diff options
Diffstat (limited to 'indra')
156 files changed, 537 insertions, 1083 deletions
| diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index e5211d9548..3a3a7679ce 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -588,30 +588,7 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev  	if (major_version == 1 && minor_version < 30)  	{ -		if (minor_version < 10) -		{ -			//should NEVER get here -- if major version is 1 and minor version is less than 10,  -			// viewer should never attempt to use shaders, continuing will result in undefined behavior -			LL_ERRS() << "Unsupported GLSL Version." << LL_ENDL; -		} - -		if (minor_version <= 19) -		{ -			shader_code_text[shader_code_count++] = strdup("#version 110\n"); -			extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n"); -		} -		else if (minor_version <= 29) -		{ -			//set version to 1.20 -			shader_code_text[shader_code_count++] = strdup("#version 120\n"); -       		extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_120 1\n"); -			extra_code_text[extra_code_count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n"); -			extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n"); -		} +        llassert(false); // GL 3.1 or later required  	}  	else  	{   @@ -648,40 +625,14 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev          }  		else  		{ -			//set version to 1.30 -			shader_code_text[shader_code_count++] = strdup("#version 130\n"); +			//set version to 1.40 +			shader_code_text[shader_code_count++] = strdup("#version 140\n");  			//some implementations of GLSL 1.30 require integer precision be explicitly declared  			extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");  			extra_code_text[extra_code_count++] = strdup("precision highp float;\n");  		} -		extra_code_text[extra_code_count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");  		extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); - -		extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE in\n"); - -		if (type == GL_VERTEX_SHADER) -		{ //"varying" state is "out" in a vertex program, "in" in a fragment program  -			// ("varying" is deprecated after version 1.20) -			extra_code_text[extra_code_count++] = strdup("#define VARYING out\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat out\n"); -		} -		else -		{ -			extra_code_text[extra_code_count++] = strdup("#define VARYING in\n"); -			extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat in\n"); -		} - -		//backwards compatibility with legacy texture lookup syntax -		extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n"); -		extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n"); -		extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n"); -		 -		if (major_version > 1 || minor_version >= 40) -		{ //GLSL 1.40 replaces texture2DRect et al with texture -			extra_code_text[extra_code_count++] = strdup("#define texture2DRect texture\n"); -			extra_code_text[extra_code_count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n"); -		}  	}      // Use alpha float to store bit flags @@ -719,13 +670,13 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev  		.  		uniform sampler2D texN; -		VARYING_FLAT ivec4 vary_texture_index; +		flat in int vary_texture_index;  		vec4 ret = vec4(1,0,1,1);  		vec4 diffuseLookup(vec2 texcoord)  		{ -			switch (vary_texture_index.r)) +			switch (vary_texture_index)  			{  				case 0: ret = texture2D(tex0, texcoord); break;  				case 1: ret = texture2D(tex1, texcoord); break; @@ -751,7 +702,7 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev  		if (texture_index_channels > 1)  		{ -			extra_code_text[extra_code_count++] = strdup("VARYING_FLAT int vary_texture_index;\n"); +			extra_code_text[extra_code_count++] = strdup("flat in int vary_texture_index;\n");  		}  		extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n"); diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl index 767fad016c..374469ce2f 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarSkinV.glsl @@ -24,7 +24,7 @@   */ -ATTRIBUTE vec4 weight; +in vec4 weight;  uniform vec4 matrixPalette[45]; diff --git a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl index 0543a26642..9adc68e62b 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/avatarV.glsl @@ -25,12 +25,12 @@  uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl index fac1599c6b..837074f08c 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/eyeballV.glsl @@ -28,13 +28,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor);  void calcAtmospherics(vec3 inPositionEye); diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 90bf2851c9..0817076dd5 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -22,7 +22,7 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec4 weight4;   +in vec4 weight4;    uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 6a93bc2fd2..4c9d813c9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -33,19 +33,19 @@ uniform mat4 projection_matrix;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  #ifdef USE_INDEXED_TEX  void passTextureIndex();  #endif -ATTRIBUTE vec3 normal; +in vec3 normal;  #ifdef USE_VERTEX_COLOR -ATTRIBUTE vec4 diffuse_color; +in vec4 diffuse_color;  #endif -ATTRIBUTE vec2 texcoord0; +in vec2 texcoord0;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); @@ -55,15 +55,15 @@ mat4 getSkinnedTransform();  #endif  #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; +out vec3 vary_fragcoord; +out vec3 vary_position;  #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; +out vec4 vertex_color;  #endif -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +out vec2 vary_texcoord0; +out vec3 vary_norm;  uniform float near_clip; diff --git a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl index 37fe8287be..da467cd5da 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/aoUtil.glsl @@ -43,7 +43,7 @@ vec2 getScreenCoordinateAo(vec2 screenpos)  float getDepthAo(vec2 pos_screen)  { -    float depth = texture2D(depthMap, pos_screen).r; +    float depth = texture(depthMap, pos_screen).r;      return depth;  } @@ -79,7 +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 * (screen_res / 128)).xy; +    vec2 noise_reflect = texture(noiseMap, pos_screen.xy * (screen_res / 128)).xy;      float angle_hidden = 0.0;      float points = 0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl index 44f67899e4..f1dc1159d0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaMaskShadowF.glsl @@ -23,22 +23,18 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha;  uniform sampler2D diffuseMap; -VARYING float target_pos_x; -VARYING float pos_w; -VARYING vec2 vary_texcoord0; +in float target_pos_x; +in float pos_w; +in vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; +	float alpha = texture(diffuseMap, vary_texcoord0.xy).a;  	if (alpha < 0.05) // treat as totally transparent  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index 9a0024ede9..097e28aa0c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -23,24 +23,20 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha;  uniform sampler2D diffuseMap; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +in float pos_w; +in float target_pos_x; +in vec2 vary_texcoord0;  uniform vec4 color;  void main()   { -	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * color.a; +	float alpha = texture(diffuseMap, vary_texcoord0.xy).a * color.a;  	if (alpha < 0.05) // treat as totally transparent  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl index dfe7077db5..57e0b2b59f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -30,13 +30,13 @@ uniform float shadow_target_width;  mat4 getSkinnedTransform();  void passTextureIndex(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING float pos_w; -VARYING float target_pos_x; -VARYING vec2 vary_texcoord0; +out float pos_w; +out float target_pos_x; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl index 01ffb862f7..83b0ba096c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarEyesV.glsl @@ -27,14 +27,14 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl index 22b3bd1463..6ebe4ce251 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarF.glsl @@ -25,24 +25,20 @@  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[3]; -#else -#define frag_data gl_FragData -#endif  uniform sampler2D diffuseMap;  uniform float minimum_alpha; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  void main()   { -	vec4 diff = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 diff = texture(diffuseMap, vary_texcoord0.xy);  	if (diff.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl index ac8a483a6a..5c64d48399 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarShadowV.glsl @@ -27,9 +27,9 @@ uniform mat4 projection_matrix;  mat4 getSkinnedTransform(); -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl index 1bd8fee7c9..bc0c11ec46 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarV.glsl @@ -25,16 +25,16 @@  uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0;  mat4 getSkinnedTransform(); -ATTRIBUTE vec4 weight; +in vec4 weight; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index cc79b450ac..08baf98686 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D normalMap;  uniform sampler2D lightMap; @@ -43,7 +37,7 @@ uniform vec2 screen_res;  uniform vec3 kern[4];  uniform float kern_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  vec4 getPosition(vec2 pos_screen);  vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl index 5e0f01981b..5abaa1f2a6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord;  uniform vec2 screen_res;  void main() diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index c18bca066d..35f483f633 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -31,18 +31,18 @@ uniform float minimum_alpha;  uniform sampler2D diffuseMap;  uniform sampler2D bumpMap; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; +in vec3 vary_mat0; +in vec3 vary_mat1; +in vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  void main()   { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 col = texture(diffuseMap, vary_texcoord0.xy);  	if(col.a < minimum_alpha)  	{ @@ -50,7 +50,7 @@ void main()      }		  		col *= vertex_color; -		vec3 norm = texture2D(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0; +		vec3 norm = texture(bumpMap, vary_texcoord0.xy).rgb * 2.0 - 1.0;  		vec3 tnorm = vec3(dot(norm,vary_mat0),  			  dot(norm,vary_mat1), diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index d90891aa20..3af2eab1e4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -27,17 +27,17 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; +in vec4 tangent; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_mat0; +out vec3 vary_mat1; +out vec3 vary_mat2; +out vec4 vertex_color; +out vec2 vary_texcoord0;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index 61eee69a16..98314d39d3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -25,23 +25,23 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0;  //////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky  ///////////////////////////////////////////////////////////////////////////////  // Output parameters -VARYING vec3 vary_CloudColorSun; -VARYING vec3 vary_CloudColorAmbient; -VARYING float vary_CloudDensity; - -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; -VARYING float altitude_blend_factor; +out vec3 vary_CloudColorSun; +out vec3 vary_CloudColorAmbient; +out float vary_CloudDensity; + +out vec2 vary_texcoord0; +out vec2 vary_texcoord1; +out vec2 vary_texcoord2; +out vec2 vary_texcoord3; +out float altitude_blend_factor;  // Inputs  uniform vec3 camPosLocal; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl index 929b4e17b1..d95a33a6be 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cofF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform sampler2D depthMap; @@ -47,7 +41,7 @@ uniform float max_cof;  uniform mat4 inv_proj;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  float calc_cof(float depth)  { @@ -68,13 +62,13 @@ void main()  {  	vec2 tc = vary_fragcoord.xy; -    float z = texture2D(depthMap, tc).r; +    float z = texture(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 = texture2D(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture(diffuseRect, vary_fragcoord.xy);  	float sc = calc_cof(depth);  	sc = min(sc, max_cof); diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8797f89e4c..55e45ce0af 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -144,7 +144,7 @@ vec2 getScreenCoordinate(vec2 screenpos)  //      Method #4: Spheremap Transform, Lambert Azimuthal Equal-Area projection  vec3 getNorm(vec2 screenpos)  { -   vec2 enc = texture2D(normalMap, screenpos.xy).xy; +   vec2 enc = texture(normalMap, screenpos.xy).xy;     vec2 fenc = enc*4-2;     float f = dot(fenc,fenc);     float g = sqrt(1-f/4); @@ -170,7 +170,7 @@ vec3 getNormalFromPacked(vec4 packedNormalEnvIntensityFlags)  // See: C++: addDeferredAttachments(), GLSL: softenLightF  vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity)  { -    vec4 packedNormalEnvIntensityFlags = texture2D(normalMap, screenpos.xy); +    vec4 packedNormalEnvIntensityFlags = texture(normalMap, screenpos.xy);      n = getNormalFromPacked( packedNormalEnvIntensityFlags );      envIntensity = packedNormalEnvIntensityFlags.z;      return packedNormalEnvIntensityFlags; @@ -190,7 +190,7 @@ float linearDepth01(float d, float znear, float zfar)  float getDepth(vec2 pos_screen)  { -    float depth = texture2D(depthMap, pos_screen).r; +    float depth = texture(depthMap, pos_screen).r;      return depth;  } @@ -199,7 +199,7 @@ vec4 getTexture2DLodAmbient(vec2 tc, float lod)  #ifndef FXAA_GLSL_120      vec4 ret = textureLod(projectionMap, tc, lod);  #else -    vec4 ret = texture2D(projectionMap, tc); +    vec4 ret = texture(projectionMap, tc);  #endif      ret.rgb = srgb_to_linear(ret.rgb); @@ -215,7 +215,7 @@ vec4 getTexture2DLodDiffuse(vec2 tc, float lod)  #ifndef FXAA_GLSL_120      vec4 ret = textureLod(projectionMap, tc, lod);  #else -    vec4 ret = texture2D(projectionMap, tc); +    vec4 ret = texture(projectionMap, tc);  #endif      ret.rgb = srgb_to_linear(ret.rgb); @@ -262,7 +262,7 @@ vec4 texture2DLodSpecular(vec2 tc, float lod)  #ifndef FXAA_GLSL_120      vec4 ret = textureLod(projectionMap, tc, lod);  #else -    vec4 ret = texture2D(projectionMap, tc); +    vec4 ret = texture(projectionMap, tc);  #endif      ret.rgb = srgb_to_linear(ret.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl index afc05b8bb5..6f3b94f734 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskF.glsl @@ -31,15 +31,15 @@ uniform float minimum_alpha;  uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  void main()   { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; +	vec4 col = texture(diffuseMap, vary_texcoord0.xy) * vertex_color;  	if (col.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl index 078197f9a8..e5f2af2c53 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskIndexedF.glsl @@ -27,12 +27,12 @@  out vec4 frag_data[4]; -VARYING vec3 vary_normal; +in vec3 vary_normal;  uniform float minimum_alpha; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl index 307dda6b73..234f096ed5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseAlphaMaskNoColorF.glsl @@ -31,14 +31,14 @@ uniform float minimum_alpha;  uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  void main()   { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 col = texture(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 24e290c614..68fb8bf499 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -29,15 +29,15 @@ out vec4 frag_data[4];  uniform sampler2D diffuseMap; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  void main()   { -	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; +	vec3 col = vertex_color.rgb * texture(diffuseMap, vary_texcoord0.xy).rgb;  	frag_data[0] = vec4(col, 0.0);  	frag_data[1] = vertex_color.aaaa; // spec  	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index be870b2424..93d561504e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -27,9 +27,9 @@  out vec4 frag_data[4]; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec3 vary_normal; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n);  vec3 linear_to_srgb(vec3 c); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl index 9461e3e32e..13cc612fab 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseNoColorV.glsl @@ -27,13 +27,13 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index d64bcefade..2402cc3b70 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -27,15 +27,15 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; +out vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index d9c0e590c8..3b9b8ae696 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform sampler2D lightMap; @@ -44,14 +38,14 @@ uniform float res_scale;  uniform float dof_width;  uniform float dof_height; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  vec4 dofSample(sampler2D tex, vec2 tc)  {  	tc.x = min(tc.x, dof_width);  	tc.y = min(tc.y, dof_height); -	return texture2D(tex, tc); +	return texture(tex, tc);  }  void main()  @@ -60,7 +54,7 @@ void main()  	vec4 dof = dofSample(diffuseRect, vary_fragcoord.xy*res_scale); -	vec4 diff = texture2D(lightMap, vary_fragcoord.xy); +	vec4 diff = texture(lightMap, vary_fragcoord.xy);  	float a = min(abs(diff.a*2.0-1.0) * max_cof*res_scale*res_scale, 1.0); @@ -69,10 +63,10 @@ void main()  		float sc = a/res_scale;  		vec4 col; -		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); +		col = texture(lightMap, vary_fragcoord.xy+vec2(sc,sc)/screen_res); +		col += texture(lightMap, vary_fragcoord.xy+vec2(-sc,sc)/screen_res); +		col += texture(lightMap, vary_fragcoord.xy+vec2(sc,-sc)/screen_res); +		col += texture(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/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl index c8d6e395a3..9e61b6b894 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl @@ -23,14 +23,12 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 08b1147ab0..5a0913a970 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -27,18 +27,18 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  void passTextureIndex(); -ATTRIBUTE vec4 emissive; -ATTRIBUTE vec2 texcoord0; +in vec4 emissive; +in vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  vec3 atmosAmbient();  vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl index 81f1e9aed0..9ac4ceb37e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/exposureF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 631ffc9625..385cd51969 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 0e461b4004..5795384b47 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -36,16 +36,16 @@ uniform vec4 origin; -ATTRIBUTE vec3 position; +in vec3 position;  void passTextureIndex(); -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec3 vary_texcoord1; +out vec3 vary_position;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index e565722164..77e63e6360 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -28,20 +28,20 @@ uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec4 diffuse_color; +in vec2 texcoord0;  void calcAtmospherics(vec3 inPositionEye);  vec3 atmosAmbient();  vec3 atmosAffectDirectionalLight(float lightIntensity); -VARYING vec3 vary_position; +out vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl index 50d697ae12..cd56ed0adf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fxaaF.glsl @@ -2093,8 +2093,8 @@ uniform sampler2D depthMap;  uniform vec2 rcp_screen_res;  uniform vec4 rcp_frame_opt;  uniform vec4 rcp_frame_opt2; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +in vec2 vary_fragcoord; +in vec2 vary_tc;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 9e6c853015..e40d070268 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -49,7 +49,7 @@ SOFTWARE.  /*[EXTRA_CODE_HERE]*/ -VARYING vec2 vary_uv; +in vec2 vary_uv;  out vec4 outColor; diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl index 682244478b..3a1572996f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_uv; +out vec2 vary_uv;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl index 74df43b7c3..748fcbed80 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/highlightF.glsl @@ -28,11 +28,11 @@ out vec4 frag_data[4];  uniform vec4 color;  uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()   { -	frag_data[0] = color*texture2D(diffuseMap, vary_texcoord0.xy); +	frag_data[0] = color*texture(diffuseMap, vary_texcoord0.xy);  	frag_data[1] = vec4(0.0);  	frag_data[2] = vec4(0.0, 1.0, 0.0, GBUFFER_FLAG_SKIP_ATMOS);      frag_data[3] = vec4(0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 5e67442b3a..aae595f619 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -34,22 +34,22 @@ uniform sampler2D diffuseMap;  uniform sampler2D normalMap;  uniform sampler2D specularMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  vec3 linear_to_srgb(vec3 c);  vec2 encode_normal (vec3 n);  void main()   { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 col = texture(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha)  	{  		discard;  	} -	vec4 norm = texture2D(normalMap,   vary_texcoord0.xy); -	vec4 spec = texture2D(specularMap, vary_texcoord0.xy); +	vec4 norm = texture(normalMap,   vary_texcoord0.xy); +	vec4 spec = texture(specularMap, vary_texcoord0.xy);  	frag_data[0] = vec4(col.rgb, 0.0);  	frag_data[1] = spec; diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl index 42266e9378..444c54a31e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorV.glsl @@ -26,10 +26,10 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index d41e0b202b..7cdddfe8db 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -43,38 +43,38 @@ uniform mat4 modelview_projection_matrix;  uniform mat4 modelview_matrix;  #endif -VARYING vec3 vary_position; +out vec3 vary_position;  #endif  uniform mat4 texture_matrix0; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec2 texcoord0;  #ifdef HAS_NORMAL_MAP -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord1; +in vec4 tangent; +in vec2 texcoord1;  out vec3 vary_tangent;  flat out float vary_sign;  out vec3 vary_normal; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord1;  #else -VARYING vec3 vary_normal; +out vec3 vary_normal;  #endif  #ifdef HAS_SPECULAR_MAP -ATTRIBUTE vec2 texcoord2; -VARYING vec2 vary_texcoord2; +in vec2 texcoord2; +out vec2 vary_texcoord2;  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 573b522068..f3e7b2ee72 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index 7a941674b8..05dced0026 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -23,19 +23,13 @@   * $/LicenseInfo$   */ -#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 sampler2D alphaMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  uniform float stepX;  uniform float stepY; @@ -43,12 +37,12 @@ uniform float norm_scale;  void main()  { -	float c = texture2D(alphaMap, vary_texcoord0).r; +	float c = texture(alphaMap, vary_texcoord0).r; -	vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); -	vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); -	vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); -	vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255); +	vec3 right = vec3(norm_scale, 0, (texture(alphaMap, vary_texcoord0+vec2(stepX, 0)).r-c)*255); +	vec3 left = vec3(-norm_scale, 0, (texture(alphaMap, vary_texcoord0-vec2(stepX, 0)).r-c)*255); +	vec3 up = vec3(0, -norm_scale, (texture(alphaMap, vary_texcoord0-vec2(0, stepY)).r-c)*255); +	vec3 down = vec3(0, norm_scale, (texture(alphaMap, vary_texcoord0+vec2(0, stepY)).r-c)*255);  	vec3 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl index 9bceae05b7..7896659ad3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenV.glsl @@ -23,11 +23,11 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_texcoord0; +out vec2 vary_fragcoord; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl index 5ef9bb6805..e06f3a5f44 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrShadowAlphaMaskF.glsl @@ -23,11 +23,7 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl index 1c36aa6b50..b74b2e6a83 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl @@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c);  void main()  { -    vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; +    vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;      if (basecolor.a < minimum_alpha)      { @@ -55,7 +55,7 @@ void main()      }      vec3 emissive = emissiveColor; -    emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); +    emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);      float lum = max(max(emissive.r, emissive.g), emissive.b);      lum *= vertex_emissive.a; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 8e5a6c90e0..faa273b834 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -62,7 +62,7 @@ uniform mat3 normal_matrix;  void main()  { -    vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; +    vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;      if (basecolor.a < minimum_alpha)      {          discard; @@ -71,7 +71,7 @@ void main()      vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);      // from mikktspace.com -    vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; +    vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;      float sign = vary_sign;      vec3 vN = vary_normal;      vec3 vT = vary_tangent.xyz; @@ -84,13 +84,13 @@ void main()      //   occlusion 1.0      //   roughness 0.0      //   metal     0.0 -    vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb; +    vec3 spec = texture(specularMap, metallic_roughness_texcoord.xy).rgb;      spec.g *= roughnessFactor;      spec.b *= metallicFactor;      vec3 emissive = emissiveColor; -    emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); +    emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);      tnorm *= gl_FrontFacing ? 1.0 : -1.0; @@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c);  void main()  { -    vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba; +    vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;      if (basecolor.a < minimum_alpha)      {          discard; @@ -140,7 +140,7 @@ void main()      vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);      vec3 emissive = emissiveColor; -    emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); +    emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);      col += emissive; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 5ca39d6966..86e3f1acda 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect; @@ -40,11 +34,11 @@ uniform vec2 screen_res;  uniform float max_cof;  uniform float res_scale; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  void dofSample(inout vec4 diff, inout float w, float min_sc, vec2 tc)  { -	vec4 s = texture2D(diffuseRect, tc); +	vec4 s = texture(diffuseRect, tc);  	float sc = abs(s.a*2.0-1.0)*max_cof; @@ -63,7 +57,7 @@ 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 = texture2D(diffuseRect, tc); +	vec4 s = texture(diffuseRect, tc);  	float wg = 0.25; @@ -79,7 +73,7 @@ void main()  {  	vec2 tc = vary_fragcoord.xy; -	vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture(diffuseRect, vary_fragcoord.xy);  	{   		float w = 1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 80816912da..a32296369c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -23,21 +23,15 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform sampler2D exposureMap;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  vec3 linear_to_srgb(vec3 cl); @@ -173,7 +167,7 @@ vec3 legacyGamma(vec3 color)  void main()   {      //this is the one of the rare spots where diffuseRect contains linear color values (not sRGB) -    vec4 diff = texture2D(diffuseRect, vary_fragcoord); +    vec4 diff = texture(diffuseRect, vary_fragcoord);      diff.rgb = toneMap(diff.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index 004190dbd9..bace9b8c90 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -23,25 +23,19 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform sampler2D depthMap;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  void main()   { -	vec4 diff = texture2D(diffuseRect, vary_fragcoord.xy); +	vec4 diff = texture(diffuseRect, vary_fragcoord.xy);  	frag_color = diff; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl index 8b4cac3e64..7e8a5d68d4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoTCV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl index 86f0077edb..10b4b3e76c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredV.glsl @@ -23,10 +23,10 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; -VARYING vec2 vary_tc; +out vec2 vary_fragcoord; +out vec2 vary_tc;  uniform vec2 tc_scale; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl index f75b8e2658..2c17de311c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredVisualizeBuffers.glsl @@ -23,20 +23,14 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform float mipLevel; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl index 8c9b6f8190..a8febabcc6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskF.glsl @@ -25,11 +25,7 @@  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl index 9608e89169..0f5f9ed289 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowCubeV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec3 box_center;  uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl index 186ba49969..9bbc63bce1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -26,7 +26,7 @@  uniform mat4 modelview_matrix;  uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 4fa9ae3633..17ce2dee5b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  // SKY ////////////////////////////////////////////////////////////////////////  // The vertex shader for creating the atmospheric sky diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl index 4f1756c367..b35d10c8a0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsF.glsl @@ -48,8 +48,8 @@ void main()  {  	// camera above water: class1\deferred\starsF.glsl  	// camera below water: class1\environment\starsF.glsl -    vec4 col_a = texture2D(diffuseMap, vary_texcoord0.xy); -    vec4 col_b = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 col_a = texture(diffuseMap, vary_texcoord0.xy); +    vec4 col_b = texture(diffuseMap, vary_texcoord0.xy);      vec4 col = mix(col_b, col_a, blend_factor);      col.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl index 37d1630252..726508607d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/starsV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  uniform float time; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 screenpos; +out vec4 vertex_color; +out vec2 vary_texcoord0; +out vec2 screenpos;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl index a85e6ebc66..fd343ed2dc 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_data[4]; diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl index d3dfa882f0..9a8d791a1d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl @@ -27,11 +27,11 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING float sun_fade; +out vec2 vary_texcoord0; +out float sun_fade;  void calcAtmospherics(vec3 eye_pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 3464212c84..f6d509e2c6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -33,10 +33,10 @@ uniform sampler2D detail_2;  uniform sampler2D detail_3;  uniform sampler2D alpha_ramp; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +in vec3 pos; +in vec3 vary_normal; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1;  vec2 encode_normal(vec3 n); @@ -44,14 +44,14 @@ void main()  {      /// Note: This should duplicate the blending functionality currently used for the terrain rendering. -    vec4 color0 = texture2D(detail_0, vary_texcoord0.xy); -    vec4 color1 = texture2D(detail_1, vary_texcoord0.xy); -    vec4 color2 = texture2D(detail_2, vary_texcoord0.xy); -    vec4 color3 = texture2D(detail_3, vary_texcoord0.xy); +    vec4 color0 = texture(detail_0, vary_texcoord0.xy); +    vec4 color1 = texture(detail_1, vary_texcoord0.xy); +    vec4 color2 = texture(detail_2, vary_texcoord0.xy); +    vec4 color3 = texture(detail_3, vary_texcoord0.xy); -    float alpha1 = texture2D(alpha_ramp, vary_texcoord0.zw).a; -    float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a; -    float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a; +    float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; +    float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; +    float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a;      vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );      outColor.a = 0.0; // yes, downstream atmospherics  diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl index f42cb6ff6d..f6d3b59e85 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainV.glsl @@ -27,16 +27,16 @@ uniform mat3 normal_matrix;  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec3 normal; +in vec4 diffuse_color; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec3 pos; -VARYING vec3 vary_normal; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; +out vec3 pos; +out vec3 vary_normal; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1;  uniform vec4 object_plane_s;  uniform vec4 object_plane_t; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl index d857e47b90..e2d87e68fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeF.glsl @@ -29,9 +29,9 @@ out vec4 frag_data[4];  uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec3 vary_normal; +in vec2 vary_texcoord0;  uniform float minimum_alpha; @@ -39,7 +39,7 @@ vec2 encode_normal(vec3 n);  void main()   { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 col = texture(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha)  	{  		discard; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl index c850a39d6f..7dcab640f2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowF.glsl @@ -36,7 +36,7 @@ in vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a; +	float alpha = texture(diffuseMap, vary_texcoord0.xy).a;  	if (alpha < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl index 5a7cf369b5..f5192c3009 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -27,8 +27,8 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0;  out vec2 vary_texcoord0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl index 3b6571a24a..ce8a10712c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/treeV.glsl @@ -27,13 +27,13 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix;  uniform mat3 normal_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec3 vary_normal; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl index 4e535f7e18..7a5e14566b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseMap;  uniform float minLuminance; @@ -40,11 +34,11 @@ uniform vec3 lumWeights;  uniform vec3 warmthWeights;  uniform float warmthAmount; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()  { -	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy);	 +	vec4 col = texture(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 fdca5018b0..ccda75596d 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowExtractV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl index 301e8aba26..8718dd8b52 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowF.glsl @@ -23,19 +23,15 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap;  uniform float glowStrength; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +in vec4 vary_texcoord0; +in vec4 vary_texcoord1; +in vec4 vary_texcoord2; +in vec4 vary_texcoord3;  void main()  { @@ -47,14 +43,14 @@ void main()  		kern[0] = 0.25; kern[1] = 0.5; kern[2] = 0.8; kern[3] = 1.0;  		kern[4] = 1.0;  kern[5] = 0.8; kern[6] = 0.5; kern[7] = 0.25; -	col += kern[0] * texture2D(diffuseMap, vary_texcoord0.xy);	 -	col += kern[1] * texture2D(diffuseMap, vary_texcoord1.xy); -	col += kern[2] * texture2D(diffuseMap, vary_texcoord2.xy);	 -	col += kern[3] * texture2D(diffuseMap, vary_texcoord3.xy);	 -	col += kern[4] * texture2D(diffuseMap, vary_texcoord0.zw);	 -	col += kern[5] * texture2D(diffuseMap, vary_texcoord1.zw);	 -	col += kern[6] * texture2D(diffuseMap, vary_texcoord2.zw);	 -	col += kern[7] * texture2D(diffuseMap, vary_texcoord3.zw);	 +	col += kern[0] * texture(diffuseMap, vary_texcoord0.xy);	 +	col += kern[1] * texture(diffuseMap, vary_texcoord1.xy); +	col += kern[2] * texture(diffuseMap, vary_texcoord2.xy);	 +	col += kern[3] * texture(diffuseMap, vary_texcoord3.xy);	 +	col += kern[4] * texture(diffuseMap, vary_texcoord0.zw);	 +	col += kern[5] * texture(diffuseMap, vary_texcoord1.zw);	 +	col += kern[6] * texture(diffuseMap, vary_texcoord2.zw);	 +	col += kern[7] * texture(diffuseMap, vary_texcoord3.zw);	  	frag_color = max(vec4(col.rgb * glowStrength, col.a), vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl index 63ca15139c..60ec4e6f3b 100644 --- a/indra/newview/app_settings/shaders/class1/effects/glowV.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/glowV.glsl @@ -25,14 +25,14 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec2 glowDelta; -VARYING vec4 vary_texcoord0; -VARYING vec4 vary_texcoord1; -VARYING vec4 vary_texcoord2; -VARYING vec4 vary_texcoord3; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; +out vec4 vary_texcoord2; +out vec4 vary_texcoord3;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl index ac400aa2a6..5a3845b1a3 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterV.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterV.glsl @@ -27,7 +27,7 @@ uniform mat4 modelview_matrix;  uniform mat3 normal_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  void calcAtmospherics(vec3 inPositionEye); @@ -39,9 +39,9 @@ uniform vec3 eyeVec;  uniform float waterHeight;  uniform vec3 lightDir; -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +out vec4 refCoord; +out vec4 littleWave; +out vec4 view;  out vec3 vary_position;  out vec3 vary_light_dir;  out vec3 vary_tangent; diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl index 69c1983b4d..a46e91c394 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskF.glsl @@ -23,22 +23,18 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap;  uniform float minimum_alpha; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color;  void main()   { -	vec4 col = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 col = vertex_color*texture(diffuseMap, vary_texcoord0.xy);  	if (col.a < minimum_alpha)  	{  		discard; diff --git a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl index 3580d1f27b..a8dac55130 100644 --- a/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/alphamaskV.glsl @@ -26,12 +26,12 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl index 1936e0dcaa..06b19c22c9 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkF.glsl @@ -23,17 +23,13 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap; -VARYING vec2 tc0; +in vec2 tc0;  void main()   { -	frag_color = texture2D(diffuseMap, tc0); +	frag_color = texture(diffuseMap, tc0);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl index 7beb20ede4..cbcc6bef97 100644 --- a/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/benchmarkV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 tc0; +out vec2 tc0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl index 9454bbf21e..ee2d652f32 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipF.glsl @@ -23,16 +23,12 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform vec4 color;  uniform vec4 clip_plane; -VARYING vec3 vary_position; +in vec3 vary_position;  void main()  diff --git a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl index e376b25a71..7dd2ef593f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/clipV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/clipV.glsl @@ -26,9 +26,9 @@  uniform mat4 modelview_projection_matrix;  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_position; +out vec3 vary_position;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl index cb8d6a8c03..cefa429639 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugF.glsl @@ -23,11 +23,7 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform vec4 color; diff --git a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl index 153998f1d5..2e32863109 100644 --- a/indra/newview/app_settings/shaders/class1/interface/debugV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/debugV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index e578bb6fc5..fa8aa5c7fe 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; @@ -36,5 +34,5 @@ in vec2 tc;  void main()   { -	frag_color = texture2D(diffuseRect, tc) + texture2D(emissiveRect, tc); +	frag_color = texture(diffuseRect, tc) + texture(emissiveRect, tc);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c50548d528..3d4035620f 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -23,8 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  out vec4 frag_color; diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl index 48aab1ce21..fa67b13e4d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAV.glsl @@ -24,9 +24,9 @@   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_tc; +out vec2 vary_tc;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl index 58c9e5ad0a..9bba1b2e18 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightF.glsl @@ -23,18 +23,14 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform vec4 color;  uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()   { -	frag_color = max(color*texture2D(diffuseMap, vary_texcoord0.xy), vec4(0)); +	frag_color = max(color*texture(diffuseMap, vary_texcoord0.xy), vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl index 947c2b0065..0253c7236d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightNormV.glsl @@ -26,12 +26,12 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl index c5d102b739..9f7ff8337a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightSpecV.glsl @@ -26,12 +26,12 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; +in vec2 texcoord2; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl index 0b362cf46c..481b7a3b1d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/highlightV.glsl @@ -26,10 +26,10 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl index 5190abf17c..633c928e6b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_dir; +out vec3 vary_dir;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl index 5c479d27a9..75ff19e470 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionCubeV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec3 box_center;  uniform vec3 box_size; diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl index 7305065a05..1ff9c347b6 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionSkinnedV.glsl @@ -26,7 +26,7 @@  uniform mat4 projection_matrix;  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl index c26fa08ddc..b44c746fa7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/occlusionV.glsl @@ -25,7 +25,7 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl index f1400c9b44..a85d055a5b 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterF.glsl @@ -23,20 +23,16 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D tex0;  uniform float tolerance; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()   { -	frag_color = texture2D(tex0, vary_texcoord0.xy); +	frag_color = texture(tex0, vary_texcoord0.xy);  	if(frag_color[0] + frag_color[1] + frag_color[2] < tolerance)  	{ diff --git a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl index a33ef7e92c..1b8411603a 100644 --- a/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/onetexturefilterV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl index 7379360e17..fac22be6de 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingF.glsl @@ -23,13 +23,9 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; +in vec4 vertex_color;  void main()   { diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl index 19fa607307..4f08df839d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingNoNormalV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; +in vec3 position; +in vec4 diffuse_color; -VARYING vec4 vertex_color; +out vec4 vertex_color;  uniform float tint;  uniform float alpha_scale; diff --git a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl index 91f252cf1e..9e77927cb8 100644 --- a/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/pathfindingV.glsl @@ -25,11 +25,11 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; -VARYING vec4 vertex_color; +out vec4 vertex_color;  uniform float tint;  uniform float ambiance; diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index cd5d97c785..9ecdf0bf77 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -31,7 +31,7 @@ out vec4 frag_color;  uniform samplerCubeArray   reflectionProbes;  uniform int sourceIdx; -VARYING vec3 vary_dir; +in vec3 vary_dir;  //uniform float roughness; diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl index 5f5d9396ff..2c31e98838 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenV.glsl @@ -25,9 +25,9 @@  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec3 vary_dir; +out vec3 vary_dir;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl index da02534dbb..a14334fd01 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorF.glsl @@ -23,21 +23,17 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D tex0;  uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()   { -	float alpha = texture2D(tex0, vary_texcoord0.xy).a * color.a; +	float alpha = texture(tex0, vary_texcoord0.xy).a * color.a;  	frag_color = vec4(color.rgb, alpha);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl index f33115d78d..b280fcdc15 100644 --- a/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/solidcolorV.glsl @@ -25,10 +25,10 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl index 6eeb2596b2..6d51b898b7 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareF.glsl @@ -23,11 +23,7 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D tex0;  uniform sampler2D tex1; @@ -36,12 +32,12 @@ uniform float dither_scale;  uniform float dither_scale_s;  uniform float dither_scale_t; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1;  void main()   { -	frag_color = abs(texture2D(tex0, vary_texcoord0.xy) - texture2D(tex1, vary_texcoord0.xy)); +	frag_color = abs(texture(tex0, vary_texcoord0.xy) - texture(tex1, vary_texcoord0.xy));  	vec2 dither_coord;  	dither_coord[0] = vary_texcoord0[0] * dither_scale_s; diff --git a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl index 67c6674f0c..a103bff12d 100644 --- a/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/twotexturecompareV.glsl @@ -25,12 +25,12 @@  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 299bfb72aa..a29b848253 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -23,18 +23,14 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +in vec2 vary_texcoord0; +in vec4 vertex_color;  void main()   { -	frag_color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy); +	frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy);  } diff --git a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl index 220dafef25..91a846b9fa 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiV.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiV.glsl @@ -26,12 +26,12 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec4 diffuse_color; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl index eaf0f71b41..6535c0835e 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskF.glsl @@ -23,19 +23,15 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void default_lighting()   { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index fc76c0cc00..4dc67028d5 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -23,11 +23,7 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha; @@ -36,12 +32,12 @@ uniform sampler2D diffuseMap;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void default_lighting()   { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	vec4 color = texture(diffuseMap,vary_texcoord0.xy);  	if (color.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl index 6b86d717da..2d1c7dadb0 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightF.glsl @@ -23,14 +23,10 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec3 atmosLighting(vec3 light);  vec3 scaleSoftClip(vec3 light); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl index 59c1bc1446..cea08ecffd 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightNonIndexedF.glsl @@ -23,14 +23,10 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  uniform sampler2D diffuseMap; @@ -39,7 +35,7 @@ vec3 scaleSoftClip(vec3 light);  void default_lighting()   { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; +	vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 7da8e9054a..670b3ddaf1 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -23,19 +23,15 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void default_lighting_water()  { diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index f767c17f86..2e5ed57014 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -23,11 +23,7 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha; @@ -36,12 +32,12 @@ uniform sampler2D diffuseMap;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void default_lighting_water()  { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	vec4 color = texture(diffuseMap,vary_texcoord0.xy);  	if (color.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl index 2530bdcc74..09b4a6e317 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterF.glsl @@ -23,14 +23,10 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec3 atmosLighting(vec3 light);  vec4 applyWaterFog(vec4 color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl index 7f112d7435..4888fa547c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterNonIndexedF.glsl @@ -23,14 +23,10 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  uniform sampler2D diffuseMap; @@ -39,7 +35,7 @@ vec4 applyWaterFog(vec4 color);  void default_lighting_water()  { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; +	vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;  	color.rgb = atmosLighting(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl index 1deb374cd0..67c99530e3 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpF.glsl @@ -23,22 +23,18 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D texture0;  uniform sampler2D texture1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord0; +in vec2 vary_texcoord1;  void main()   { -	float tex0 = texture2D(texture0, vary_texcoord0.xy).a; -	float tex1 = texture2D(texture1, vary_texcoord1.xy).a; +	float tex0 = texture(texture0, vary_texcoord0.xy).a; +	float tex1 = texture(texture1, vary_texcoord1.xy).a;  	frag_color = max(vec4(tex0+(1.0-tex1)-0.5), vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl index ee9970bc70..7d5417919e 100644 --- a/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/bumpV.glsl @@ -26,12 +26,12 @@  uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; +in vec3 position; +in vec2 texcoord0; +in vec2 texcoord1; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; +out vec2 vary_texcoord0; +out vec2 vary_texcoord1;  #ifdef HAS_SKIN  mat4 getObjectSkinnedTransform(); diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl index 467a9949e4..ff9aaf3357 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorF.glsl @@ -23,21 +23,17 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform float minimum_alpha;  uniform sampler2D diffuseMap; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  void main()  { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); +	vec4 color = texture(diffuseMap,vary_texcoord0.xy);  	if (color.a < minimum_alpha)  	{ diff --git a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl index e90dbb115a..cf3162f5f1 100644 --- a/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/impostorV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  void main()  { diff --git a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl index ca29bf3143..d90f9271dc 100644 --- a/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/indexedTextureV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE int texture_index; +in int texture_index; -VARYING_FLAT int vary_texture_index; +flat out int vary_texture_index;  void passTextureIndex()  { diff --git a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl index 687d6b7482..ec785cd1c0 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewF.glsl @@ -23,19 +23,15 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  void main()  { -	vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color; +	vec4 color = texture(diffuseMap,vary_texcoord0.xy) * vertex_color;  	frag_color = max(color, vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl index b56fc97a85..e3e71202ae 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsF.glsl @@ -23,20 +23,16 @@   * $/LicenseInfo$   */ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseMap;  uniform vec4 color; -VARYING vec2 vary_texcoord0; +in vec2 vary_texcoord0;  //====================================================================================================  void main()  { -    frag_color = max(texture2D(diffuseMap,vary_texcoord0.xy) * color, vec4(0)); +    frag_color = max(texture(diffuseMap,vary_texcoord0.xy) * color, vec4(0));  } diff --git a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl index 913dec83bd..d8c74e8537 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewPhysicsV.glsl @@ -27,10 +27,10 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; +out vec2 vary_texcoord0;  //==================================================================================================== diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl index 5886f47cbc..b474a5803f 100644 --- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl @@ -28,14 +28,14 @@ uniform mat4 texture_matrix0;  uniform mat4 modelview_matrix;  uniform mat4 modelview_projection_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0;  uniform vec4 color; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; diff --git a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl index 22821a2f76..07f5d250cf 100644 --- a/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/simpleNoColorV.glsl @@ -30,12 +30,12 @@ uniform mat4 modelview_projection_matrix;  uniform vec4 color; -ATTRIBUTE vec3 position; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; +in vec3 position; +in vec3 normal; +in vec2 texcoord0; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +out vec4 vertex_color; +out vec2 vary_texcoord0;  vec4 calcLighting(vec3 pos, vec3 norm, vec4 color); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index f4d6eff69e..ae8cd97b18 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -25,19 +25,13 @@  //class2/deferred/alphaF.glsl -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/  #define INDEXED 1  #define NON_INDEXED 2  #define NON_INDEXED_NO_COLOR 3 -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform mat3 env_mat;  uniform vec3 sun_dir; @@ -47,13 +41,13 @@ uniform vec3 moon_dir;  uniform sampler2D diffuseMap;  #endif -VARYING vec3 vary_fragcoord; -VARYING vec3 vary_position; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_norm; +in vec3 vary_fragcoord; +in vec3 vary_position; +in vec2 vary_texcoord0; +in vec3 vary_norm;  #ifdef USE_VERTEX_COLOR -VARYING vec4 vertex_color; //vertex color should be treated as sRGB +in vec4 vertex_color; //vertex color should be treated as sRGB  #endif  #ifdef HAS_ALPHA_MASK @@ -195,7 +189,7 @@ void main()  #endif  #ifdef USE_DIFFUSE_TEX -    vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy); +    vec4 diffuse_tap = texture(diffuseMap,vary_texcoord0.xy);  #endif  #ifdef USE_INDEXED_TEX diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index cd7c005162..7b7b4a040c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -214,7 +214,7 @@ void main()      // emissiveColor is the emissive color factor from GLTF and is already in linear space      vec3 colorEmissive = emissiveColor;      // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear -    colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); +    colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);      // PBR IBL      float gloss      = 1.0 - perceptualRoughness; @@ -305,7 +305,7 @@ void main()      // emissiveColor is the emissive color factor from GLTF and is already in linear space      vec3 colorEmissive = emissiveColor;      // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear -    colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); +    colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);      float a = basecolor.a*vertex_color.a; diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl index 080f622155..60134a7f72 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl @@ -40,7 +40,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; -    glossenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); +    glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);  }  void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv, @@ -63,7 +63,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout      vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));      vec3 env_vec = env_mat * refnormpersp; -    legacyenv = srgb_to_linear(textureCube(environmentMap, env_vec).rgb); +    legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);      glossenv = legacyenv;  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index 1e7ccb747a..d1db6dd943 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -23,11 +23,11 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord;  // forwards  void setAtmosAttenuation(vec3 c); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl index e1cbfcce1a..1ea57516a4 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl @@ -23,20 +23,14 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  //class 2, shadows, no SSAO  // Inputs -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  uniform vec3 sun_dir;  uniform float shadow_bias; diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl index 99a26a050d..0126e09d4c 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl @@ -22,20 +22,14 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  //class 2 -- shadows and SSAO  // Inputs -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  vec4 getPosition(vec2 pos_screen);  vec3 getNorm(vec2 pos_screen); diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl index 3dfca0f655..5ae7f2c571 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec2 vary_fragcoord; +out vec2 vary_fragcoord;  uniform vec2 screen_res; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index 4c418e414f..3773f191e8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -23,7 +23,7 @@   * $/LicenseInfo$   */ -// VARYING param funcs +// out param funcs  uniform vec3 sun_dir; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 07733bda18..34669a6796 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -24,8 +24,8 @@   */ -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation;  vec3 getSunlitColor()  { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 31109aed31..1b854d80b3 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -24,8 +24,8 @@   */ -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation;  vec3 additive_color;  vec3 atmos_attenuation; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl index 22e16b7e0f..7a6741fe0e 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterF.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +in vec3 vary_PositionEye; +in vec3 vary_AdditiveColor; +in vec3 vary_AtmosAttenuation;  vec3 getSunlitColor()  { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl index 0f2a3ee527..23c3aed4d8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsWaterV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -VARYING vec3 vary_PositionEye; -VARYING vec3 vary_AdditiveColor; -VARYING vec3 vary_AtmosAttenuation; +out vec3 vary_PositionEye; +out vec3 vary_AdditiveColor; +out vec3 vary_AtmosAttenuation;  vec3 atmos_attenuation;  vec3 sunlit_color; diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index f1b1997c43..1c79748b49 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -25,21 +25,17 @@  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  #ifndef HAS_DIFFUSE_LOOKUP  uniform sampler2D diffuseMap;  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec3 vary_texcoord1; -VARYING vec3 vary_position; +in vec4 vertex_color; +in vec2 vary_texcoord0; +in vec3 vary_texcoord1; +in vec3 vary_position;  uniform samplerCube environmentMap; @@ -62,7 +58,7 @@ void main()  #ifdef HAS_DIFFUSE_LOOKUP  	vec4 color = diffuseLookup(vary_texcoord0.xy);  #else -	vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); +	vec4 color = texture(diffuseMap, vary_texcoord0.xy);  #endif  	color.rgb *= vertex_color.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index e5341386bd..77e3b92385 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -52,11 +52,7 @@ vec3 legacy_adjust(vec3 c);  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  #ifdef HAS_SUN_SHADOW  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -77,9 +73,9 @@ uniform mat3 env_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord; -VARYING vec3 vary_position; +in vec3 vary_position;  uniform mat4 proj_mat;  uniform mat4 inv_proj; @@ -167,7 +163,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da); +                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt / (nh*da);                  vec3 speccol = lit*scol*light_col.rgb*spec.rgb;                  speccol = clamp(speccol, vec3(0), vec3(1));                  col += speccol; @@ -184,11 +180,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  }  #else -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_data[4]; -#else -#define frag_data gl_FragData -#endif  #endif  uniform sampler2D diffuseMap;  //always in sRGB space @@ -200,7 +192,7 @@ uniform sampler2D bumpMap;  #ifdef HAS_SPECULAR_MAP  uniform sampler2D specularMap; -VARYING vec2 vary_texcoord2; +in vec2 vary_texcoord2;  #endif  uniform float env_intensity; @@ -214,13 +206,13 @@ uniform float minimum_alpha;  in vec3 vary_normal;  in vec3 vary_tangent;  flat in float vary_sign; -VARYING vec2 vary_texcoord1; +in vec2 vary_texcoord1;  #else -VARYING vec3 vary_normal; +in vec3 vary_normal;  #endif -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; +in vec4 vertex_color; +in vec2 vary_texcoord0;  vec2 encode_normal(vec3 n); @@ -228,7 +220,7 @@ vec2 encode_normal(vec3 n);  vec3 getNormal(inout float glossiness)  {  #ifdef HAS_NORMAL_MAP -	vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy); +	vec4 vNt = texture(bumpMap, vary_texcoord1.xy);      glossiness *= vNt.a;  	vNt.xyz = vNt.xyz * 2 - 1;      float sign = vary_sign; @@ -247,7 +239,7 @@ vec3 getNormal(inout float glossiness)  vec4 getSpecular()  {  #ifdef HAS_SPECULAR_MAP -    vec4 spec = texture2D(specularMap, vary_texcoord2.xy); +    vec4 spec = texture(specularMap, vary_texcoord2.xy);      spec.rgb *= specular_color.rgb;  #else      vec4 spec = vec4(specular_color.rgb, 1.0); @@ -301,7 +293,7 @@ void main()      waterClip();      // diffcol == diffuse map combined with vertex color -    vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 diffcol = texture(diffuseMap, vary_texcoord0.xy);  	diffcol.rgb *= vertex_color.rgb;      alphaMask(diffcol.a); @@ -364,7 +356,7 @@ void main()      if (glossiness > 0.0)  // specular reflection      {          float sa        = dot(normalize(refnormpersp), light_dir.xyz); -        vec3  dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r); +        vec3  dumbshiny = sunlit_linear * shadow * (texture(lightFunc, vec2(sa, glossiness)).r);          // add the two types of shiny together          vec3 spec_contrib = dumbshiny * spec.rgb; @@ -395,7 +387,7 @@ void main()              float gtdenom = 2 * nh;              float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); -            float scol = shadow*fres*texture2D(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl); +            float scol = shadow*fres*texture(lightFunc, vec2(nh, glossiness)).r*gt/(nh*nl);              color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;          } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 2da177ea7e..2a096a98ec 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D depthMap;  uniform sampler2D diffuseRect; @@ -49,7 +43,7 @@ uniform vec2  screen_res;  uniform float far_z;  uniform mat4  inv_proj; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord;  void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);  float calcLegacyDistanceAttenuation(float distance, float falloff); @@ -88,15 +82,15 @@ void main()      vec3 n;      vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() -    vec4 spec    = texture2D(specularRect, tc); -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; +    vec4 spec    = texture(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb;      vec3  h, l, v = -normalize(pos);      float nh, nv, vh, lightDist;      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -167,7 +161,7 @@ void main()                          if (nh > 0.0)                          { -                            float scol = fres * texture2D(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl); +                            float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl);                              col += lit * scol * light_col[i].rgb * spec.rgb;                          }                      } diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl index 831b3b2684..c2b9ed3d96 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightV.glsl @@ -23,9 +23,9 @@   * $/LicenseInfo$   */ -ATTRIBUTE vec3 position; +in vec3 position; -VARYING vec4 vary_fragcoord; +out vec4 vary_fragcoord;  void main()  { diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 33715d4d87..23120bbbbe 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -23,16 +23,9 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  /*[EXTRA_CODE_HERE]*/ -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -67,7 +60,7 @@ uniform float size;  uniform vec3 color;  uniform float falloff; -VARYING vec4 vary_fragcoord; +in vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -118,7 +111,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2D(lightMap, tc); +        vec4 shd = texture(lightMap, tc);          shadow = (proj_shadow_idx==0)?shd.b:shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0);         @@ -139,8 +132,8 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; -    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(specularRect, tc);      vec3 dlit    = vec3(0, 0, 0);      vec3 slit    = vec3(0, 0, 0); @@ -148,7 +141,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -223,7 +216,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  vec3 speccol = dlit*scol*spec.rgb*shadow;                  speccol = clamp(speccol, vec3(0), vec3(1));                  final_color += speccol; diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 7724a6cac9..42ba96148c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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 sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -48,8 +42,8 @@ uniform vec3 color;  uniform float falloff;  uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +in vec4 vary_fragcoord; +in vec3 trans_center;  uniform vec2 screen_res; @@ -83,8 +77,8 @@ void main()      vec3 n;      vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG() -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; -    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(specularRect, tc);      // Common half vectors calcs      vec3  lv = trans_center.xyz-pos; @@ -101,7 +95,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb;  +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;           vec3 orm = spec.rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -141,7 +135,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  final_color += lit*scol*color.rgb*spec.rgb;              }          } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl index d42c8f6cf6..8d23f1b427 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightV.glsl @@ -26,13 +26,13 @@  uniform mat4 modelview_projection_matrix;  uniform mat4 modelview_matrix; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec3 center;  uniform float size; -VARYING vec4 vary_fragcoord; -VARYING vec3 trans_center; +out vec4 vary_fragcoord; +out vec3 trans_center;  void main()  { diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl index f1865a77e2..02e724c155 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostF.glsl @@ -23,15 +23,9 @@   * $/LicenseInfo$   */ -#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; @@ -39,8 +33,8 @@ uniform mat4 inv_proj;  uniform float zNear;  uniform float zFar; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +in vec2 vary_fragcoord; +in vec3 camera_ray;  uniform sampler2D specularRect;  uniform sampler2D diffuseRect; @@ -67,10 +61,10 @@ void main()      vec3 n;      vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()      vec3 pos = getPositionWithDepth(tc, getDepth(tc)).xyz; -    vec4 spec    = texture2D(specularRect, tc); +    vec4 spec    = texture(specularRect, tc);      vec2 hitpixel; -    vec4 diffuse = texture2D(diffuseRect, tc); +    vec4 diffuse = texture(diffuseRect, tc);      vec3 specCol = spec.rgb;      vec4 fcol = texture(diffuseMap, tc); diff --git a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl index b084094d4d..f7e7268cc3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/screenSpaceReflPostV.glsl @@ -26,12 +26,12 @@  uniform mat4 projection_matrix;  uniform mat4 inv_proj; -ATTRIBUTE vec3 position; +in vec3 position;  uniform vec2 screen_res; -VARYING vec2 vary_fragcoord; -VARYING vec3 camera_ray; +out vec2 vary_fragcoord; +out vec3 camera_ray;  void main() diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index a8d61afeca..2f3efaa94a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,19 +23,12 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  #define FLT_MAX 3.402823466e+38  #define REFMAP_COUNT 256  #define REF_SAMPLE_COUNT 64 //maximum number of samples to consider -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -60,7 +53,7 @@ uniform mat3 env_mat;  uniform vec3 sun_dir;  uniform vec3 moon_dir;  uniform int  sun_up_factor; -VARYING vec2 vary_fragcoord; +in vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; @@ -127,16 +120,16 @@ void main()      vec2  tc           = vary_fragcoord.xy;      float depth        = getDepth(tc.xy);      vec4  pos          = getPositionWithDepth(tc, depth); -    vec4  norm         = texture2D(normalMap, tc); +    vec4  norm         = texture(normalMap, tc);      float envIntensity = norm.z;      norm.xyz           = getNorm(tc);      vec3  light_dir   = (sun_up_factor == 1) ? sun_dir : moon_dir; -    vec4 baseColor     = texture2D(diffuseRect, tc); -    vec4 spec        = texture2D(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive +    vec4 baseColor     = texture(diffuseRect, tc); +    vec4 spec        = texture(specularRect, vary_fragcoord.xy); // NOTE: PBR linear Emissive  #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) -    vec2 scol_ambocc = texture2D(lightMap, vary_fragcoord.xy).rg; +    vec2 scol_ambocc = texture(lightMap, vary_fragcoord.xy).rg;  #endif  #if defined(HAS_SUN_SHADOW) @@ -180,12 +173,12 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 orm = texture2D(specularRect, tc).rgb;  +        vec3 orm = texture(specularRect, tc).rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b;          float ao = orm.r * ambocc; -        vec3 colorEmissive = texture2D(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;          // PBR IBL          float gloss      = 1.0 - perceptualRoughness; @@ -211,7 +204,7 @@ void main()      else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))      {          //should only be true of WL sky, just port over base color value -        color = texture2D(emissiveRect, tc).rgb; +        color = texture(emissiveRect, tc).rgb;          color = srgb_to_linear(color);          if (sun_up_factor > 0)          { @@ -263,7 +256,7 @@ void main()                  float gtdenom = 2 * nh;                  float gt = max(0,(min(gtdenom * nv / vh, gtdenom * nl / vh))); -                scol *= fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                scol *= fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  color.rgb += lit*scol*sunlit_linear.rgb*spec.rgb;              } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index f2ab585716..1ea801d7d7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -23,9 +23,6 @@   * $/LicenseInfo$   */ -#extension GL_ARB_texture_rectangle : enable -#extension GL_ARB_shader_texture_lod : enable -  /*[EXTRA_CODE_HERE]*/  #define DEBUG_ANY_LIGHT_TYPE         0 // Output green light cone @@ -38,11 +35,7 @@  #define DEBUG_SPOT_NL                  0 // monochome area effected by light  #define DEBUG_SPOT_ZERO                0 // Output zero for spotlight -#ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; -#else -#define frag_color gl_FragColor -#endif  uniform sampler2D diffuseRect;  uniform sampler2D specularRect; @@ -75,8 +68,8 @@ uniform float size;  uniform vec3 color;  uniform float falloff; -VARYING vec3 trans_center; -VARYING vec4 vary_fragcoord; +in vec3 trans_center; +in vec4 vary_fragcoord;  uniform vec2 screen_res;  uniform mat4 inv_proj; @@ -126,7 +119,7 @@ void main()      if (proj_shadow_idx >= 0)      { -        vec4 shd = texture2D(lightMap, tc); +        vec4 shd = texture(lightMap, tc);          shadow = (proj_shadow_idx == 0) ? shd.b : shd.a;          shadow += shadow_fade;          shadow = clamp(shadow, 0.0, 1.0); @@ -147,15 +140,15 @@ void main()      float nh, nl, nv, vh, lightDist;      calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); -    vec3 diffuse = texture2D(diffuseRect, tc).rgb; -    vec4 spec    = texture2D(specularRect, tc); +    vec3 diffuse = texture(diffuseRect, tc).rgb; +    vec4 spec    = texture(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 = texture2D(emissiveRect, tc).rgb; +        vec3 colorEmissive = texture(emissiveRect, tc).rgb;          vec3 orm = spec.rgb;           float perceptualRoughness = orm.g;          float metallic = orm.b; @@ -231,7 +224,7 @@ void main()              if (nh > 0.0)              { -                float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl); +                float scol = fres*texture(lightFunc, vec2(nh, spec.a)).r*gt/(nh*nl);                  vec3 speccol = dlit*scol*spec.rgb*shadow;                  speccol = clamp(speccol, vec3(0), vec3(1));                  final_color += speccol; diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 21c30012ab..e99ad5b474 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -50,9 +50,9 @@ uniform float waterFogKS;  uniform vec2 screenRes;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit); @@ -62,9 +62,9 @@ void main()  	vec4 color;      //get detail normals -	vec3 wave1 = texture2D(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; -	vec3 wave2 = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -	vec3 wave3 = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;     +	vec3 wave1 = texture(bumpMap, vec2(refCoord.w, view.w)).xyz*2.0-1.0; +	vec3 wave2 = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; +	vec3 wave3 = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;      	vec3 wavef = normalize(wave1+wave2+wave3);  	//figure out distortion vector (ripply)    @@ -72,7 +72,7 @@ void main()  	distort = distort+wavef.xy*refScale;  #ifdef TRANSPARENT_WATER -	vec4 fb = texture2D(screenTex, distort); +	vec4 fb = texture(screenTex, distort);  #else      vec4 fb = vec4(waterFogColorLinear, 0.0);  #endif diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 3d4f4fc17b..8fee259933 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear;  //bigWave is (refCoord.w, view.w); -VARYING vec4 refCoord; -VARYING vec4 littleWave; -VARYING vec4 view; +in vec4 refCoord; +in vec4 littleWave; +in vec4 view;  in vec3 vary_position;  in vec3 vary_normal;  in vec3 vary_tangent; @@ -144,12 +144,12 @@ void main()      //get wave normals      vec2 bigwave = vec2(refCoord.w, view.w);      vec3 wave1_a = texture(bumpMap, bigwave, -2      ).xyz*2.0-1.0; -    vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0; +    vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;      vec3 wave1_b = texture(bumpMap2, bigwave      ).xyz*2.0-1.0; -    vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0; -    vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0; +    vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0; +    vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;      //wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1); @@ -210,16 +210,16 @@ void main()      vec3 sunlit_linear = srgb_to_linear(sunlit);  #ifdef TRANSPARENT_WATER -    vec4 fb = texture2D(screenTex, distort2); -    float depth = texture2D(screenDepth, distort2).r; +    vec4 fb = texture(screenTex, distort2); +    float depth = texture(screenDepth, distort2).r;      vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));      if (refPos.z > pos.z-0.05)      {          //we sampled an above water sample, don't distort          distort2 = distort; -        fb = texture2D(screenTex, distort2); -        depth = texture2D(screenDepth, distort2).r; +        fb = texture(screenTex, distort2); +        depth = texture(screenDepth, distort2).r;          refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));      } diff --git a/indra/newview/lldrawable.h b/indra/newview/lldrawable.h index cdd8ae88bb..5ab1f52439 100644 --- a/indra/newview/lldrawable.h +++ b/indra/newview/lldrawable.h @@ -257,8 +257,7 @@ public:  	typedef enum e_drawable_flags  	{ - 		IN_REBUILD_Q1	= 0x00000001, - 		IN_REBUILD_Q2	= 0x00000002, + 		IN_REBUILD_Q	= 0x00000001,  		EARLY_MOVE		= 0x00000004,  		MOVE_UNDAMPED	= 0x00000008,  		ON_MOVE_LIST	= 0x00000010, diff --git a/indra/newview/llflexibleobject.cpp b/indra/newview/llflexibleobject.cpp index c9370b49f1..e935bc5553 100644 --- a/indra/newview/llflexibleobject.cpp +++ b/indra/newview/llflexibleobject.cpp @@ -366,7 +366,7 @@ void LLVolumeImplFlexible::doIdleUpdate()  				if	(visible)  				{ -					if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1) && +					if (!drawablep->isState(LLDrawable::IN_REBUILD_Q) &&  						pixel_area > 256.f)  					{  						U32 id; diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp index ed1c7c8dea..978cb78083 100644 --- a/indra/newview/llspatialpartition.cpp +++ b/indra/newview/llspatialpartition.cpp @@ -3107,22 +3107,6 @@ public:  				renderNormals(drawable);  			} -			if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_BUILD_QUEUE)) -			{ -				if (drawable->isState(LLDrawable::IN_REBUILD_Q2)) -				{ -					gGL.diffuseColor4f(0.6f, 0.6f, 0.1f, 1.f); -					const LLVector4a* ext = drawable->getSpatialExtents(); -					LLVector4a center; -					center.setAdd(ext[0], ext[1]); -					center.mul(0.5f); -					LLVector4a size; -					size.setSub(ext[1], ext[0]); -					size.mul(0.5f); -					drawBoxOutline(center, size); -				} -			} -              if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_AREA))              {                  setTextureAreaDebugText(drawable); @@ -3452,14 +3436,12 @@ void LLSpatialPartition::renderDebug()  									  LLPipeline::RENDER_DEBUG_BBOXES |  									  LLPipeline::RENDER_DEBUG_NORMALS |  									  LLPipeline::RENDER_DEBUG_POINTS | -									  //LLPipeline::RENDER_DEBUG_TEXTURE_PRIORITY |                                        LLPipeline::RENDER_DEBUG_TEXTURE_AREA |  									  LLPipeline::RENDER_DEBUG_TEXTURE_ANIM |  									  LLPipeline::RENDER_DEBUG_RAYCAST |  									  LLPipeline::RENDER_DEBUG_AVATAR_VOLUME |  									  LLPipeline::RENDER_DEBUG_AVATAR_JOINTS |  									  LLPipeline::RENDER_DEBUG_AGENT_TARGET | -									  //LLPipeline::RENDER_DEBUG_BUILD_QUEUE |  									  LLPipeline::RENDER_DEBUG_SHADOW_FRUSTA |  									  LLPipeline::RENDER_DEBUG_TEXEL_DENSITY))  	{ diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp index 5105ec835b..04ca62e0ec 100644 --- a/indra/newview/llviewerdisplay.cpp +++ b/indra/newview/llviewerdisplay.cpp @@ -998,8 +998,6 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)  		LLSpatialGroup::sNoDelete = FALSE;  		gPipeline.clearReferences(); - -		gPipeline.rebuildGroups();  	}  	LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats"); @@ -1130,8 +1128,6 @@ void display_cube_face()      LLSpatialGroup::sNoDelete = FALSE;      gPipeline.clearReferences(); - -    gPipeline.rebuildGroups();  }  void render_hud_attachments() diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp index d4dc813bba..d0acac858c 100644 --- a/indra/newview/llviewermenu.cpp +++ b/indra/newview/llviewermenu.cpp @@ -1028,10 +1028,6 @@ U64 info_display_from_string(std::string info_display)  	{  		return LLPipeline::RENDER_DEBUG_LOD_INFO;  	} -	else if ("build queue" == info_display) -	{ -		return LLPipeline::RENDER_DEBUG_BUILD_QUEUE; -	}  	else if ("lights" == info_display)  	{  		return LLPipeline::RENDER_DEBUG_LIGHTS; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 9960ce7bd0..2687ccfae2 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -338,7 +338,6 @@ LLPipeline::LLPipeline() :  	mOldRenderDebugMask(0),  	mMeshDirtyQueryObject(0),  	mGroupQ1Locked(false), -	mGroupQ2Locked(false),  	mResetVertexBuffers(false),  	mLastRebuildPool(NULL),  	mLightMask(0), @@ -557,7 +556,6 @@ void LLPipeline::cleanup()  	assertInitialized();  	mGroupQ1.clear() ; -	mGroupQ2.clear() ;  	for(pool_set_t::iterator iter = mPools.begin();  		iter != mPools.end(); ) @@ -2513,33 +2511,6 @@ void LLPipeline::clearRebuildGroups()  	// Copy the saved HUD groups back in  	mGroupQ1.assign(hudGroups.begin(), hudGroups.end());  	mGroupQ1Locked = false; - -	// Clear the HUD groups -	hudGroups.clear(); - -	mGroupQ2Locked = true; -	for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); -		 iter != mGroupQ2.end(); ++iter) -	{ -		LLSpatialGroup* group = *iter; - -		// If the group contains HUD objects, save the group -		if (group->isHUDGroup()) -		{ -			hudGroups.push_back(group); -		} -		// Else, no HUD objects so clear the build state -		else -		{ -			group->clearState(LLSpatialGroup::IN_BUILD_Q2); -		} -	}	 -	// Clear the group -	mGroupQ2.clear(); - -	// Copy the saved HUD groups back in -	mGroupQ2.assign(hudGroups.begin(), hudGroups.end()); -	mGroupQ2Locked = false;  }  void LLPipeline::clearRebuildDrawables() @@ -2551,24 +2522,11 @@ void LLPipeline::clearRebuildDrawables()  		LLDrawable* drawablep = *iter;  		if (drawablep && !drawablep->isDead())  		{ -			drawablep->clearState(LLDrawable::IN_REBUILD_Q2); -			drawablep->clearState(LLDrawable::IN_REBUILD_Q1); +			drawablep->clearState(LLDrawable::IN_REBUILD_Q);  		}  	}  	mBuildQ1.clear(); -	// clear drawables on the non-priority build queue -	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); -		 iter != mBuildQ2.end(); ++iter) -	{ -		LLDrawable* drawablep = *iter; -		if (!drawablep->isDead()) -		{ -			drawablep->clearState(LLDrawable::IN_REBUILD_Q2); -		} -	}	 -	mBuildQ2.clear(); -	  	//clear all moving bridges  	for (LLDrawable::drawable_vector_t::iterator iter = mMovedBridge.begin();  		 iter != mMovedBridge.end(); ++iter) @@ -2622,52 +2580,6 @@ void LLPipeline::rebuildPriorityGroups()  } -void LLPipeline::rebuildGroups() -{ -	if (mGroupQ2.empty() || gCubeSnapshot) -	{ -		return; -	} - -    LL_PROFILE_ZONE_SCOPED_CATEGORY_PIPELINE; -	mGroupQ2Locked = true; -	// Iterate through some drawables on the non-priority build queue -	S32 size = (S32) mGroupQ2.size(); -	S32 min_count = llclamp((S32) ((F32) (size * size)/4096*0.25f), 1, size); -			 -	S32 count = 0; -	 -	std::sort(mGroupQ2.begin(), mGroupQ2.end(), LLSpatialGroup::CompareUpdateUrgency()); - -	LLSpatialGroup::sg_vector_t::iterator iter; -	LLSpatialGroup::sg_vector_t::iterator last_iter = mGroupQ2.begin(); - -	for (iter = mGroupQ2.begin(); -		 iter != mGroupQ2.end() && count <= min_count; ++iter) -	{ -		LLSpatialGroup* group = *iter; -		last_iter = iter; - -		if (!group->isDead()) -		{ -			group->rebuildGeom(); -			 -			if (group->getSpatialPartition()->mRenderByGroup) -			{ -				count++; -			} -		} - -		group->clearState(LLSpatialGroup::IN_BUILD_Q2); -	}	 - -	mGroupQ2.erase(mGroupQ2.begin(), ++last_iter); - -	mGroupQ2Locked = false; - -	updateMovedList(mMovedBridge); -} -  void LLPipeline::updateGeom(F32 max_dtime)  {  	LLTimer update_timer; @@ -2693,16 +2605,6 @@ void LLPipeline::updateGeom(F32 max_dtime)  		LLDrawable* drawablep = *curiter;  		if (drawablep && !drawablep->isDead())  		{ -			if (drawablep->isState(LLDrawable::IN_REBUILD_Q2)) -			{ -				drawablep->clearState(LLDrawable::IN_REBUILD_Q2); -				LLDrawable::drawable_list_t::iterator find = std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep); -				if (find != mBuildQ2.end()) -				{ -					mBuildQ2.erase(find); -				} -			} -  			if (drawablep->isUnload())  			{  				drawablep->unload(); @@ -2711,7 +2613,7 @@ void LLPipeline::updateGeom(F32 max_dtime)  			if (updateDrawableGeom(drawablep, TRUE))  			{ -				drawablep->clearState(LLDrawable::IN_REBUILD_Q1); +				drawablep->clearState(LLDrawable::IN_REBUILD_Q);  				mBuildQ1.erase(curiter);  			}  		} @@ -2720,54 +2622,6 @@ void LLPipeline::updateGeom(F32 max_dtime)  			mBuildQ1.erase(curiter);  		}  	} -		 -	// Iterate through some drawables on the non-priority build queue -	S32 min_count = 16; -	S32 size = (S32) mBuildQ2.size(); -	if (size > 1024) -	{ -		min_count = llclamp((S32) (size * (F32) size/4096), 16, size); -	} -		 -	S32 count = 0; -	 -	max_dtime = llmax(update_timer.getElapsedTimeF32()+0.001f, F32SecondsImplicit(max_dtime)); -	LLSpatialGroup* last_group = NULL; -	LLSpatialBridge* last_bridge = NULL; - -	for (LLDrawable::drawable_list_t::iterator iter = mBuildQ2.begin(); -		 iter != mBuildQ2.end(); ) -	{ -		LLDrawable::drawable_list_t::iterator curiter = iter++; -		LLDrawable* drawablep = *curiter; - -		LLSpatialBridge* bridge = drawablep->isRoot() ? drawablep->getSpatialBridge() : -									drawablep->getParent()->getSpatialBridge(); - -		if (drawablep->getSpatialGroup() != last_group &&  -			(!last_bridge || bridge != last_bridge) && -			(update_timer.getElapsedTimeF32() >= max_dtime) && count > min_count) -		{ -			break; -		} - -		//make sure updates don't stop in the middle of a spatial group -		//to avoid thrashing (objects are enqueued by group) -		last_group = drawablep->getSpatialGroup(); -		last_bridge = bridge; - -		bool update_complete = true; -		if (!drawablep->isDead()) -		{ -			update_complete = updateDrawableGeom(drawablep, FALSE); -			count++; -		} -		if (update_complete) -		{ -			drawablep->clearState(LLDrawable::IN_REBUILD_Q2); -			mBuildQ2.erase(curiter); -		} -	}	  	updateMovedList(mMovedBridge);  } @@ -2992,10 +2846,10 @@ void LLPipeline::markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags f  {  	if (drawablep && !drawablep->isDead() && assertInitialized())  	{ -		if (!drawablep->isState(LLDrawable::IN_REBUILD_Q1)) +		if (!drawablep->isState(LLDrawable::IN_REBUILD_Q))  		{  			mBuildQ1.push_back(drawablep); -			drawablep->setState(LLDrawable::IN_REBUILD_Q1); // mark drawable as being in priority queue +			drawablep->setState(LLDrawable::IN_REBUILD_Q); // mark drawable as being in priority queue  		}          if (flag & (LLDrawable::REBUILD_VOLUME | LLDrawable::REBUILD_POSITION)) @@ -4837,63 +4691,6 @@ void LLPipeline::renderDebug()  		}  	} -	if (mRenderDebugMask & LLPipeline::RENDER_DEBUG_BUILD_QUEUE) -	{ -		U32 count = 0; -		U32 size = mGroupQ2.size(); -		LLColor4 col; - -		LLVertexBuffer::unbind(); -		LLGLEnable blend(GL_BLEND); -		gGL.setSceneBlendType(LLRender::BT_ALPHA); -		LLGLDepthTest depth(GL_TRUE, GL_FALSE); -		gGL.getTexUnit(0)->bind(LLViewerFetchedTexture::sWhiteImagep); -		 -		gGL.pushMatrix(); -		gGL.loadMatrix(gGLModelView); -		gGLLastMatrix = NULL; - -		for (LLSpatialGroup::sg_vector_t::iterator iter = mGroupQ2.begin(); iter != mGroupQ2.end(); ++iter) -		{ -			LLSpatialGroup* group = *iter; -			if (group->isDead()) -			{ -				continue; -			} - -			LLSpatialBridge* bridge = group->getSpatialPartition()->asBridge(); - -			if (bridge && (!bridge->mDrawable || bridge->mDrawable->isDead())) -			{ -				continue; -			} - -			if (bridge) -			{ -				gGL.pushMatrix(); -				gGL.multMatrix((F32*)bridge->mDrawable->getRenderMatrix().mMatrix); -			} - -			F32 alpha = llclamp((F32) (size-count)/size, 0.f, 1.f); - -			 -			LLVector2 c(1.f-alpha, alpha); -			c.normVec(); - -			 -			++count; -			col.set(c.mV[0], c.mV[1], 0, alpha*0.5f+0.5f); -			group->drawObjectBox(col); - -			if (bridge) -			{ -				gGL.popMatrix(); -			} -		} - -		gGL.popMatrix(); -	} -  	gGL.flush();  	gUIProgram.unbind();  } @@ -5992,11 +5789,7 @@ void LLPipeline::findReferences(LLDrawable *drawablep)  	{  		LL_INFOS() << "In mBuildQ1" << LL_ENDL;  	} -	if (std::find(mBuildQ2.begin(), mBuildQ2.end(), drawablep) != mBuildQ2.end()) -	{ -		LL_INFOS() << "In mBuildQ2" << LL_ENDL; -	} - +	  	S32 count;  	count = gObjectList.findReferences(drawablep); diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h index 3b6a11b378..6b367d3d73 100644 --- a/indra/newview/pipeline.h +++ b/indra/newview/pipeline.h @@ -599,7 +599,6 @@ public:  		RENDER_DEBUG_SCULPTED           =  0x00080000,  		RENDER_DEBUG_AVATAR_VOLUME      =  0x00100000,  		RENDER_DEBUG_AVATAR_JOINTS      =  0x00200000, -		RENDER_DEBUG_BUILD_QUEUE		=  0x00400000,  		RENDER_DEBUG_AGENT_TARGET       =  0x00800000,  		RENDER_DEBUG_UPDATE_TYPE		=  0x01000000,  		RENDER_DEBUG_PHYSICS_SHAPES     =  0x02000000, @@ -821,9 +820,7 @@ protected:  	// Different queues of drawables being processed.  	//  	LLDrawable::drawable_list_t 	mBuildQ1; // priority -	LLDrawable::drawable_list_t 	mBuildQ2; // non-priority  	LLSpatialGroup::sg_vector_t		mGroupQ1; //priority -	LLSpatialGroup::sg_vector_t		mGroupQ2; // non-priority  	LLSpatialGroup::sg_vector_t		mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref @@ -832,7 +829,6 @@ protected:  	LLDrawable::drawable_list_t		mPartitionQ; //drawables that need to update their spatial partition radius  -	bool mGroupQ2Locked;  	bool mGroupQ1Locked;  	bool mResetVertexBuffers; //if true, clear vertex buffers on next update diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml index df067d2b88..3164c3e124 100644 --- a/indra/newview/skins/default/xui/en/menu_viewer.xml +++ b/indra/newview/skins/default/xui/en/menu_viewer.xml @@ -2924,16 +2924,6 @@ function="World.EnvPreset"             parameter="triangle count" />          </menu_item_check>          <menu_item_check -         label="Build Queue" -         name="Build Queue"> -          <menu_item_check.on_check -           function="Advanced.CheckInfoDisplay" -           parameter="build queue" /> -          <menu_item_check.on_click -           function="Advanced.ToggleInfoDisplay" -           parameter="build queue" /> -        </menu_item_check> -        <menu_item_check           label="Lights"           name="Lights">            <menu_item_check.on_check | 
