From 71a660e0060b9aa2c5c01fd94e8070075b373d8d Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Thu, 26 Jan 2012 10:17:41 -0800 Subject: * Fixed up shader compilation errors to get lighting and shadows working again on Mac. * Cleaned up vertex buffer allocation to guarantee allocation and deallocation using the same allocation methods from the same pools. * Added new shader feature for atmospheric helpers in the absence of lighting. Reviewed by davep. --- .../newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl | 6 ++++++ indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 6 ++++++ .../newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl | 6 ++++++ 3 files changed, 18 insertions(+) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 83815b1786..9629cfe824 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -61,6 +61,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1660f9687e..1586aab0f2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -63,6 +63,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 84c27edb26..44aaa98b97 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -60,6 +60,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector -- cgit v1.2.3 From c4084c71386e34f6c28d4c10199eaf1155a2855b Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 30 Jan 2012 15:29:53 -0800 Subject: SH-2592 PROGRESS -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 Refactored WindLight estate settings to use float uniforms in the shaders that only need it, rather than vec4's for everything. --- .../shaders/class2/deferred/softenLightF.glsl | 30 +++++++++++----------- 1 file changed, 15 insertions(+), 15 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 97f3063a9e..62b2e3a796 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -51,12 +51,12 @@ uniform vec4 sunlight_color; uniform vec4 ambient; uniform vec4 blue_horizon; uniform vec4 blue_density; -uniform vec4 haze_horizon; -uniform vec4 haze_density; -uniform vec4 cloud_shadow; -uniform vec4 density_multiplier; -uniform vec4 distance_multiplier; -uniform vec4 max_y; +uniform float haze_horizon; +uniform float haze_density; +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float distance_multiplier; +uniform float max_y; uniform vec4 glow; uniform float scene_light_strength; uniform mat3 env_mat; @@ -161,13 +161,13 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density.r) * 0.25) * (density_multiplier.x * max_y.x); + light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong - temp1 = blue_density + vec4(haze_density.r); + temp1 = blue_density + vec4(haze_density); blue_weight = blue_density / temp1; - haze_weight = vec4(haze_density.r) / temp1; + haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) temp2.y = max(0.0, tmpLightnorm.y); @@ -175,12 +175,12 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { sunlight *= exp( - light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier.x; + temp2.z = Plen * density_multiplier; // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier.x in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier.x); + temp1 = exp(-temp1 * temp2.z * distance_multiplier); //final atmosphere attenuation factor setAtmosAttenuation(temp1.rgb); @@ -201,7 +201,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { temp2.x += .25; //increase ambient when there are more clouds - vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow.x * 0.5; + vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5; /* decrease value and saturation (that in HSV, not HSL) for occluded areas * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html @@ -215,8 +215,8 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //haze color setAdditiveColor( - vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow.x) + tmpAmbient) - + (haze_horizon.r * haze_weight) * (sunlight*(1.-cloud_shadow.x) * temp2.x + vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); //brightness of surface both sunlight and ambient -- cgit v1.2.3 From 1ff55f293444ff17a9a60c4d489effe5faf1b39b Mon Sep 17 00:00:00 2001 From: Leslie Linden Date: Mon, 30 Jan 2012 16:44:01 -0800 Subject: EXP-2592 FIX -- (OS X Lion) Graphics issues with Atmospheric Shaders enabled on Intel HD 3000, 10.7.2 * Fixed up shaders to add haze_density and blue_density together correctly as vec4's rather than relying on the shader compiler to add them together properly. --- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 62b2e3a796..27ea77b5a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -161,7 +161,7 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density * 1.0 + vec4(haze_density) * 0.25) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong -- cgit v1.2.3