From 2312efbf3ae09013bc86a2378bed43a743f2df3e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 4 Jan 2019 10:17:09 -0800 Subject: Add new shaders for generating shadows from clouds. Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above. --- .../shaders/class1/windlight/cloudShadowV.glsl | 61 ++++++++++++++++++++++ 1 file changed, 61 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl new file mode 100644 index 0000000000..52164e7b80 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl @@ -0,0 +1,61 @@ +/** + * @file cloudShadowV.glsl + * + * $LicenseInfo:firstyear=2011&license=viewerlgpl$ + * 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_projection_matrix; +uniform float shadow_target_width; + +ATTRIBUTE vec3 position; +ATTRIBUTE vec4 diffuse_color; +ATTRIBUTE vec2 texcoord0; + +#if !DEPTH_CLAMP +VARYING float pos_zd2; +#endif + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING vec2 vary_texcoord0; + +void passTextureIndex(); + +void main() +{ + //transform vertex + vec4 pre_pos = vec4(position.xyz, 1.0); + pos = modelview_projection_matrix * pre_pos; + target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; + +#if !DEPTH_CLAMP + pos_zd2 = pos.z * 0.5; + 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; +} -- cgit v1.2.3 From 066eb59808d5649c745fdc6c37b62f2eb9a19b6f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 17 Jan 2019 08:32:09 -0800 Subject: SL-10368 Fix OSX shader compile bug from use of #if FOO instead of #ifdef FOO or #if defined(FOO) preventing atmospherics (and thus ALM) from working on OSX. --- indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl index 52164e7b80..1c2fbaf25d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position; ATTRIBUTE vec4 diffuse_color; ATTRIBUTE vec2 texcoord0; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) VARYING float pos_zd2; #endif @@ -48,7 +48,7 @@ void main() pos = modelview_projection_matrix * pre_pos; target_pos_x = 0.5 * (shadow_target_width - 1.0) * pos.x; -#if !DEPTH_CLAMP +#if !defined(DEPTH_CLAMP) pos_zd2 = pos.z * 0.5; gl_Position = vec4(pos.x, pos.y, pos.w*0.5, pos.w); #else -- cgit v1.2.3 From 3dd5942776a8e3755fa75e01661b343972affbf9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 19 Apr 2019 07:44:18 -0700 Subject: Add directory names to sentinels in shaders so shaders with same filename can be differentiated in nSight while debugging. --- indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl') diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl index 1c2fbaf25d..09b6004481 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowV.glsl @@ -1,5 +1,5 @@ /** - * @file cloudShadowV.glsl + * @file class1\windlight\cloudShadowV.glsl * * $LicenseInfo:firstyear=2011&license=viewerlgpl$ * Second Life Viewer Source Code -- cgit v1.2.3