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-rw-r--r--indra/llinventory/llsettingssky.cpp30
-rw-r--r--indra/llinventory/llsettingssky.h3
-rw-r--r--indra/llrender/llrender.cpp1
-rw-r--r--indra/newview/app_settings/settings.xml33
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl83
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl145
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl19
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl21
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl49
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl23
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl7
-rw-r--r--indra/newview/llmachineid.cpp2
-rw-r--r--indra/newview/llsettingsvo.cpp4
-rw-r--r--indra/newview/llviewermenu.cpp21
-rw-r--r--indra/newview/llviewershadermgr.cpp208
-rw-r--r--indra/newview/pipeline.cpp22
-rw-r--r--indra/newview/skins/default/xui/en/menu_viewer.xml30
32 files changed, 599 insertions, 231 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index e02ecc8a33..fecca12905 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1246,6 +1246,17 @@ LLColor4 LLSettingsSky::getTotalAmbient() const
return mTotalAmbient;
}
+LLColor3 LLSettingsSky::getMoonlightColor() const
+{
+ F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f;
+
+ LLColor3 moonlight_a(0.45, 0.45, 0.66);
+ LLColor3 moonlight_b(0.33, 0.33, 1.0);
+
+ LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness);
+ return moonlight;
+}
+
void LLSettingsSky::calculateLightSettings() const
{
// Initialize temp variables
@@ -1278,19 +1289,24 @@ void LLSettingsSky::calculateLightSettings() const
//brightness of surface both sunlight and ambient
// reduce range to 0 - 1 before gamma correct to prevent clipping
// then restore to full 0 - 3 range before storage
- mSunDiffuse = gammaCorrect(componentMult(sunlight * 0.33333f, light_transmittance)) * 3.0f;
- mSunAmbient = gammaCorrect(componentMult(tmpAmbient * 0.33333f, light_transmittance)) * 3.0f;
+ //mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
+ //mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance));
+
+ mSunDiffuse = componentMult(sunlight, light_transmittance);
+ mSunAmbient = componentMult(tmpAmbient, light_transmittance);
F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f;
- LLColor3 moonlight_a(0.45, 0.45, 0.66);
- LLColor3 moonlight_b(0.33, 0.33, 1.0);
+ LLColor3 moonlight = getMoonlightColor();
+ LLColor3 moonlight_b(0.33, 0.33, 1.0); // scotopic ambient value
- LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness);
componentMultBy(moonlight, componentExp((light_atten * -1.f) * lighty));
- mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * moon_brightness);
- mMoonAmbient = gammaCorrect(componentMult(moonlight_b, light_transmittance) * 0.0125f);
+ //mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * moon_brightness);
+ //mMoonAmbient = gammaCorrect(componentMult(moonlight_b, light_transmittance) * 0.0125f);
+ mMoonDiffuse = componentMult(moonlight, light_transmittance) * moon_brightness;
+ mMoonAmbient = componentMult(moonlight_b, light_transmittance) * 0.0125f;
+
mTotalAmbient = mSunAmbient;
}
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index ef2a6740f0..92b8a8bd5a 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -282,6 +282,9 @@ public:
LLVector3 getSunDirection() const;
LLVector3 getMoonDirection() const;
+ // color based on brightness
+ LLColor3 getMoonlightColor() const;
+
LLColor4 getMoonAmbient() const;
LLColor3 getMoonDiffuse() const;
LLColor4 getSunAmbient() const;
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c536b403ef..f4b5d88529 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1228,6 +1228,7 @@ void LLRender::syncLightState()
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
+ shader->uniform4fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);
shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);
}
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 28fed67cb2..1138410a07 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -12356,6 +12356,39 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>AmbientDisable</key>
+ <map>
+ <key>Comment</key>
+ <string>If TRUE, ambient light has no effect</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>SunlightDisable</key>
+ <map>
+ <key>Comment</key>
+ <string>If TRUE, sunlight has no effect</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
+ <key>LocalLightDisable</key>
+ <map>
+ <key>Comment</key>
+ <string>If TRUE, local lights have no effect</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>Boolean</string>
+ <key>Value</key>
+ <integer>0</integer>
+ </map>
<key>TextureDiscardLevel</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index b439fbbff6..4a12659d56 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -88,58 +88,49 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- vec4 proj_tc = proj_mat * lp;
-
- //get distance
- float d = length(lv);
- float da = 1.0;
- vec3 col = vec3(0);
- if (proj_tc.z < 0
- || proj_tc.z > 1
- || proj_tc.x < 0
- || proj_tc.x > 1
- || proj_tc.y < 0
- || proj_tc.y > 1)
- {
- return col;
- }
+ //get light vector
+ vec3 lv = lp.xyz-v;
- if (d > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
- vec3 norm = normalize(n);
+la /= 20.0f;
- da = dot(norm, lv);
- da = clamp(da, 0.0, 1.0);
-
- //distance attenuation
- float dist = (la > 0) ? d/la : 1.0f;
- fa += 1.0f;
- float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 0.0f;
- dist_atten *= dist_atten;
- dist_atten *= 2.2f;
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
+
+ vec3 col = vec3(0);
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
- // to match spotLight (but not multiSpotLight) *sigh*
- float lit = max(da * dist_atten,0.0);
+ float lit = max(da * dist_atten,0.0);
+ambiance = 0.0f;
float amb_da = ambiance;
if (lit > 0)
{
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
- amb_da += (da*da*0.5 + 0.5) * ambiance;
}
+ amb_da += (da*da*0.5 + 0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
- col.rgb += amb_da * 0.5 * light_col * diffuse;
+ col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
@@ -217,21 +208,27 @@ void main()
vec4 color = vec4(0.0);
- color.rgb = amblit;
color.a = final_alpha;
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ float ambient_clamp = getAmbientClamp() + 0.1;
+ ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
+#if !defined(AMBIENT_KILL)
+ color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -249,7 +246,7 @@ vec3 post_atmo = color.rgb;
// to linear!
color.rgb = srgb_to_linear(color.rgb);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -260,7 +257,9 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(7)
// sum local light contrib in linear colorspace
+#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
+#endif
// back to sRGB as we're going directly to the final RT post-deferred gamma correction
color.rgb = linear_to_srgb(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 0880a73b26..1c0516923e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -88,17 +88,19 @@ float getAmbientClamp();
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)
{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- float da = 1.0;
+ vec3 col = vec3(0);
+
+la /= 20.0f;
- vec3 col = vec3(0,0,0);
+ //get light vector
+ vec3 lv = lp.xyz-v;
+
+ //get distance
+ float d = length(lv);
+
+ float da = 1.0;
- vec4 proj_tc = proj_mat * lp;
+ /*vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
|| proj_tc.z > 1
@@ -108,76 +110,68 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
|| proj_tc.y > 1)
{
return col;
- }
-
- if (d > 0.0)
- {
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist = (la > 0) ? d/la : 1.0f;
- fa += 1.0f;
- float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
- dist_atten *= dist_atten;
- dist_atten *= 2.2f;
-
- if (dist_atten <= 0)
- {
- return col;
- }
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
-
- //angular attenuation
- da = dot(n, lv);
- da = clamp(da, 0.0, 1.0);
-
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- float lit = max(da * dist_atten, 0.0);
+ }*/
+
+ if (d > 0.0 && la > 0.0 && fa > 0.0)
+ {
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist = d/la;
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0f;
+
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
+
+ //angular attenuation
+ da *= max(dot(n, lv), 0.0);
+
+ float lit = max(da * dist_atten, 0.0);
float amb_da = ambiance;
- if (da > 0)
- {
+ if (lit > 0)
+ {
col = light_col*lit*diffuse;
amb_da += (da*0.5 + 0.5) * ambiance;
- amb_da += (da*da*0.5+0.5) * ambiance;
}
+ amb_da += (da*da*0.5+0.5) * ambiance;
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
- col.rgb += amb_da * 0.25 * light_col * diffuse;
-
- if (spec.a > 0.0)
- {
- //vec3 ref = dot(pos+lv, norm);
- vec3 h = normalize(lv+npos);
- float nh = dot(n, h);
- float nv = dot(n, npos);
- float vh = dot(npos, h);
- float sa = nh;
- float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
-
- float gtdenom = 2 * nh;
- float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
-
- if (nh > 0.0)
- {
- float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
- vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
+ col.rgb += amb_da * light_col * diffuse;
+
+ if (spec.a > 0.0)
+ {
+ //vec3 ref = dot(pos+lv, norm);
+ vec3 h = normalize(lv+npos);
+ float nh = dot(n, h);
+ float nv = dot(n, npos);
+ float vh = dot(npos, h);
+ float sa = nh;
+ float fres = pow(1 - dot(h, npos), 5)*0.4+0.5;
+
+ float gtdenom = 2 * nh;
+ float gt = max(0, min(gtdenom * nv / vh, gtdenom * da / vh));
+
+ if (nh > 0.0)
+ {
+ float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
+ vec3 speccol = lit*scol*light_col.rgb*spec.rgb;
speccol = clamp(speccol, vec3(0), vec3(1));
- col += speccol;
+ col += speccol;
- float cur_glare = max(speccol.r, speccol.g);
- cur_glare = max(cur_glare, speccol.b);
- glare = max(glare, speccol.r);
- glare += max(cur_glare, 0.0);
- }
- }
- }
+ float cur_glare = max(speccol.r, speccol.g);
+ cur_glare = max(cur_glare, speccol.b);
+ glare = max(glare, speccol.r);
+ glare += max(cur_glare, 0.0);
+ }
+ }
+ }
- return max(col, vec3(0.0,0.0,0.0));
+ return max(col, vec3(0.0,0.0,0.0));
}
#else
@@ -320,16 +314,22 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ float ambient_clamp = getAmbientClamp() + 0.1;
+ ambient = (1.0 - ambient) * ambient_clamp;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -395,7 +395,7 @@ vec3 post_atmo = color.rgb;
vec3 light = vec3(0,0,0);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w );
LIGHT_LOOP(1)
LIGHT_LOOP(2)
@@ -405,11 +405,12 @@ vec3 post_atmo = color.rgb;
LIGHT_LOOP(6)
LIGHT_LOOP(7)
-
glare = min(glare, 1.0);
float al = max(diffuse_linear.a,glare)*vertex_color.a;
+#if !defined(LOCAL_LIGHT_KILL)
color.rgb += light.rgb;
+#endif
// (only) post-deferred needs inline gamma correction
color.rgb = linear_to_srgb(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 29298d7c07..367680556a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -61,6 +61,11 @@ vec3 getNorm(vec2 pos_screen);
void main()
{
+ vec3 out_col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec2 frag = (vary_fragcoord.xy*0.5+0.5)*screen_res;
vec3 pos = getPosition(frag.xy).xyz;
if (pos.z < far_z)
@@ -74,7 +79,6 @@ void main()
vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb;
float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 out_col = vec3(0,0,0);
vec3 npos = normalize(-pos);
// As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
@@ -130,7 +134,7 @@ void main()
}
}
}
-
+#endif
frag_color.rgb = out_col;
frag_color.a = 0.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 2569e49743..c81d633880 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -72,10 +72,12 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
+vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -95,6 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -112,6 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -126,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -167,7 +176,6 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
vec3 dlit = vec3(0, 0, 0);
@@ -263,7 +271,8 @@ void main()
}
}
}
-
+#endif
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index f8264d971c..73bc1141b0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -124,7 +124,7 @@ void main()
{
discard;
}
-
+//col.rgb = vec3(0);
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index c81d0f97da..c7426788c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -106,16 +106,23 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ ambient = (1.0 - ambient);
+ float ambient_clamp = getAmbientClamp() + 0.1;
+ ambient *= ambient_clamp;
vec3 sun_contrib = final_da * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
@@ -153,7 +160,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
#ifndef WATER_FOG
- color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
+ color.rgb += diffuse_srgb.rgb * diffuse_srgb.a;
#endif
if (envIntensity > 0.0)
@@ -179,11 +186,10 @@ vec3 post_atmo = color.rgb;
bloom = fogged.a;
#endif
+// srgb colorspace debuggables
//color.rgb = amblit;
-//color.rgb = vec3(ambient);
//color.rgb = sunlit;
//color.rgb = post_ambient;
-//color.rgb = vec3(final_da);
//color.rgb = sun_contrib;
//color.rgb = post_sunlight;
//color.rgb = diffuse_srgb.rgb;
@@ -197,6 +203,11 @@ vec3 post_atmo = color.rgb;
color.rgb = srgb_to_linear(color.rgb);
}
+// linear debuggables
+//color.rgb = vec3(final_da);
+//color.rgb = vec3(ambient);
+//color.rgb = vec3(scol);
+
frag_color.rgb = color.rgb;
frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index d09bc25334..55c740d100 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -71,10 +71,12 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
+vec3 srgb_to_linear(vec3 c);
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -94,6 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -111,6 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -125,6 +129,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -138,12 +147,10 @@ void main()
{
discard;
}
-
vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
float envIntensity = norm.z;
norm = getNorm(frag.xy);
-
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);
@@ -169,14 +176,9 @@ void main()
lv = normalize(lv);
float da = dot(norm, lv);
- vec3 col = vec3(0,0,0);
-
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
vec4 spec = texture2DRect(specularRect, frag.xy);
-
-
float noise = texture2D(noiseMap, frag.xy/128.0).b;
vec3 dlit = vec3(0, 0, 0);
@@ -212,7 +214,6 @@ void main()
amb_da = min(amb_da, 1.0-lit);
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a*diff_tex.rgb;
}
-
if (spec.a > 0.0)
{
@@ -239,7 +240,6 @@ void main()
}
}
-
if (envIntensity > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
@@ -268,7 +268,8 @@ void main()
}
}
}
-
+#endif
+
frag_color.rgb = col;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 914e17beed..2235ab12a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -129,8 +129,7 @@ void main()
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
- df1 *= 0.333;
- refcol *= df1;
+ refcol *= df1 * 0.333;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
wavef.z *= max(-viewVec.z, 0.1);
@@ -145,23 +144,35 @@ void main()
vec4 baseCol = texture2D(refTex, refvec4);
refcol = mix(baseCol*df2, refcol, dweight);
-
- //figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
-
- vec4 fb = texture2D(screenTex, distort2);
-
- //mix with reflection
- // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6);
- color.rgb *= 2.0f;
- color.rgb = scaleSoftClip(color.rgb);
-
- vec4 pos = vary_position;
+ refcol.rgb = srgb_to_linear(refcol.rgb);
+
+ //get specular component
+ float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
+
+ //harden specular
+ spec = pow(spec, 128.0);
+
+ //figure out distortion vector (ripply)
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
+
+ vec4 fb = texture2D(screenTex, distort2);
+
+ //mix with reflection
+ // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
+
+ vec4 pos = vary_position;
+
+ color.rgb += spec * specular;
+
+ //color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb);
+
+ color.a = spec * sunAngle2;
- vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
+ vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
- frag_data[0] = vec4(color.rgb, 0); // diffuse
- frag_data[1] = vec4(specular * 0.5, 0.5); // speccolor, spec
- frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
+ frag_data[0] = vec4(color.rgb, color); // diffuse
+ frag_data[1] = vec4(0); // speccolor, spec
+ frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 3b0c81fc71..ddbe3ebe10 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -59,7 +59,10 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ outColor.rgb *= vertex_color.rgb;
+
+ // SL-11260...
+ //outColor.rgb = atmosLighting(outColor.rgb);
outColor = applyWaterFog(outColor);
frag_color = outColor;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 043815c824..f033c0e7c4 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -121,7 +121,6 @@ void main()
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
- df1 *= 0.3333;
refcol *= df1;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
@@ -151,11 +150,11 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
color.rgb += spec * specular;
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb * 0.5);
color.a = spec * sunAngle2;
#if defined(WATER_EDGE)
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 38230836eb..5e39d1629d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -28,11 +28,16 @@
// All lights, no specular highlights
vec3 atmosAmbient();
vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
+float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb * 0.5;
+
+#if !defined(AMBIENT_KILL)
+ c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 761ac29ee2..0c3ea4231e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 68eb671e7c..55ffbdcc46 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp()
{
- return 0.45f;
+ return 0.9;
}
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 54ec534d14..bcce4c041a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -72,20 +72,12 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
-
vec3 getNorm(vec2 pos_screen);
-
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
-
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -104,7 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -122,7 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -137,6 +129,12 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -191,8 +189,6 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
-
- vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
@@ -292,6 +288,7 @@ void main()
}
}
}
+#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index eb95890e08..dca2862b5a 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -88,6 +88,7 @@ vec3 halo22(float d)
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
+vec3 srgb_to_linear(vec3 c);
void main()
{
@@ -194,10 +195,12 @@ void main()
color.rgb += halo_22;
- color *= 2.;
+ color.rgb *= 2.;
+ color.rgb = scaleSoftClip(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
/// Gamma correct for WL (soft clip effect).
- frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
+ frag_data[0] = vec4(color.rgb, 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 1b2b835ad1..7f83e168bb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -24,6 +24,7 @@
*/
#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_shader_texture_lod : enable
/*[EXTRA_CODE_HERE]*/
@@ -87,14 +88,11 @@ void main()
float da = dot(normalize(norm.xyz), light_dir.xyz);
da = clamp(da, -1.0, 1.0);
-
-
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
- vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
-
+ vec4 diffuse_linear = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
// clamping to alpha value kills underwater shadows...
//scol = max(scol_ambocc.r, diffuse_linear.a);
@@ -116,20 +114,27 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = min(getAmbientClamp(), 1.0 - ambient);
+
+ float ambient_clamp = getAmbientClamp() + 0.1;
+ ambient = (1.0 - ambient);
+ ambient *= ambient_clamp;
vec3 sun_contrib = min(scol, final_da) * sunlit;
+#if !defined(AMBIENT_KILL)
color.rgb = amblit;
color.rgb *= ambient;
+#endif
vec3 post_ambient = color.rgb;
+#if !defined(SUNLIGHT_KILL)
color.rgb += sun_contrib;
+#endif
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_srgb.rgb;
+ color.rgb *= diffuse_linear.rgb;
vec3 post_diffuse = color.rgb;
@@ -155,7 +160,7 @@ vec3 post_diffuse = color.rgb;
float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da);
vec3 sp = sun_contrib*scontrib / 16.0;
sp = clamp(sp, vec3(0), vec3(1));
- bloom += dot (sp, sp) / 6.0;
+ bloom += dot(sp, sp) / 6.0;
color += sp * spec.rgb;
}
}
@@ -163,7 +168,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
#ifndef WATER_FOG
- color.rgb += diffuse_srgb.a * diffuse_srgb.rgb;
+ color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a);
#endif
if (envIntensity > 0.0)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 2ef7cffe9d..77f6e6f7ac 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -73,15 +73,11 @@ uniform mat4 inv_proj;
vec3 getNorm(vec2 pos_screen);
vec3 srgb_to_linear(vec3 c);
-vec4 correctWithGamma(vec4 col)
-{
- return vec4(srgb_to_linear(col.rgb), col.a);
-}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -101,7 +97,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
@@ -119,7 +115,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret = correctWithGamma(ret);
+ ret.rgb = srgb_to_linear(ret.rgb);
vec2 dist = tc-vec2(0.5);
@@ -134,6 +130,11 @@ vec4 getPosition(vec2 pos_screen);
void main()
{
+ vec3 col = vec3(0,0,0);
+
+#if defined(LOCAL_LIGHT_KILL)
+ discard;
+#else
vec4 frag = vary_fragcoord;
frag.xyz /= frag.w;
frag.xyz = frag.xyz*0.5+0.5;
@@ -174,8 +175,8 @@ void main()
proj_tc.xyz /= proj_tc.w;
- float fa = falloff + 1.0;
- float dist_atten = min(1.0 - (dist - 1.0 * (1.0 - fa)) / fa, 1.0);
+ float fa = falloff+1.0;
+ float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
@@ -187,14 +188,9 @@ void main()
lv = proj_origin-pos.xyz;
lv = normalize(lv);
float da = dot(norm, lv);
- da = clamp(da, 0.0, 1.0);
-
- vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
vec4 spec = texture2DRect(specularRect, frag.xy);
-
vec3 dlit = vec3(0, 0, 0);
float noise = texture2D(noiseMap, frag.xy/128.0).b;
@@ -232,7 +228,6 @@ void main()
col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a;
}
-
if (spec.a > 0.0)
{
@@ -258,10 +253,6 @@ void main()
col += speccol;
}
}
-
-
-
-
if (envIntensity > 0.0)
{
@@ -291,6 +282,7 @@ void main()
}
}
}
+#endif
//not sure why, but this line prevents MATBUG-194
col = max(col, vec3(0.0));
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index 57f93a8b36..8795d69a3a 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
col.rgb = scaleDownLight(col.rgb);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+i#endif
+
// Add windlight lights
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#if !defined(SUNLIGHT_KILL)
col.rgb = min(col.rgb*color.rgb, 1.0);
+#endif
+
return col;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index 28d185b9af..02e10b7b50 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -50,7 +50,6 @@ void main()
vec4 color;
color = vary_HazeColor;
color *= 2.;
-
/// Gamma correct for WL (soft clip effect).
frag_color.rgb = scaleSoftClip(color.rgb);
frag_color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index a23a5d4076..5b1eb55e0c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -88,7 +88,7 @@ void main()
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier * 0.45;
+ float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index 48c883d98a..eca8515212 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -28,11 +28,16 @@
// All lights, no specular highlights
vec3 atmosAmbient();
vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
+float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb;
+
+#if !defined(AMBIENT_KILL)
+ c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 81da6688c2..38dd850296 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
// Add windlight lights
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
diff --git a/indra/newview/llmachineid.cpp b/indra/newview/llmachineid.cpp
index b0ee8e7fcb..46411ac13d 100644
--- a/indra/newview/llmachineid.cpp
+++ b/indra/newview/llmachineid.cpp
@@ -263,6 +263,7 @@ S32 LLMachineID::getUniqueID(unsigned char *unique_id, size_t len)
if (has_static_unique_id)
{
memcpy ( unique_id, &static_unique_id, len);
+#if LL_LOG_MACHINE_ID
LL_INFOS_ONCE("AppInit") << "UniqueID: 0x";
// Code between here and LL_ENDL is not executed unless the LL_DEBUGS
// actually produces output
@@ -276,6 +277,7 @@ S32 LLMachineID::getUniqueID(unsigned char *unique_id, size_t len)
}
// Reset default output formatting to avoid nasty surprises!
LL_CONT << std::dec << std::setw(0) << std::setfill(' ') << LL_ENDL;
+#endif
return 1;
}
return 0;
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 387644fa57..11d7eb1c35 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -682,8 +682,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget)
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLColor4 sunDiffuse = psky->getSunDiffuse();
- LLColor4 moonDiffuse = psky->getMoonDiffuse();
+ LLColor4 sunDiffuse = psky->getSunlightColor();
+ LLColor4 moonDiffuse = psky->getMoonlightColor();
F32 max_color = llmax(sunDiffuse.mV[0], sunDiffuse.mV[1], sunDiffuse.mV[2]);
if (max_color > 1.f)
diff --git a/indra/newview/llviewermenu.cpp b/indra/newview/llviewermenu.cpp
index d791c927a4..2f9cc3acff 100644
--- a/indra/newview/llviewermenu.cpp
+++ b/indra/newview/llviewermenu.cpp
@@ -7389,6 +7389,8 @@ void handle_dump_attachments(void*)
// these are used in the gl menus to set control values, generically.
class LLToggleControl : public view_listener_t
{
+protected:
+
bool handleEvent(const LLSD& userdata)
{
std::string control_name = userdata.asString();
@@ -7465,6 +7467,24 @@ class LLAdvancedClickRenderBenchmark: public view_listener_t
}
};
+// these are used in the gl menus to set control values that require shader recompilation
+class LLToggleShaderControl : public view_listener_t
+{
+ bool handleEvent(const LLSD& userdata)
+ {
+ std::string control_name = userdata.asString();
+ BOOL checked = gSavedSettings.getBOOL( control_name );
+ gSavedSettings.setBOOL( control_name, !checked );
+ LLPipeline::refreshCachedSettings();
+ //gPipeline.updateRenderDeferred();
+ //gPipeline.releaseGLBuffers();
+ //gPipeline.createGLBuffers();
+ //gPipeline.resetVertexBuffers();
+ LLViewerShaderMgr::instance()->setShaders();
+ return !checked;
+ }
+};
+
void menu_toggle_attached_lights(void* user_data)
{
LLPipeline::sRenderAttachedLights = gSavedSettings.getBOOL("RenderAttachedLights");
@@ -9268,6 +9288,7 @@ void initialize_menus()
view_listener_t::addMenu(new LLShowAgentProfile(), "ShowAgentProfile");
view_listener_t::addMenu(new LLToggleAgentProfile(), "ToggleAgentProfile");
view_listener_t::addMenu(new LLToggleControl(), "ToggleControl");
+ view_listener_t::addMenu(new LLToggleShaderControl(), "ToggleShaderControl");
view_listener_t::addMenu(new LLCheckControl(), "CheckControl");
view_listener_t::addMenu(new LLGoToObject(), "GoToObject");
commit.add("PayObject", boost::bind(&handle_give_money_dialog));
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index e0253c8a5c..ea43203f1c 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -927,7 +927,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
if (gGLManager.mIsMobileGF)
sum_lights_class = 3;
#endif
-
+
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
@@ -959,6 +959,25 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount());
+ BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
+ BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
+ BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
+
+ if (ambient_kill)
+ {
+ attribs["AMBIENT_KILL"] = "1";
+ }
+
+ if (sunlight_kill)
+ {
+ attribs["SUNLIGHT_KILL"] = "1";
+ }
+
+ if (local_light_kill)
+ {
+ attribs["LOCAL_LIGHT_KILL"] = "1";
+ }
+
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
{
@@ -1095,6 +1114,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
+ gWaterProgram.mFeatures.hasSrgb = true;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1111,6 +1131,7 @@ BOOL LLViewerShaderMgr::loadShadersWater()
gWaterEdgeProgram.mFeatures.calculatesAtmospherics = true;
gWaterEdgeProgram.mFeatures.hasGamma = true;
gWaterEdgeProgram.mFeatures.hasTransport = true;
+ gWaterEdgeProgram.mFeatures.hasSrgb = true;
gWaterEdgeProgram.mShaderFiles.clear();
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterEdgeProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
@@ -1230,6 +1251,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
bool use_sun_shadow = mShaderLevel[SHADER_DEFERRED] > 1;
+ BOOL ambient_kill = gSavedSettings.getBOOL("AmbientDisable");
+ BOOL sunlight_kill = gSavedSettings.getBOOL("SunlightDisable");
+ BOOL local_light_kill = gSavedSettings.getBOOL("LocalLightDisable");
+
if (mShaderLevel[SHADER_DEFERRED] == 0)
{
gDeferredTreeProgram.unload();
@@ -1455,6 +1480,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
+
+ if (ambient_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
llassert(success);
@@ -1523,6 +1564,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", "1");
}
+ if (ambient_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMaterialProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
if (use_sun_shadow)
@@ -1591,6 +1647,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
+ if (ambient_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMaterialWaterProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true;
gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true;
gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true;
@@ -1679,6 +1750,23 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredLightProgram.clearPermutations();
+
+ if (ambient_kill)
+ {
+ gDeferredLightProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredLightProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredLightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1691,11 +1779,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiLightProgram[i].mFeatures.isDeferred = true;
gDeferredMultiLightProgram[i].mFeatures.hasShadows = true;
+ gDeferredMultiLightProgram[i].clearPermutations();
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
+
+ if (ambient_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredMultiLightProgram[i].addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
llassert(success);
}
@@ -1709,10 +1814,26 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSpotLightProgram.mFeatures.isDeferred = true;
gDeferredSpotLightProgram.mFeatures.hasShadows = true;
+ gDeferredSpotLightProgram.clearPermutations();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (ambient_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1724,11 +1845,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMultiSpotLightProgram.mFeatures.isDeferred = true;
gDeferredMultiSpotLightProgram.mFeatures.hasShadows = true;
+ gDeferredMultiSpotLightProgram.clearPermutations();
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (local_light_kill)
+ {
+ gDeferredMultiSpotLightProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1819,6 +1946,22 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
+
+ if (ambient_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
@@ -1912,6 +2055,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
}
+
+ if (ambient_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
@@ -2127,11 +2285,27 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.mFeatures.isDeferred = true;
gDeferredSoftenProgram.mFeatures.hasShadows = use_sun_shadow;
+ gDeferredSoftenProgram.clearPermutations();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (ambient_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSoftenProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
@@ -2148,6 +2322,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSoftenWaterProgram.clearPermutations();
gDeferredSoftenWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
@@ -2160,6 +2335,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenWaterProgram.mFeatures.isDeferred = true;
gDeferredSoftenWaterProgram.mFeatures.hasShadows = use_sun_shadow;
+ if (ambient_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredSoftenWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
@@ -2395,6 +2585,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", "1");
}
+
+ if (ambient_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("AMBIENT_KILL", "1");
+ }
+
+ if (sunlight_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ gDeferredAvatarAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
gDeferredAvatarAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
@@ -3910,6 +4115,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
gWLCloudProgram.mFeatures.calculatesAtmospherics = true;
gWLCloudProgram.mFeatures.hasTransport = true;
gWLCloudProgram.mFeatures.hasGamma = true;
+ gWLCloudProgram.mFeatures.hasSrgb = true;
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLCloudProgram.mShaderLevel = mShaderLevel[SHADER_WINDLIGHT];
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index cd0a50113b..f8ef4ee5d7 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6219,18 +6219,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
mSunDir.setVec(sun_dir);
mMoonDir.setVec(moon_dir);
- // calculates diffuse sunlight per-pixel downstream, just provide setting sunlight_color
- if (canUseWindLightShaders())
- {
- mSunDiffuse.setVec(psky->getSunlightColor());
- }
- else
- {
- // not using atmo shaders, use CPU-generated attenuated sunlight diffuse...
- mSunDiffuse.setVec(psky->getSunDiffuse());
- }
-
- mMoonDiffuse.setVec(psky->getMoonDiffuse());
+ mSunDiffuse.setVec(psky->getSunlightColor());
+ mMoonDiffuse.setVec(psky->getMoonlightColor());
F32 max_color = llmax(mSunDiffuse.mV[0], mSunDiffuse.mV[1], mSunDiffuse.mV[2]);
if (max_color > 1.f)
@@ -6257,15 +6247,15 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
LLVector4 light_dir = sun_up ? mSunDir : mMoonDir;
- mHWLightColors[0] = mSunDiffuse;
+ mHWLightColors[0] = sun_up ? mSunDiffuse : mMoonDiffuse;
LLLightState* light = gGL.getLight(0);
light->setPosition(light_dir);
light->setSunPrimary(sun_up);
- light->setDiffuse(mSunDiffuse);
+ light->setDiffuse(mHWLightColors[0]);
light->setDiffuseB(mMoonDiffuse);
- light->setAmbient(LLColor4::black);
+ light->setAmbient(psky->getTotalAmbient());
light->setSpecular(LLColor4::black);
light->setConstantAttenuation(1.f);
light->setLinearAttenuation(0.f);
@@ -6339,7 +6329,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
{
F32 size = light_radius*1.5f;
light_state->setLinearAttenuation(size);
- light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f);
+ light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
}
else
{
diff --git a/indra/newview/skins/default/xui/en/menu_viewer.xml b/indra/newview/skins/default/xui/en/menu_viewer.xml
index 8aa2c8d931..d9b06347ca 100644
--- a/indra/newview/skins/default/xui/en/menu_viewer.xml
+++ b/indra/newview/skins/default/xui/en/menu_viewer.xml
@@ -2951,6 +2951,36 @@
function="ToggleControl"
parameter="TextureDisable" />
</menu_item_check>
+ <menu_item_check
+ label="Disable Ambient"
+ name="Disable Ambient">
+ <menu_item_check.on_check
+ function="CheckControl"
+ parameter="AmbientDisable" />
+ <menu_item_check.on_click
+ function="ToggleShaderControl"
+ parameter="AmbientDisable" />
+ </menu_item_check>
+ <menu_item_check
+ label="Disable Sunlight"
+ name="Disable Sunlight">
+ <menu_item_check.on_check
+ function="CheckControl"
+ parameter="SunlightDisable" />
+ <menu_item_check.on_click
+ function="ToggleShaderControl"
+ parameter="SunlightDisable" />
+ </menu_item_check>
+ <menu_item_check
+ label="Disable Local Lights"
+ name="Disable Local Lights">
+ <menu_item_check.on_check
+ function="CheckControl"
+ parameter="LocalLightDisable" />
+ <menu_item_check.on_click
+ function="ToggleShaderControl"
+ parameter="LocalLightDisable" />
+ </menu_item_check>
<menu_item_check
label="Full Res Textures"
name="Rull Res Textures">