diff options
Diffstat (limited to 'indra')
20 files changed, 359 insertions, 260 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 143af0576c..640e273415 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -61,6 +61,7 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear;  VARYING vec2 vary_texcoord0;  VARYING vec3 vary_norm; @@ -135,6 +136,26 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc)  }  #endif +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  void main()   { @@ -208,6 +229,7 @@ void main()  	{  		shadow = 1.0;  	} +  #endif  #ifdef USE_INDEXED_TEX @@ -217,7 +239,7 @@ void main()  #endif  	vec4 gamma_diff = diff; -	diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f)); +	diff.rgb = srgb_to_linear(diff.rgb);  #ifdef USE_VERTEX_COLOR  	float vertex_color_alpha = vertex_color.a;	 @@ -243,9 +265,8 @@ void main()  	color.rgb = scaleSoftClip(color.rgb); -	color.rgb = pow(color.rgb, vec3(2.2)); +	color.rgb = srgb_to_linear(color.rgb);  	col = vec4(0,0,0,0); -     #define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z); @@ -257,9 +278,9 @@ void main()  	LIGHT_LOOP(6)  	LIGHT_LOOP(7) -	color.rgb += diff.rgb * pow(vary_pointlight_col, vec3(2.2)) * col.rgb; +	color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb; -	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +	color.rgb = linear_to_srgb(color.rgb);  	frag_color = color;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 9d3ba564cd..6b5b54b863 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -68,6 +68,7 @@ VARYING vec3 vary_directional;  VARYING vec3 vary_fragcoord;  VARYING vec3 vary_position;  VARYING vec3 vary_pointlight_col; +VARYING vec3 vary_pointlight_col_linear;  #ifdef USE_VERTEX_COLOR  VARYING vec4 vertex_color; @@ -86,6 +87,16 @@ uniform vec3 light_diffuse[8];  uniform vec3 sun_dir; +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} +  vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector @@ -178,10 +189,8 @@ void main()  	vec3 diff = diffuse_color.rgb; -	 -  	vary_pointlight_col = diff; - +	vary_pointlight_col_linear = srgb_to_linear(diff);  	col.rgb = vec3(0,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl new file mode 100644 index 0000000000..3d93583e1e --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl @@ -0,0 +1,90 @@ +/**  + * @file fullbrightF.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 + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +#if !HAS_DIFFUSE_LOOKUP +uniform sampler2D diffuseMap; +#endif + +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +vec3 fullbrightAtmosTransport(vec3 light); +vec3 fullbrightScaleSoftClip(vec3 light); + +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} + +uniform float minimum_alpha; + +void main()  +{ +#if HAS_DIFFUSE_LOOKUP +	vec4 color = diffuseLookup(vary_texcoord0.xy); +#else +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +#endif + +	if (color.a < minimum_alpha) +	{ +		discard; +	} + +	color.rgb = srgb_to_linear(color.rgb); +	color.rgb *= vertex_color.rgb; + +	color.rgb = fullbrightAtmosTransport(color.rgb); +	color.rgb = fullbrightScaleSoftClip(color.rgb); + +	color.rgb = linear_to_srgb(color.rgb); + +	frag_color.rgb = color.rgb; +	frag_color.a   = color.a; +} + diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index dc1dead656..ec25f52ef5 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -41,23 +41,43 @@ VARYING vec2 vary_texcoord0;  vec3 fullbrightAtmosTransport(vec3 light);  vec3 fullbrightScaleSoftClip(vec3 light); +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +}  void main()   {  #if HAS_DIFFUSE_LOOKUP -	vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; +	vec4 color = diffuseLookup(vary_texcoord0.xy);  #else -	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy)*vertex_color; +	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);  #endif -	color.rgb = pow(color.rgb,vec3(2.2f,2.2f,2.2f)); -	 -	color.rgb = fullbrightAtmosTransport(color.rgb); +	color.rgb = srgb_to_linear(color.rgb); +	color.rgb *= vertex_color.rgb; +	color.rgb = fullbrightAtmosTransport(color.rgb);  	color.rgb = fullbrightScaleSoftClip(color.rgb); -	color.rgb = pow(color.rgb, vec3(1.0/2.2)); +	color.rgb = linear_to_srgb(color.rgb); -	frag_color = color; +	frag_color.rgb = color.rgb; +	frag_color.a   = color.a;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 53ade8ea64..027c6eeadb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -30,6 +30,28 @@  uniform float emissive_brightness; + +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} + +  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)  #ifdef DEFINE_GL_FRAGCOLOR @@ -459,7 +481,7 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)  	vec3 old_diffcol = diffcol.rgb; -	diffcol.rgb = pow(diffcol.rgb, vec3(2.2)); +	diffcol.rgb = srgb_to_linear(diffcol.rgb);  #endif  #if HAS_SPECULAR_MAP @@ -648,7 +670,7 @@ void main()  	col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);  	//convert to linear space before adding local lights -	col = pow(col, vec3(2.2)); +	col = srgb_to_linear(col);  	vec3 npos = normalize(-pos.xyz); @@ -665,7 +687,7 @@ void main()  	//convert to gamma space for display on screen -	col.rgb = pow(col.rgb, vec3(1.0/2.2)); +	col.rgb = linear_to_srgb(col.rgb);  	frag_color.rgb = col.rgb;  	glare = min(glare, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index a955ef6e9d..3ba6de8b76 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -99,6 +99,7 @@ void main()  	norm = normalize(norm);  	vec4 spec = texture2DRect(specularRect, frag.xy);  	vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; +	  	float noise = texture2D(noiseMap, frag.xy/128.0).b;  	vec3 out_col = vec3(0,0,0);  	vec3 npos = normalize(-pos); @@ -157,6 +158,7 @@ void main()  		}  	} +  	frag_color.rgb = out_col;  	frag_color.a = 0.0;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 7d39ad7bc1..11220bfa47 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -84,15 +84,30 @@ vec3 decode_normal (vec2 enc)      return n;  } -vec4 correctWithGamma(vec4 col) +vec3 srgb_to_linear(vec3 cs)  { -	return vec4(pow(col.rgb, vec3(2.2)), col.a); +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055;  }  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); +	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = tc-vec2(0.5); @@ -108,7 +123,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); +	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -126,7 +141,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret); +	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 6f2cfae6d2..a3610bfffa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -38,9 +38,20 @@ VARYING vec2 vary_fragcoord;  uniform float texture_gamma; +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  void main()   {  	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); -	frag_color = pow(diff, vec4(texture_gamma, texture_gamma, texture_gamma, 1.0f)); +	diff.rgb = linear_to_srgb(diff.rgb); +	frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f0d2746700..dc2519bd0a 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -78,6 +78,28 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; + +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} + +  vec3 decode_normal (vec2 enc)  {      vec2 fenc = enc*4-2; @@ -313,7 +335,7 @@ void main()  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	//convert to gamma space -	diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); +	diffuse.rgb = linear_to_srgb(diffuse.rgb);  	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);  	vec3 col; @@ -369,7 +391,7 @@ void main()  			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);  		} -		col = pow(col, vec3(2.2)); +		col = srgb_to_linear(col);  		//col = vec3(1,0,1);  		//col.g = envIntensity; diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 045d1a00cd..61262c9eb5 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -82,9 +82,29 @@ vec3 decode_normal (vec2 enc)      return n;  } +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  vec4 correctWithGamma(vec4 col)  { -	return vec4(pow(col.rgb, vec3(2.2)), col.a); +	return vec4(srgb_to_linear(col.rgb), col.a);  }  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl index ece34dcc4e..9734acf005 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterV.glsl @@ -85,7 +85,7 @@ void main()  	pos.w = 1.0;  	pos = modelview_matrix*pos; -	calcAtmospherics(view.xyz); +	calcAtmospherics(pos.xyz);  	//pass wave parameters to pixel shader  	vec2 bigWave =  (v.xy) * vec2(0.04,0.04)  + d1 * time * 0.055; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl deleted file mode 100755 index 13c6ffc607..0000000000 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ /dev/null @@ -1,224 +0,0 @@ -/**  - * @file alphaV.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 mat3 normal_matrix; -uniform mat4 texture_matrix0; -uniform mat4 projection_matrix; -uniform mat4 modelview_matrix; -uniform mat4 modelview_projection_matrix; - -ATTRIBUTE vec3 position; - -#ifdef USE_INDEXED_TEX -void passTextureIndex(); -#endif - -ATTRIBUTE vec3 normal; - -#ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; -#endif - -ATTRIBUTE vec2 texcoord0; - -#ifdef HAS_SKIN -mat4 getObjectSkinnedTransform(); -#else -#ifdef IS_AVATAR_SKIN -mat4 getSkinnedTransform(); -#endif -#endif - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol); -void calcAtmospherics(vec3 inPositionEye); - -vec3 calcDirectionalLight(vec3 n, vec3 l); - -vec3 atmosAmbient(vec3 light); -vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); - -VARYING vec3 vary_ambient; -VARYING vec3 vary_directional; -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec3 vary_pointlight_col; - -#ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; -#endif - -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; - -uniform float near_clip; -uniform float shadow_offset; -uniform float shadow_bias; - -uniform vec4 light_position[8]; -uniform vec3 light_direction[8]; -uniform vec3 light_attenuation[8];  -uniform vec3 light_diffuse[8]; - -uniform vec3 sun_dir; - -vec3 calcDirectionalLight(vec3 n, vec3 l) -{ -        float a = max(dot(n,l),0.0); -        return vec3(a,a,a); -} - -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; -	 -	//get distance -	float d = dot(lv,lv); -	 -	float da = 0.0; - -	if (d > 0.0 && la > 0.0 && fa > 0.0) -	{ -		//normalize light vector -		lv = normalize(lv); -	 -		//distance attenuation -		float dist2 = d/la; -		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0); - -		// spotlight coefficient. -		float spot = max(dot(-ln, lv), is_pointlight); -		da *= spot*spot; // GL_SPOT_EXPONENT=2 - -		//angular attenuation -		da *= max(dot(n, lv), 0.0);		 -	} - -	return vec3(da,da,da);	 -} - -void main() -{ -	vec4 pos; -	vec3 norm; -	 -	//transform vertex -#ifdef HAS_SKIN -	mat4 trans = getObjectSkinnedTransform(); -	trans = modelview_matrix * trans; -	 -	pos = trans * vec4(position.xyz, 1.0); -	 -	norm = position.xyz + normal.xyz; -	norm = normalize((trans * vec4(norm, 1.0)).xyz - pos.xyz); -	vec4 frag_pos = projection_matrix * pos; -	gl_Position = frag_pos; -#else - -#ifdef IS_AVATAR_SKIN -	mat4 trans = getSkinnedTransform(); -	vec4 pos_in = vec4(position.xyz, 1.0); -	pos.x = dot(trans[0], pos_in); -	pos.y = dot(trans[1], pos_in); -	pos.z = dot(trans[2], pos_in); -	pos.w = 1.0; -	 -	norm.x = dot(trans[0].xyz, normal); -	norm.y = dot(trans[1].xyz, normal); -	norm.z = dot(trans[2].xyz, normal); -	norm = normalize(norm); -	 -	vec4 frag_pos = projection_matrix * pos; -	gl_Position = frag_pos; -#else -	norm = normalize(normal_matrix * normal); -	vec4 vert = vec4(position.xyz, 1.0); -	pos = (modelview_matrix * vert); -	gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -#endif -	 -#endif - -#ifdef USE_INDEXED_TEX -	passTextureIndex(); -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -#else -	vary_texcoord0 = texcoord0; -#endif -	 -	vary_norm = norm; -	float dp_directional_light = max(0.0, dot(norm, light_position[0].xyz)); -	vary_position = pos.xyz + light_position[0].xyz * (1.0-dp_directional_light)*shadow_offset; -	 -	calcAtmospherics(pos.xyz); - -#ifndef USE_VERTEX_COLOR -	vec4 diffuse_color = vec4(1,1,1,1); -#endif - -	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); -	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - -	vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); - -	vary_pointlight_col = dff; - -	col.rgb = vec3(0,0,0); - -	// Add windlight lights -	col.rgb = atmosAmbient(col.rgb); -	 -	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0); -	ambient *= 0.5; -	ambient *= ambient; -	ambient = (1.0-ambient); - -	col.rgb *= ambient; - -	vary_directional.rgb = atmosAffectDirectionalLight(1.0f); -	vary_ambient = col.rgb*dff; -	 -	col.rgb = col.rgb*dff; -	 -#ifdef USE_VERTEX_COLOR -	vertex_color = col; -#endif -	 -#ifdef HAS_SKIN -	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip); -#else - -#ifdef IS_AVATAR_SKIN -	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#else -	pos = modelview_projection_matrix * vert; -	vary_fragcoord.xyz = pos.xyz + vec3(0,0,near_clip); -#endif - -#endif - -} diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 14f6afc8c2..0aac9d77de 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -85,9 +85,19 @@ vec3 decode_normal (vec2 enc)      return n;  } +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} +  vec4 correctWithGamma(vec4 col)  { -	return vec4(pow(col.rgb, vec3(2.2)), col.a); +	return vec4(srgb_to_linear(col.rgb), col.a);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 6e05091b57..06447261b4 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -78,6 +78,26 @@ vec3 vary_AtmosAttenuation;  uniform mat4 inv_proj;  uniform vec2 screen_res; +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -326,7 +346,7 @@ void main()  	vec4 diffuse = texture2DRect(diffuseRect, tc);  	//convert to gamma space -	diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2)); +	diffuse.rgb = linear_to_srgb(diffuse.rgb);  	vec3 col;  	float bloom = 0.0; @@ -392,7 +412,7 @@ void main()  			col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);  		} -		col = pow(col, vec3(2.2)); +		col = srgb_to_linear(col);  		//col = vec3(1,0,1);  		//col.g = envIntensity; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 6e0218cb9c..17c0d26f6d 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -85,9 +85,19 @@ vec3 decode_normal (vec2 enc)      return n;  } +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} +  vec4 correctWithGamma(vec4 col)  { -	return vec4(pow(col.rgb, vec3(2.2)), col.a); +	return vec4(srgb_to_linear(col.rgb), col.a);  }  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) diff --git a/indra/newview/lldrawable.cpp b/indra/newview/lldrawable.cpp index 8c9fd4152a..2a333157f2 100755 --- a/indra/newview/lldrawable.cpp +++ b/indra/newview/lldrawable.cpp @@ -527,6 +527,8 @@ void LLDrawable::makeStatic(BOOL warning_enabled)  		}  		updatePartition();  	} + +	llassert(isAvatar() || isRoot() || mParent->isStatic());  }  // Returns "distance" between target destination and resulting xfrom diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp index 2cf9d833c6..e219769a0c 100755 --- a/indra/newview/lldrawpoolsimple.cpp +++ b/indra/newview/lldrawpoolsimple.cpp @@ -625,14 +625,16 @@ S32 LLDrawPoolFullbright::getNumPasses()  void LLDrawPoolFullbrightAlphaMask::beginPostDeferredPass(S32 pass)  { -	gObjectFullbrightAlphaMaskProgram.bind(); +	  	if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred)  	{ +		gObjectFullbrightAlphaMaskProgram.bind();  		gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 1.0f);  	}   	else   	{ -		gObjectFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f); +		gDeferredFullbrightAlphaMaskProgram.bind(); +		gDeferredFullbrightAlphaMaskProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);  	}  } @@ -646,7 +648,14 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)  void LLDrawPoolFullbrightAlphaMask::endPostDeferredPass(S32 pass)  { -	gObjectFullbrightAlphaMaskProgram.unbind(); +	if (LLPipeline::sRenderingHUDs || !LLPipeline::sRenderDeferred) +	{ +		gObjectFullbrightAlphaMaskProgram.unbind(); +	} +	else +	{ +		gDeferredFullbrightAlphaMaskProgram.unbind(); +	}  	LLRenderPass::endRenderPass(pass);  } diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 7bce629d3e..6d9a0dd261 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -197,6 +197,7 @@ LLGLSLShader			gDeferredAttachmentShadowProgram;  LLGLSLShader			gDeferredAlphaProgram;  LLGLSLShader			gDeferredAvatarEyesProgram;  LLGLSLShader			gDeferredFullbrightProgram; +LLGLSLShader			gDeferredFullbrightAlphaMaskProgram;  LLGLSLShader			gDeferredEmissiveProgram;  LLGLSLShader			gDeferredPostProgram;  LLGLSLShader			gDeferredCoFProgram; @@ -290,6 +291,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() :  	mShaderList.push_back(&gDeferredAlphaProgram);  	mShaderList.push_back(&gDeferredSkinnedAlphaProgram);  	mShaderList.push_back(&gDeferredFullbrightProgram); +	mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);	  	mShaderList.push_back(&gDeferredFullbrightShinyProgram);  	mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);  	mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); @@ -1130,6 +1132,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  		gDeferredAvatarAlphaProgram.unload();  		gDeferredAlphaProgram.unload();  		gDeferredFullbrightProgram.unload(); +		gDeferredFullbrightAlphaMaskProgram.unload();  		gDeferredEmissiveProgram.unload();  		gDeferredAvatarEyesProgram.unload();  		gDeferredPostProgram.unload();		 @@ -1495,6 +1498,20 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()  	if (success)  	{ +		gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Mask Shader"; +		gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; +		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; +		gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; +		gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; +		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); +		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); +		gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); +		gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; +		success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); +	} + +	if (success) +	{  		gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";  		gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;  		gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; diff --git a/indra/newview/llviewershadermgr.h b/indra/newview/llviewershadermgr.h index ed8167947d..f3a419b1f2 100755 --- a/indra/newview/llviewershadermgr.h +++ b/indra/newview/llviewershadermgr.h @@ -363,6 +363,7 @@ extern LLGLSLShader			gDeferredAvatarShadowProgram;  extern LLGLSLShader			gDeferredAttachmentShadowProgram;  extern LLGLSLShader			gDeferredAlphaProgram;  extern LLGLSLShader			gDeferredFullbrightProgram; +extern LLGLSLShader			gDeferredFullbrightAlphaMaskProgram;  extern LLGLSLShader			gDeferredEmissiveProgram;  extern LLGLSLShader			gDeferredAvatarEyesProgram;  extern LLGLSLShader			gDeferredAvatarAlphaProgram; diff --git a/indra/newview/llvovolume.cpp b/indra/newview/llvovolume.cpp index d890548710..b545e99a32 100755 --- a/indra/newview/llvovolume.cpp +++ b/indra/newview/llvovolume.cpp @@ -3724,8 +3724,30 @@ BOOL LLVOVolume::lineSegmentIntersect(const LLVector4a& start, const LLVector4a&  			{  				LLFace* face = mDrawable->getFace(face_hit);				 +				bool ignore_alpha = false; + +				const LLTextureEntry* te = face->getTextureEntry(); +				if (te) +				{ +					LLMaterial* mat = te->getMaterialParams(); +					if (mat) +					{ +						U8 mode = mat->getDiffuseAlphaMode(); + +						if (mode == LLMaterial::DIFFUSE_ALPHA_MODE_EMISSIVE || +							mode == LLMaterial::DIFFUSE_ALPHA_MODE_NONE) +						{ +							ignore_alpha = true; +						} +					} +				} +  				if (face && -					(pick_transparent || !face->getTexture() || !face->getTexture()->hasGLTexture() || face->getTexture()->getMask(face->surfaceToTexture(tc, p, n)))) +					(ignore_alpha || +					pick_transparent ||  +					!face->getTexture() ||  +					!face->getTexture()->hasGLTexture() ||  +					face->getTexture()->getMask(face->surfaceToTexture(tc, p, n))))  				{  					local_end = p;  					if (face_hitp != NULL)  | 
