screen; + +            screen_target->bindTarget(); +            S32 channel = gPostScreenSpaceReflectionProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP, mRT->fxaaBuffer.getUsage()); +            if (channel > -1) +            { +                screen_target->bindTexture(0, channel, LLTexUnit::TFO_POINT); +				 +            } + +            { +                LLGLDisable   blend(GL_BLEND); +                LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_ALWAYS); +                stop_glerror(); +                mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); +                stop_glerror(); +            } + +            unbindDeferredShader(gPostScreenSpaceReflectionProgram); + +            screen_target->flush(); +        } +          // gamma correct lighting -        gGL.matrixMode(LLRender::MM_PROJECTION); -        gGL.pushMatrix(); -        gGL.loadIdentity(); -        gGL.matrixMode(LLRender::MM_MODELVIEW); -        gGL.pushMatrix(); -        gGL.loadIdentity();          {              LL_PROFILE_GPU_ZONE("gamma correct"); @@ -7639,11 +7686,6 @@ void LLPipeline::renderFinalize()              screen_target->flush();          } -        gGL.matrixMode(LLRender::MM_PROJECTION); -        gGL.popMatrix(); -        gGL.matrixMode(LLRender::MM_MODELVIEW); -        gGL.popMatrix(); -          LLVertexBuffer::unbind();      } @@ -7988,8 +8030,8 @@ void LLPipeline::renderFinalize()                  shader->uniform1f(LLShaderMgr::DOF_MAX_COF, CameraMaxCoF);                  shader->uniform1f(LLShaderMgr::DOF_RES_SCALE, CameraDoFResScale); -                shader->uniform1f(LLShaderMgr::DOF_WIDTH, dof_width - 1); -                shader->uniform1f(LLShaderMgr::DOF_HEIGHT, dof_height - 1); +                shader->uniform1f(LLShaderMgr::DOF_WIDTH, (dof_width - 1) / (F32)mRT->screen.getWidth()); +                shader->uniform1f(LLShaderMgr::DOF_HEIGHT, (dof_height - 1) / (F32)mRT->screen.getHeight());                  gGL.begin(LLRender::TRIANGLE_STRIP);                  gGL.texCoord2f(tc1.mV[0], tc1.mV[1]); @@ -8200,11 +8242,6 @@ void LLPipeline::renderFinalize()                                                    GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST);      }*/ -    gGL.matrixMode(LLRender::MM_PROJECTION); -    gGL.popMatrix(); -    gGL.matrixMode(LLRender::MM_MODELVIEW); -    gGL.popMatrix(); -      LLVertexBuffer::unbind();      LLGLState::checkStates(); @@ -8225,24 +8262,28 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_  	if (channel > -1)  	{          deferred_target->bindTexture(0,channel, LLTexUnit::TFO_POINT); // frag_data[0] +        gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);  	}      channel = shader.enableTexture(LLShaderMgr::DEFERRED_SPECULAR, deferred_target->getUsage());  	if (channel > -1)  	{          deferred_target->bindTexture(1, channel, LLTexUnit::TFO_POINT); // frag_data[1] +        gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);  	}      channel = shader.enableTexture(LLShaderMgr::DEFERRED_NORMAL, deferred_target->getUsage());  	if (channel > -1)  	{          deferred_target->bindTexture(2, channel, LLTexUnit::TFO_POINT); // frag_data[2] +        gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);  	}      channel = shader.enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, deferred_target->getUsage());      if (channel > -1)      {          deferred_target->bindTexture(3, channel, LLTexUnit::TFO_POINT); // frag_data[3] +        gGL.getTexUnit(channel)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);      }      channel = shader.enableTexture(LLShaderMgr::DEFERRED_BRDF_LUT, LLTexUnit::TT_TEXTURE); @@ -8267,14 +8308,6 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_          stop_glerror();      }  #endif -		 -    glh::matrix4f projection = get_current_projection(); -		glh::matrix4f inv_proj = projection.inverse(); -		 -    if (shader.getUniformLocation(LLShaderMgr::INVERSE_PROJECTION_MATRIX) != -1) -    { -		shader.uniformMatrix4fv(LLShaderMgr::INVERSE_PROJECTION_MATRIX, 1, FALSE, inv_proj.m); -    }      if (shader.getUniformLocation(LLShaderMgr::VIEWPORT) != -1)      { @@ -8507,6 +8540,8 @@ LLVector4 pow4fsrgb(LLVector4 v, F32 f)  void LLPipeline::renderDeferredLighting()  { + +      LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE;      LL_PROFILE_GPU_ZONE("renderDeferredLighting");      if (!sCull) @@ -8579,12 +8614,6 @@ void LLPipeline::renderDeferredLighting()          mat.mult_matrix_vec(tc_moon);          mTransformedMoonDir.set(tc_moon.v); -        gGL.pushMatrix(); -        gGL.loadIdentity(); -        gGL.matrixMode(LLRender::MM_PROJECTION); -        gGL.pushMatrix(); -        gGL.loadIdentity(); -          if (RenderDeferredSSAO || RenderShadowDetail > 0)          {              LL_PROFILE_GPU_ZONE("sun program"); @@ -8667,15 +8696,17 @@ void LLPipeline::renderDeferredLighting()                  LLVector3 gauss[32];  // xweight, yweight, offset +				F32 screenPixelSize = 1.f / screen_target->getWidth(); +                  for (U32 i = 0; i < kern_length; i++)                  {                      gauss[i].mV[0] = llgaussian(x, go.mV[0]);                      gauss[i].mV[1] = llgaussian(x, go.mV[1]);                      gauss[i].mV[2] = x; -                    x += 1.f; +                    x += screenPixelSize;                  } -                gDeferredBlurLightProgram.uniform2f(sDelta, 1.f, 0.f); +                gDeferredBlurLightProgram.uniform2f(sDelta, screenPixelSize, 0.f);                  gDeferredBlurLightProgram.uniform1f(sDistFactor, dist_factor);                  gDeferredBlurLightProgram.uniform3fv(sKern, kern_length, gauss[0].mV);                  gDeferredBlurLightProgram.uniform1f(sKernScale, blur_size * (kern_length / 2.f - 0.5f)); @@ -8710,14 +8741,6 @@ void LLPipeline::renderDeferredLighting()              }          } -        stop_glerror(); -        gGL.popMatrix(); -        stop_glerror(); -        gGL.matrixMode(LLRender::MM_MODELVIEW); -        stop_glerror(); -        gGL.popMatrix(); -        stop_glerror(); -          screen_target->bindTarget();          // clear color buffer here - zeroing alpha (glow) is important or it will accumulate against sky          glClearColor(0, 0, 0, 0); @@ -8752,19 +8775,11 @@ void LLPipeline::renderDeferredLighting()                  LLGLDisable   test(GL_ALPHA_TEST);                  // full screen blit -                gGL.pushMatrix(); -                gGL.loadIdentity(); -                gGL.matrixMode(LLRender::MM_PROJECTION); -                gGL.pushMatrix(); -                gGL.loadIdentity();                  mDeferredVB->setBuffer(LLVertexBuffer::MAP_VERTEX);                  mDeferredVB->drawArrays(LLRender::TRIANGLES, 0, 3); -                gGL.popMatrix(); -                gGL.matrixMode(LLRender::MM_MODELVIEW); -                gGL.popMatrix();              }              unbindDeferredShader(LLPipeline::sUnderWaterRender ? gDeferredSoftenWaterProgram : gDeferredSoftenProgram); @@ -8966,12 +8981,6 @@ void LLPipeline::renderDeferredLighting()                  LL_PROFILE_ZONE_NAMED_CATEGORY_PIPELINE("renderDeferredLighting - fullscreen lights");                  LLGLDepthTest depth(GL_FALSE);                  LL_PROFILE_GPU_ZONE("fullscreen lights"); -                // full screen blit -                gGL.pushMatrix(); -                gGL.loadIdentity(); -                gGL.matrixMode(LLRender::MM_PROJECTION); -                gGL.pushMatrix(); -                gGL.loadIdentity();                  U32 count = 0; @@ -9040,13 +9049,10 @@ void LLPipeline::renderDeferredLighting()                  gDeferredMultiSpotLightProgram.disableTexture(LLShaderMgr::DEFERRED_PROJECTION);                  unbindDeferredShader(gDeferredMultiSpotLightProgram); - -                gGL.popMatrix(); -                gGL.matrixMode(LLRender::MM_MODELVIEW); -                gGL.popMatrix();              }          } +          gGL.setColorMask(true, true);      } diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 7bad1cbe87..c61fbd8404 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -1026,6 +1026,7 @@ public:  	static F32 CameraMaxCoF;  	static F32 CameraDoFResScale;  	static F32 RenderAutoHideSurfaceAreaLimit; +	static bool RenderScreenSpaceReflections;  };  void render_bbox(const LLVector3 &min, const LLVector3 &max); | 
