diff options
Diffstat (limited to 'indra')
8 files changed, 20 insertions, 94 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index eff94b143a..4942abbadf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -60,13 +60,13 @@ uniform vec3 light_diffuse[8];  uniform float shadow_offset; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -93,7 +93,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main()  @@ -118,7 +118,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK     #define LIGHT_LOOP(i) \  	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -129,12 +128,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl index e872dadcc1..cccc7275ab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaNonIndexedF.glsl @@ -56,13 +56,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = pow(max(dot(n,l),0.0), 0.7); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -89,7 +89,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  vec4 getPosition(vec2 pos_screen) @@ -126,7 +126,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK +    #define LIGHT_LOOP(i) \  	light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -137,12 +137,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 1a25ea97b7..b71b8c0dfc 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)          return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  float pcfShadow(sampler2DShadow shadowMap, vec4 stc) @@ -203,7 +203,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK    #define LIGHT_LOOP(i) \  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -214,12 +213,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl index 39a5a9894d..9670d59399 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedF.glsl @@ -70,7 +70,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)          return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -97,7 +97,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  vec4 getPosition(vec2 pos_screen) @@ -217,7 +217,6 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK    #define LIGHT_LOOP(i) \  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -228,12 +227,6 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif  	color.rgb += diff.rgb * vary_pointlight_col * light_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 566aefea6a..fae279fba0 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -72,7 +72,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)          return vec3(a, a, a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -99,7 +99,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(pow(dot(n, lv), 0.7), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  vec4 getPosition(vec2 pos_screen) @@ -224,8 +224,7 @@ void main()  	color.rgb = scaleSoftClip(color.rgb);  	vec3 light_col = vec3(0,0,0); -#if MAC_GEFORCE_HACK -  #define LIGHT_LOOP(i) +  #define LIGHT_LOOP(i) \  		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1) @@ -235,12 +234,7 @@ void main()  	LIGHT_LOOP(5)  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -#else -	for (int i = 2; i < 8; i++) -	{ -		light_col += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, vary_norm, light_position[i], light_direction[i], light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); -	} -#endif +  	color.rgb += diff.rgb * vary_pointlight_col * light_col;  	frag_color = color; diff --git a/indra/newview/lldrawpoolavatar.cpp b/indra/newview/lldrawpoolavatar.cpp index 0ceb7c6c45..aa5687f338 100644 --- a/indra/newview/lldrawpoolavatar.cpp +++ b/indra/newview/lldrawpoolavatar.cpp @@ -274,11 +274,7 @@ void LLDrawPoolAvatar::beginPostDeferredAlpha()  void LLDrawPoolAvatar::beginDeferredRiggedAlpha()  { -#if LL_DARWIN -	sVertexProgram = gGLManager.mIsMobileGF ? &gDeferredSkinnedAlphaProgramMac : &gDeferredSkinnedAlphaProgram; -#else  	sVertexProgram = &gDeferredSkinnedAlphaProgram; -#endif  	gPipeline.bindDeferredShader(*sVertexProgram);  	sDiffuseChannel = sVertexProgram->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);  	gPipeline.enableLightsDynamic(); diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 94e41a8953..722e4d2ee6 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -175,9 +175,6 @@ LLGLSLShader			gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;  LLGLSLShader			gDeferredSkinnedDiffuseProgram;  LLGLSLShader			gDeferredSkinnedBumpProgram;  LLGLSLShader			gDeferredSkinnedAlphaProgram; -#if LL_DARWIN -LLGLSLShader			gDeferredSkinnedAlphaProgramMac; -#endif  LLGLSLShader			gDeferredBumpProgram;  LLGLSLShader			gDeferredTerrainProgram;  LLGLSLShader			gDeferredTreeProgram; @@ -279,9 +276,6 @@ LLViewerShaderMgr::LLViewerShaderMgr() :  	mShaderList.push_back(&gDeferredSoftenProgram);  	mShaderList.push_back(&gDeferredAlphaProgram);  	mShaderList.push_back(&gDeferredSkinnedAlphaProgram); -#if LL_DARWIN -	mShaderList.push_back(&gDeferredSkinnedAlphaProgramMac); -#endif  	mShaderList.push_back(&gDeferredFullbrightProgram);  	mShaderList.push_back(&gDeferredEmissiveProgram);  	mShaderList.push_back(&gDeferredAvatarEyesProgram); @@ -1088,9 +1082,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedDiffuseProgram.unload();  		gDeferredSkinnedBumpProgram.unload();  		gDeferredSkinnedAlphaProgram.unload(); -#if LL_DARWIN -		gDeferredSkinnedAlphaProgramMac.unload(); -#endif  		gDeferredBumpProgram.unload();  		gDeferredImpostorProgram.unload();  		gDeferredTerrainProgram.unload(); @@ -1221,7 +1212,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB));  		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));  		gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; -		gDeferredSkinnedAlphaProgram.addPermutation("MAC_GEFORCE_HACK","0");  		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);  		// Hack to include uniforms for lighting without linking in lighting file @@ -1229,33 +1219,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;  	} -#if LL_DARWIN -	if (success) -	{ -		gDeferredSkinnedAlphaProgramMac.mName = "Deferred Skinned Alpha Shader"; -		gDeferredSkinnedAlphaProgramMac.mFeatures.atmosphericHelpers = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.hasObjectSkinning = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesAtmospherics = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.hasGamma = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.hasAtmospherics = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = false; -		gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = false; -		gDeferredSkinnedAlphaProgramMac.mFeatures.isAlphaLighting = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.disableTextureIndex = true; -		gDeferredSkinnedAlphaProgramMac.mShaderFiles.clear(); -		gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); -		gDeferredSkinnedAlphaProgramMac.mShaderFiles.push_back(make_pair("deferred/alphaNonIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); -		gDeferredSkinnedAlphaProgramMac.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; -		gDeferredSkinnedAlphaProgramMac.addPermutation("MAC_GEFORCE_HACK","1"); -		 -		success = gDeferredSkinnedAlphaProgramMac.createShader(NULL, NULL); -		 -		// Hack to include uniforms for lighting without linking in lighting file -		gDeferredSkinnedAlphaProgramMac.mFeatures.calculatesLighting = true; -		gDeferredSkinnedAlphaProgramMac.mFeatures.hasLighting = true; -	} -#endif -  	if (success)  	{  		gDeferredBumpProgram.mName = "Deferred Bump Shader"; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index 38310ed7cf..e9283d8bad 100644 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -331,9 +331,6 @@ extern LLGLSLShader			gDeferredNonIndexedDiffuseProgram;  extern LLGLSLShader			gDeferredSkinnedDiffuseProgram;  extern LLGLSLShader			gDeferredSkinnedBumpProgram;  extern LLGLSLShader			gDeferredSkinnedAlphaProgram; -#if LL_DARWIN -extern LLGLSLShader			gDeferredSkinnedAlphaProgramMac; -#endif  extern LLGLSLShader			gDeferredBumpProgram;  extern LLGLSLShader			gDeferredTerrainProgram;  extern LLGLSLShader			gDeferredTreeProgram; 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