From 2e2d9b611530bd0113612dbe019c8e413e1bb20e Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 29 Mar 2021 16:00:19 -0600 Subject: SL-14895, restore previous post-deferred alpha behavior --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 14 +++++++++++--- .../app_settings/shaders/class1/deferred/materialF.glsl | 12 ++++++++++-- 2 files changed, 21 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dc484317e9..d3a05c34c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,6 +86,14 @@ 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) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -95,7 +103,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float dist = length(lv); float da = 1.0; - /*if (dist > la) + /*if (dist > inverted_la) { return col; } @@ -113,9 +121,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec return col; }*/ - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { - dist /= la; + dist /= inverted_la; //normalize light vector lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e1f7031af6..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,6 +91,14 @@ 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) { + // SL-14895 inverted attenuation work-around + // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct + // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() + // to recover the `adjusted_radius` value previously being sent as la. + float falloff_factor = (12.0 * fa) - 9.0; + float inverted_la = falloff_factor / la; + // Yes, it makes me want to cry as well. DJH + vec3 col = vec3(0); //get light vector @@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe float dist = length(lv); float da = 1.0; - dist /= la; + dist /= inverted_la; - if (dist > 0.0 && la > 0.0) + if (dist > 0.0 && inverted_la > 0.0) { //normalize light vector lv = normalize(lv); -- cgit v1.2.3 From 28f9fb06a9f4cb9edccb2ff8132c7f6a9b27c060 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Sat, 20 Nov 2021 18:49:19 +0000 Subject: SL-16289 Rigged mesh rendering overhaul --- .../shaders/class1/deferred/alphaV.glsl | 4 +- .../shaders/class1/deferred/bumpSkinnedV.glsl | 64 -------------------- .../shaders/class1/deferred/bumpV.glsl | 22 ++++++- .../shaders/class1/deferred/diffuseSkinnedV.glsl | 59 ------------------ .../shaders/class1/deferred/diffuseV.glsl | 20 ++++++- .../shaders/class1/deferred/fullbrightShinyV.glsl | 18 +++++- .../shaders/class1/deferred/fullbrightV.glsl | 13 +++- .../class1/deferred/shadowAlphaMaskSkinnedV.glsl | 70 ++++++++++++++++++++++ .../shaders/class1/deferred/shadowSkinnedV.glsl | 52 ++++++++++++++++ .../class1/deferred/treeShadowSkinnedV.glsl | 53 ++++++++++++++++ 10 files changed, 240 insertions(+), 135 deletions(-) delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl delete mode 100644 indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl create mode 100644 indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 506118d381..6a93bc2fd2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -105,9 +105,9 @@ void main() vec4 vert = vec4(position.xyz, 1.0); pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); -#endif +#endif //IS_AVATAR_SKIN -#endif +#endif // HAS_SKIN #ifdef USE_INDEXED_TEX passTextureIndex(); diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl deleted file mode 100644 index 10144f3e16..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/** - * @file bumpV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec4 tangent; - -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - - vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); - vec3 b = cross(n, t) * tangent.w; - - vary_mat0 = vec3(t.x, b.x, n.x); - vary_mat1 = vec3(t.y, b.y, n.y); - vary_mat2 = vec3(t.z, b.z, n.z); - - gl_Position = projection_matrix*vec4(pos, 1.0); - vertex_color = diffuse_color; -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index 9f9749394e..d90891aa20 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -39,16 +39,32 @@ VARYING vec3 vary_mat2; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; + gl_Position = projection_matrix*vec4(pos, 1.0); + + vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); + vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vec3 n = normalize(normal_matrix * normal); vec3 t = normalize(normal_matrix * tangent.xyz); +#endif + vec3 b = cross(n, t) * tangent.w; - + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vary_mat0 = vec3(t.x, b.x, n.x); vary_mat1 = vec3(t.y, b.y, n.y); vary_mat2 = vec3(t.z, b.z, n.z); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl deleted file mode 100644 index 2487110624..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseSkinnedV.glsl +++ /dev/null @@ -1,59 +0,0 @@ -/** - * @file diffuseSkinnedV.glsl - * $LicenseInfo:firstyear=2007&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2007, Linden Research, Inc. - * - * This library is free software; you can redistribute it and/or - * modify it under the terms of the GNU Lesser General Public - * License as published by the Free Software Foundation; - * version 2.1 of the License only. - * - * This library is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - * Lesser General Public License for more details. - * - * You should have received a copy of the GNU Lesser General Public - * License along with this library; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA - * $/LicenseInfo$ - */ - -uniform mat4 projection_matrix; -uniform mat4 texture_matrix0; -uniform mat4 modelview_matrix; - -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec2 texcoord0; - -VARYING vec3 vary_normal; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; - -mat4 getObjectSkinnedTransform(); - -void main() -{ - vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - - mat4 mat = getObjectSkinnedTransform(); - - mat = modelview_matrix * mat; - vec3 pos = (mat*vec4(position.xyz, 1.0)).xyz; - - vec4 norm = vec4(position.xyz, 1.0); - norm.xyz += normal.xyz; - norm.xyz = (mat*norm).xyz; - norm.xyz = normalize(norm.xyz-pos.xyz); - - vary_normal = norm.xyz; - - vertex_color = diffuse_color; - - gl_Position = projection_matrix*vec4(pos, 1.0); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl index 3c026796c8..d64bcefade 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseV.glsl @@ -39,14 +39,28 @@ VARYING vec2 vary_texcoord0; void passTextureIndex(); +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +uniform mat4 modelview_matrix; +#endif + void main() { - //transform vertex +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; + vary_normal = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); +#else gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vary_normal = normalize(normal_matrix * normal); +#endif + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; passTextureIndex(); - vary_normal = normalize(normal_matrix * normal); - + vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 8f6eb79668..2c139430e7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -25,7 +25,6 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; -uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -47,19 +46,32 @@ VARYING vec2 vary_texcoord0; VARYING vec3 vary_texcoord1; VARYING vec4 vary_position; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif + void main() { //transform vertex vec4 vert = vec4(position.xyz,1.0); passTextureIndex(); + +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vert; + vary_position = gl_Position = projection_matrix * pos; + vec3 norm = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz); +#else vec4 pos = (modelview_matrix * vert); vary_position = gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); - vec3 norm = normalize(normal_matrix * normal); +#endif vec3 ref = reflect(pos.xyz, -norm); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = (texture_matrix1*vec4(ref,1.0)).xyz; + vary_texcoord1 = transpose(normal_matrix) * ref.xyz; calcAtmospherics(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl index bdf3546aa5..e71636f2c9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightV.glsl @@ -45,15 +45,26 @@ VARYING vec3 vary_position; VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif void main() { //transform vertex vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); passTextureIndex(); +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + vec4 pos = mat * vert; + gl_Position = projection_matrix * pos; +#else + vec4 pos = (modelview_matrix * vert); gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#endif #ifdef WATER_FOG vary_position = pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl new file mode 100644 index 0000000000..2b17aea75a --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowAlphaMaskSkinnedV.glsl @@ -0,0 +1,70 @@ +/** + * @file shadowAlphaMaskSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2011, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 post_pos; +VARYING float target_pos_x; +VARYING vec4 vertex_color; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + + vec4 pos = mat * pre_pos; + pos = projection_matrix * pos; + + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + + post_pos = pos; + +#if !defined(DEPTH_CLAMP) + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + + passTextureIndex(); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; + vertex_color = diffuse_color; +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl new file mode 100644 index 0000000000..bdf8e0854d --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowSkinnedV.glsl @@ -0,0 +1,52 @@ +/** + * @file shadowSkinnedV.glsl + * + * $LicenseInfo:firstyear=2021&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; + +ATTRIBUTE vec3 position; + +VARYING vec4 post_pos; + +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + vec4 pos = (mat*vec4(position.xyz, 1.0)); + pos = projection_matrix*pos; + + post_pos = pos; + +#if !defined(DEPTH_CLAMP) + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); +#else + gl_Position = pos; +#endif + +} diff --git a/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl new file mode 100644 index 0000000000..d9ca6d3a46 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/treeShadowSkinnedV.glsl @@ -0,0 +1,53 @@ +/** + * @file treeShadowV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +uniform mat4 texture_matrix0; +uniform mat4 modelview_matrix; +uniform mat4 projection_matrix; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec2 texcoord0; + +VARYING vec4 post_pos; +VARYING vec2 vary_texcoord0; + +mat4 getObjectSkinnedTransform(); + +void main() +{ + //transform vertex + mat4 mat = getObjectSkinnedTransform(); + + mat = modelview_matrix * mat; + + vec4 pos = mat * vec4(position.xyz, 1.0); + pos = projection_matrix * pos; + + post_pos = pos; + + gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); + + vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; +} -- cgit v1.2.3 From e7830b39f01d9f9c82e9e2029634dffb8386b24e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 3 Dec 2021 15:07:31 +0000 Subject: SL-16436 and SL-16327 Fix for RenderDebugGL test failures and fix for grey textures --- .../app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl | 4 ++-- .../app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl | 3 --- 2 files changed, 2 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl index ef49b6f4e8..1b16e4eb09 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowF.glsl @@ -40,11 +40,11 @@ VARYING vec4 post_pos; VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; +uniform vec4 color; void main() { - float alpha = texture2D(diffuseMap, vary_texcoord0.xy).a * vertex_color.a; + float alpha = texture2D(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 d1d7ece6fe..1c5b142ebd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaShadowV.glsl @@ -30,7 +30,6 @@ uniform float shadow_target_width; mat4 getSkinnedTransform(); void passTextureIndex(); -ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec3 position; ATTRIBUTE vec3 normal; ATTRIBUTE vec2 texcoord0; @@ -41,7 +40,6 @@ VARYING vec4 post_pos; VARYING float pos_w; VARYING float target_pos_x; VARYING vec2 vary_texcoord0; -VARYING vec4 vertex_color; void main() { @@ -68,7 +66,6 @@ void main() vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vertex_color = diffuse_color; #if !DEPTH_CLAMP post_pos = pos; -- cgit v1.2.3 From 20345827eb5b9ebc658ac506f0d41f2a149d895d Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Wed, 15 Dec 2021 15:43:23 -0600 Subject: SL-16489 Fix for rigged attachment glow showing up near origin. --- .../app_settings/shaders/class1/deferred/emissiveV.glsl | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl index 5e4f08b017..08b1147ab0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveV.glsl @@ -40,15 +40,26 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +#ifdef HAS_SKIN +mat4 getObjectSkinnedTransform(); +uniform mat4 projection_matrix; +#endif void main() { //transform vertex - vec4 vert = vec4(position.xyz, 1.0); - vec4 pos = (modelview_matrix * vert); passTextureIndex(); - gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +#ifdef HAS_SKIN + mat4 mat = getObjectSkinnedTransform(); + mat = modelview_matrix * mat; + + vec4 pos = mat * vec4(position.xyz, 1.0); + gl_Position = projection_matrix * pos; +#else + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0)); +#endif vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -- cgit v1.2.3 From 9dc8fee0f52b5cf9d0cfc85fd285b3829b165796 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 4 Mar 2022 17:05:05 -0600 Subject: SL-16928 Fix for broken bumpmaps on Intel GPUs --- .../app_settings/shaders/class1/deferred/normgenF.glsl | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl index d0c06cd51f..7a941674b8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/normgenF.glsl @@ -43,18 +43,18 @@ uniform float norm_scale; void main() { - float alpha = texture2D(alphaMap, vary_texcoord0).a; + float c = texture2D(alphaMap, vary_texcoord0).r; - vec3 right = vec3(norm_scale, 0, (texture2D(alphaMap, vary_texcoord0+vec2(stepX, 0)).a-alpha)*255); - vec3 left = vec3(-norm_scale, 0, (texture2D(alphaMap, vary_texcoord0-vec2(stepX, 0)).a-alpha)*255); - vec3 up = vec3(0, -norm_scale, (texture2D(alphaMap, vary_texcoord0-vec2(0, stepY)).a-alpha)*255); - vec3 down = vec3(0, norm_scale, (texture2D(alphaMap, vary_texcoord0+vec2(0, stepY)).a-alpha)*255); + 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 norm = cross(right, down) + cross(down, left) + cross(left,up) + cross(up, right); norm = normalize(norm); norm *= 0.5; norm += 0.5; - - frag_color = vec4(norm, alpha); + + frag_color = vec4(norm, c); } -- cgit v1.2.3 From 41cf9fcb050b682ea8f9a855da33a246b5e169c4 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 24 Mar 2022 14:48:06 -0500 Subject: SL-17028 Fix for inconsistent ordering of transparent rigged meshes and removal of glow-only rigged meshes from depth buffer. --- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d3a05c34c0..638a0f4e15 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -215,6 +215,11 @@ void main() float final_alpha = diffuse_linear.a; #ifdef USE_VERTEX_COLOR + if (vertex_color.a <= 0.0) + { // TODO: figure out how to get invisible faces out of + // render batches without breaking glow + discard; + } final_alpha *= vertex_color.a; diffuse_srgb.rgb *= vertex_color.rgb; diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); @@ -308,7 +313,7 @@ vec3 post_atmo = color.rgb; #endif // WATER_FOG #endif - + frag_color = color; } -- cgit v1.2.3 From 1d057dbba2d5f9c51a533405fea408bff5ff84df Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 11 Apr 2022 15:51:51 -0500 Subject: SL-17173 Impostor quality pass. --- indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 638a0f4e15..38afd82c8d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -56,6 +56,10 @@ VARYING vec3 vary_norm; VARYING vec4 vertex_color; //vertex color should be treated as sRGB #endif +#ifdef FOR_IMPOSTOR +uniform float minimum_alpha; +#endif + uniform mat4 proj_mat; uniform mat4 inv_proj; uniform vec2 screen_res; @@ -204,10 +208,13 @@ void main() // Insure we don't pollute depth with invis pixels in impostor rendering // - if (final_alpha < 0.01) + if (final_alpha < minimum_alpha) { discard; } + + color.rgb = diffuse_srgb.rgb; + color.a = final_alpha; #else vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; -- cgit v1.2.3 From e33f23f58a2caa561dfe4b3b114786f40983d136 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 11 Apr 2022 20:06:33 -0500 Subject: SL-17194 Impostor quality pass 2 (and fix for fully transparent rigged attachments rendering to depth buffer) --- .../shaders/class1/deferred/alphaF.glsl | 29 ++++++++++++---------- .../shaders/class1/deferred/impostorF.glsl | 3 +-- 2 files changed, 17 insertions(+), 15 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 38afd82c8d..02b2daf0ac 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -56,7 +56,7 @@ VARYING vec3 vary_norm; VARYING vec4 vertex_color; //vertex color should be treated as sRGB #endif -#ifdef FOR_IMPOSTOR +#ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif @@ -195,7 +195,6 @@ void main() #endif vec4 diffuse_srgb = diffuse_tap; - vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); #ifdef FOR_IMPOSTOR vec4 color; @@ -204,33 +203,37 @@ void main() float final_alpha = diffuse_srgb.a * vertex_color.a; diffuse_srgb.rgb *= vertex_color.rgb; - diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); // Insure we don't pollute depth with invis pixels in impostor rendering // - if (final_alpha < minimum_alpha) + if (final_alpha < minimum_alpha) { discard; } color.rgb = diffuse_srgb.rgb; color.a = final_alpha; -#else - + +#else // FOR_IMPOSTOR + + vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); + vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; float final_alpha = diffuse_linear.a; #ifdef USE_VERTEX_COLOR - if (vertex_color.a <= 0.0) + final_alpha *= vertex_color.a; + + if (final_alpha < minimum_alpha) { // TODO: figure out how to get invisible faces out of // render batches without breaking glow discard; } - final_alpha *= vertex_color.a; + diffuse_srgb.rgb *= vertex_color.rgb; diffuse_linear.rgb = srgb_to_linear(diffuse_srgb.rgb); -#endif +#endif // USE_VERTEX_COLOR vec3 sunlit; vec3 amblit; @@ -262,13 +265,13 @@ void main() #if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; -#endif +#endif // !defined(AMBIENT_KILL) vec3 post_ambient = color.rgb; #if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; -#endif +#endif // !defined(SUNLIGHT_KILL) vec3 post_sunlight = color.rgb; @@ -300,7 +303,7 @@ vec3 post_atmo = color.rgb; // sum local light contrib in linear colorspace #if !defined(LOCAL_LIGHT_KILL) color.rgb += light.rgb; -#endif +#endif // !defined(LOCAL_LIGHT_KILL) // back to sRGB as we're going directly to the final RT post-deferred gamma correction color.rgb = linear_to_srgb(color.rgb); @@ -319,7 +322,7 @@ vec3 post_atmo = color.rgb; color = applyWaterFogView(pos.xyz, color); #endif // WATER_FOG -#endif +#endif // #else // FOR_IMPOSTOR frag_color = color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index eb6e56e718..a58cc3d12d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -54,8 +54,7 @@ void main() vec4 norm = texture2D(normalMap, vary_texcoord0.xy); vec4 spec = texture2D(specularMap, vary_texcoord0.xy); - col.rgb = linear_to_srgb(col.rgb); frag_data[0] = vec4(col.rgb, 0.0); frag_data[1] = spec; - frag_data[2] = vec4(norm.xy,0,0); + frag_data[2] = norm; } -- cgit v1.2.3 From c7ddba7eb4b4e47b0a9371fef41339f7941eefdb Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 16 May 2022 16:02:38 -0500 Subject: SL-17417 Fix for incorrect reflection orientation on some moving child prims. --- .../newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl index 2c139430e7..3bd6b693fa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyV.glsl @@ -25,6 +25,7 @@ uniform mat3 normal_matrix; uniform mat4 texture_matrix0; +uniform mat4 texture_matrix1; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; @@ -71,7 +72,7 @@ void main() vec3 ref = reflect(pos.xyz, -norm); vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; - vary_texcoord1 = transpose(normal_matrix) * ref.xyz; + vary_texcoord1 = (texture_matrix1 * vec4(ref,1.0)).xyz; calcAtmospherics(pos.xyz); -- cgit v1.2.3